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Old 08-11-10, 08:42 PM   #1
Ducimus
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The heckler is the interiors, and how and where they are rendered. In the end, i think all you'll get out of SH5 is the base 3d model for the exterior after reworking it for SH4 compatiblity.

But taking uboats out of SH5 ,and making them work the same way in SH4? I seriously doubt that. For interiors, someone would still have to port a type 7 interior from SH3.
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Old 08-11-10, 08:58 PM   #2
Madox58
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The only problem with the interiors is the size of the files once exported.
The electric motor alone is over 600+ megs as done in SH5.
Granted some of that size seems to be bad codeing not up to
the current granny2.dll stuff.
But I'm getting it all figured out slowly.
Export times went from 30 seconds to 10 seconds for a 600+ meg object
so far!
It's kind of like modding standard files.
I adjust code, build the .exe then test.
If it's not right?
I change a few things and do it all again.
The export of the 3D models is perfect now as far as the shapes.
It's getting the texture coords right that I'm working on now.
The math is all wrong.
And I don't have enuff fingers.
(My math skills roughly == 5th grade level)
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Old 08-11-10, 09:37 PM   #3
Sledgehammer427
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I'm curious about this as well. The Surface Warfare Super-mod team wants to get the raiders from SHV.
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Old 08-11-10, 09:53 PM   #4
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I've only to figure out the correct texture coords extractions yet.
Then code it properly.
Most of the source code did not deal with multi-textured objects.
So it's not correct for what we want.
Just as the base 3D object export did not work.
The 3D objects export perfectly now as far as the shape.
It's the texture coords I'm on now.
It's again a simple math problem but runs through many structures.
I have to find the mistake and correct it.
I've got 12 hours into this so far today.
I think it's good enuff to call it a day!
I'm starting to get loopy.
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