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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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XO
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every model in cold waters needs up to 9 or more things to exist some need less
1.) model file 2.) material file 3.) texture file 4.) Information Values so Vessel file or weapon file ect 5.) sensor values 6.) description 7.) audio sounds 8.) SFX so like smoke or light effects 9.) code behavior instructions so like AI ect or a set thing to do when a certain thing is triggered or times out the main problem for modding in cold waters is NUMBER 2 material files as these are reused you have to keep track of em so for example : wp_84_ssn_mike_pl [Model] ModelFile=ships/wp_ssn_victor2/wp_ssn_victor2 //Hull and Deck MeshPosition=0,0,0 MeshRotation=0,0,0 MeshHullCollider=wp_ssn_victor2_coll_hull MeshSuperstructureCollider=wp_ssn_victor2_coll_ss Material=ships/wp_ssn_victor1/wp_ssn_victor1_mat MaterialTextures=vessels/textures/black.png this mike is using a victor 2 model & victor 1 material file this is the main limiting factor for adding new items to Cold waters so : ive decided to now make different and unique files for each vessel or weapons or aircraft to stop conflicting files from being a issue also this will make unlimited new models or materials possible i wont have to Kit bash either kit-bashing is when you make a model out of other model parts every new thing ive even made was a kit bash project & im very good at it but it has its limits and as we can now add new models to the game and i can do 3d models any ways ive decided to go this way for future development which will give us actual models of the actual things in question ive started this to day by looking for programs to do the various things ill have to do and to use them do get the various files made Steel Shark
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"History is Written by the Victors." Last edited by steel shark; 09-18-20 at 06:17 AM. |
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