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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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Hey TLAM Strike,
Thats great niceone thanks. ![]()
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#32 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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Hey TLAM, any progress?
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#33 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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Hey TLAM Strike, Have you got the Hierarchy setting right? ![]()
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#34 | |
Navy Seal
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Sorry no I just got a new graphics card and a copy of SHIV so I've gotten very little work done lately. ![]() |
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#35 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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I would need the model to see how to do it, I'm not sure if the animation work in the same way has Fleet Command. ![]()
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#36 |
Navy Seal
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What format do you need it in? I can send it in 3dsmax V3.01 format, .3ds or .j3d. PM me with an email address to send it to and I will try and send it in a couple of days.
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#37 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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#38 |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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Here is how to animated an torpedo door.
The animated parts do work in the same way as they do in Fleet Command. All you need to do is, 1. Select the part you want to animate. 2. Name part TORP_DOOR_1 for example. 3. Go to a tab called "Hierarchy” on one of the panels. 4. Click "affect pivot only" 5. Click "Center to object" 6. Click "align to world" 7. Move the pivot to point to the top of the torpedo door. ![]() Its has easy as that. ![]()
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#39 |
Navy Seal
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Thanks for the info FCCC. I'll try it tonight and see how it goes, hopefully all the new player subs will have working tube doors.
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#40 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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![]() Quote:
Let me know if you get it working or not. ![]()
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#41 |
Navy Seal
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UPDATE:
Thanks to FCCC I've gotten the tubedoors working and have send the models out to be included in the next LWAMI. |
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#42 | |
Medic
![]() Join Date: Apr 2005
Location: Centre
Posts: 161
Downloads: 32
Uploads: 0
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![]() BTW: the control codes of those "animate modules of playable" contain in the "dangerouswater.exe", change that codes, like "names of animate modules",change things codes in exe: ![]() Last edited by caymanlee; 08-29-09 at 11:40 PM. |
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#43 | |
Navy Seal
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#44 |
Medic
![]() Join Date: Apr 2005
Location: Centre
Posts: 161
Downloads: 32
Uploads: 0
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easy, use any Hex tool, like "WinHex", open "*.exe", there you go.
but change the codes efficiently, that is another story, due to the "byte limit". same as the "*.dll" modification If you like any kind of modification regard "exe" or "dll", let me know. |
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#45 |
Subsim Diehard
![]() Join Date: May 2006
Location: Texas!
Posts: 971
Downloads: 78
Uploads: 3
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Hey TLAM. Are you still taking request? An improved Virginia Class model would be nice. The one from SCX is great, but the sonar dome isn't quite right and the color scheme isn't accurate.
BTW. Any new projects in the works?
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