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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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Ok I'll check
By the way the mistake I think about is regarding the use of the S3ditor Following the Tuto There are 6 files to be edited dat *.sim *.cam *.val *.zon *.dsd in the Submarine folder and also 5 files (...) in the object folderif I Remap one ....I have to use the same "code" with the 5 others (for the submarine folder) and also the same operation , but with a different code (at start) with the 5 files in the Object folder each time I click OK (no random choose) , SAVE ; Close ... (note that the code is automaticaly written in the other files case) if this is Correct ; than I really don't guess what I did wrong ; I'll try again tomorrow (I did it twice today ![]() |
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#32 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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Hi again
The TutoTypeII you gave the adress in the very first post is working fine :p; but my New Sub ![]() ps :SYMPTOMS I have rechecked my files and one folder was out of place , ....so I though that's it and I tried it again and it almost download the game ; but at almost the end I had CTD .... Does that mean something that could lead me to a clue ? (before I had CTD as soon as downloading the Quick mission selection NewSub) |
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#33 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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Sorry , I am not sure to understand "fresh submarine" & fresh conning tower files"
![]() Do you mean Redoing the same cloning using new Data/Submarine/ & Data/object files from the original DATA game ? |
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#34 |
Bosun
![]() Join Date: Mar 2008
Location: france
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I've got the answer of my failiure ( I think) . It's because of the silent3ditor remaping
- When I remap one of the 6 files (OK->save->close) and do the same to a following the N° in the Remap case is the same as the one I firstly choose, But when I click OK for the remaping the parent id is totaly different than the one I have saved .....so all my file have parents id different ![]() Is there some setting to apply in the silent3ditor ? I have the beta0.8 |
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#35 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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Me again
After few tries that's what I succeed to load ![]() ![]() ![]() but it doesn't look like a german sub ..... ![]() I have enable the XXI mod (it's a Russian mod I took on a russian site ) so I I could play Quick mission else than with the American ; than I have enable the Newsub and did as you said = Remap freshly the files from the object and submarin folder that's really weird isn't it ....it surely is a Russian Sub , not a German |
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#36 |
Bosun
![]() Join Date: Mar 2008
Location: france
Posts: 61
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Great !!!
![]() Thanks for your patience and help , I wouldn't have been able to make it without the Tuto It's my first step on my way for modding One more question : If I create a 3dmodel with 3dsmax or else and export it under .Obj Would It be able to load it with Silent3ditor and remap it and save it as a .Dat file to put into the game ? |
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#37 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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couldn't you write down what you know, how you do it, we'll start from there.
The part I don't get is how to export the uv maps from 3dstudio.. I have a new tower, textured and all, but can't seem to get it right in an obj file and uv maps... could you take a look and maybe tell me what to do step by step in simple english ?? ![]() download link : http://www.mediafire.com/?t0c9zx215z6 2 : let's say I make a cloned Jyunsen B type submarine out of a typ18, if I wanna make more sub clones : typix -> Type J1 sub, typ II -> small IJN sub, won't they conflict with one another if all are implemented ? |
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#38 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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that'll need 6 modifers :
ballast, hull, cables, screws, ramp, deck each with a uv map to get a good result. |
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#39 |
Bosun
![]() Join Date: Mar 2008
Location: france
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I 'm very interested by your progress ; I'm in seach myshelf in importing 3ds max files (converted into.Obj) into Silent3ditor in order to bring my "Home" submarine inside my game and play with it ...
I do not understand how to bring the texture with 3ds max . I know how to deal with Milkshape , ![]() Could you please kink a tutorial ? ![]() |
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#40 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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I posted a thread about 3ds tutorial here :
http://www.subsim.com/radioroom/showthread.php?t=135519 |
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#41 |
Bosun
![]() Join Date: Mar 2008
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#42 | ||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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Mikhayl,
Thank you for the turorial, I am trying to learn to mod but I don't think it's going to happen. Too many "nodes" I don't understand, but I'll give it a try anyway. ![]() But the reason for the post: Quote:
Quote:
Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#43 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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Thanks, I'll give it a try. I don't know if I'll ever figure out Silent3Editor though.
Peabody
__________________
System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#44 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Thanks A LOT Mikhayl, your tutorial made it possible for me to make a stand alone Jyunsen B submarine
![]() see my FF page. |
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#45 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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Now go to UPCDataGe\UPCCampaignData and open Flotilla.upc with your notepad :
copy paste one of the units' data : [Flotilla 1.UserPlayerUnitType 1] ID= F1IXD2 NameDisplayable= Type IX-D2 U-boat AvailabilityInterval= NULL, NULL IDLinkUserPlayerUnitType= IXD2 UnitTypeCommonality= 10 ; to be used when a random choice is assigned IDFlotillaLinkTransferTo= NULL [Flotilla 1.UserPlayerUnitType 3]<-change the unit number according to the number of subs in game : here it's the third one ID= F1Newsub1 <-change NameDisplayable= Type Newsub 1 U-boat <-change AvailabilityInterval= NULL, NULL IDLinkUserPlayerUnitType= Newsub1 <-change UnitTypeCommonality= 10 ; to be used when a random choice is assigned IDFlotillaLinkTransferTo= NULL save go a bit down and you'll see this : [Flotilla 1.UserPlayerUnitType 1.Objective 1] ID= MB11OBj1 NameDisplayable= NULL AvailabilityInterval=1943-04-01, 1943-06-15 ObjectiveCode= China-Sea [Flotilla 1.UserPlayerUnitType 1.Objective 2] ID= MB11OBj2....... copy paste all missions (9 normally) change the Unit number to your Newsub1 number, which here is number 3 : [Flotilla 1.UserPlayerUnitType 3.Objective 1] ID= MB11OBj1 NameDisplayable= NULL AvailabilityInterval=1943-04-01, 1943-06-15 ObjectiveCode= China-Sea [Flotilla 1.UserPlayerUnitType 3.Objective 2] ID= MB11OBj2....... save and exit now open CareerStart.upc you'll see 4 flotilla files: [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Penang IDLinkFlotilla= Penang ; link to ID in Flotilla upc file IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1 FlotillaBriefingText= FlotillaCommonality= 1 Add your ship to each one, do this for all careerStart( 1943, 1944, 1945) : [CareerStart 1.Flotilla 1] ID= C1Flotilla1 NameDisplayable= Penang IDLinkFlotilla= Penang ; link to ID in Flotilla upc file IDLinkUserPlayerUnits= F1IXD2, 1, F1XVIII, 1, F1Newsub1, 1 <--add FlotillaBriefingText= FlotillaCommonality= 1 save and exit, implement using JSGME, you should be able to start a campaign with your NewSub1 from Penang now. Keltos01 |
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