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Old 02-02-07, 03:46 PM   #1
twotone
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Quote:
Originally Posted by DivingDuck
Moin,

for all the mission designers amongst us I´ve uploaded part 1 of my flotsam package. This barrel is the first unit and I´d like to know whether it´s worth to continue creating other pieces of debris/flotsam. So, feel free to comment!





The barrel comes with multiple skins and works fine with NYGM and GWX. It may be installed easily using JSGME. Since it is defined as environmental unit you can´t eye it up in the museum. That´s why the download contains a tiny mission just for testing, without any objectives.

It is available for d/l at my filefront page.

Regards,
DD
O god yes you have to make like a floatsome of like lost at sea men in dingys and ship wreckage so you cna like pilot by them and michine gun them down... god im cruel.....

but really it woudl be cool to see men in a dingy out in the middle of nowhere...
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Old 02-02-07, 05:04 PM   #2
thefretmaster
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i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks
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Old 02-02-07, 05:07 PM   #3
bigboywooly
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IIRC its called BPNeum or something like that

Did you try to export your obj on its own without mtl ?
If that works ok then try with mtl but without the library
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Last edited by bigboywooly; 02-02-07 at 06:02 PM.
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Old 02-02-07, 05:52 PM   #4
Madox58
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Weapon_CREW.dat in the Library folder.
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Old 02-02-07, 05:58 PM   #5
thefretmaster
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ok cool
im just redoing it texture wise
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Old 02-02-07, 09:09 PM   #6
iambecomelife
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Quote:
Originally Posted by thefretmaster
i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks
Rafts can be extracted from the DAT files of most warships & merchants. They have the prefix "boat" for their obj files - for instance, the boat01, boat02, and so on. lifeBOATS are normally designated by the prefix "barca".

On a side note, I have been interested in releasing all of the game's lifeboats, rafts, and motor launches as small craft separate from their mother ships but I don't know how to edit the ZON files.
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Old 02-02-07, 09:36 PM   #7
Madox58
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With units that small, only a single box and sphere should be needed I'm
guessing.
Perfect Job for Mini tweaker and a custom Rule.
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Old 02-02-07, 11:42 PM   #8
DivingDuck
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Good morning all,



I´ve used one box, not shown on this pic and 9 spheres for my barrel´s updated version.
A tool to edit these spheres would be very much appreciated since it´s quite a lot of work to enter all these data by hex editing.

Regards,
DD
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Old 02-03-07, 09:53 PM   #9
thefretmaster
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right ok, i have been trying to figure out pack 3d for hours now and i dont have a clue, i copied the barrel folder and changed all the names, tried to clone the now copied dat file, i dont know if this did anything or what it did, i tried importing my model (im using a simpler model for testing its a piece of floating box i guess) it said this object cannot be imported, and the same for the textures. i dont have a clue what im meant to be doing, if someone has a link to a good tutorial on what im meant to be doing that would be great, otherwise could someone pm me some instructions please?
thanks again you guys rule
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Old 02-03-07, 11:52 PM   #10
Madox58
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What was the error message?
Do an extract all to get Pack3d mtl.
edit the mtl file to match your file names then try to import again.

Example mtl

#MTL generated by Pack3D USNKShip.dat (This is my dat file name)
newmtl Complete_render_ready (This is my obj file name)
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd K_Ship.tga (This is my TGA file name)
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Old 02-04-07, 07:55 AM   #11
DivingDuck
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Moin,
Quote:
Originally Posted by thefretmaster
right ok, i have been trying to figure out pack 3d for hours now and i dont have a clue, i copied the barrel folder and changed all the names, tried to clone the now copied dat file, i dont know if this did anything or what it did, i tried importing my model (im using a simpler model for testing its a piece of floating box i guess) it said this object cannot be imported, and the same for the textures. i dont have a clue what im meant to be doing, if someone has a link to a good tutorial on what im meant to be doing that would be great, otherwise could someone pm me some instructions please?
thanks again you guys rule
If you use the barrel as "mother" to clone from, you don´t have to import the texture. Just name your texture file UNITNAME_T01.tga. SHIII grabs the texture and attaches it to the object ingame.
As for the object make sure you´ve selected the parent folder entry before hitting IMPORT. I´m at work actually and can not post any screens, but tomorrow morning I´ll have some time (08:00-15:00Z) to do so. Might be the right time for you. I´m sure we´ll get you on your way soon. If we should not for any reason, I´ll do it for you.
In case you get error messages concerning the *.mtl file be sure not to rename the object´s name without altering all the entries in the *.mtl, as privateer already mentioned. You better export to new *.obj/*.mtl if you wish t rename.


Regards,
DD
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