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Old 02-21-11, 11:58 PM   #1
Ducimus
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Default [REQ] I need much smaller flag model

I need a much smaller flag model. The reason should be obvious.
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
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Old 02-22-11, 01:57 AM   #2
Captain von Keldunk
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Flags

Hello
Anvart has sh3 flag mod, small flags also he can rise and lower flags by key
commands. maybe he can make them to work with sh4 also
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Old 02-22-11, 11:59 PM   #3
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Check with Tater. I seem to recall he had solved this issue as part of his Japanese Merchant Marine work.
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Old 02-23-11, 04:37 PM   #4
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How much smaller?
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Old 02-23-11, 06:01 PM   #5
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Quote:
Originally Posted by Nisgeis View Post
How much smaller?
What ever would be porportional to that flag pole you see in that picture that is on most conning towers.

See pictures of USS Gato here:
http://www.navsource.org/archives/08/08212a.htm

This photo in specific:
http://www.navsource.org/archives/08/0821237.jpg
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Old 03-07-11, 05:34 AM   #6
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how can i istall the flag?
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Old 03-07-11, 04:40 PM   #7
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Quote:
Originally Posted by chrysanthos View Post
how can i istall the flag?
Using S3D, Place the flag in its own dat file. Name the root node something you can remember like "SubFlag_US" or whatever. Place dat file in data/library directory. Within the dat file, remove embedded image, and edit texture to whatever you want to name it via the resource node, leaving flag texture in the data/texture/TNmormal/Tex directory in DDS format, using DTX5 compression.

Then using S3D, create and position an IO node with an unused number in the conning tower dat. Use the same node and number, across all 3 to 4 towers per boat, for roughly 12 to 14 conning towers total. (Have fun with that! )

Then append an entry to the bottom of each boats EQP file calling on the flag root node using the IO node you just created.
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Old 02-23-11, 06:05 PM   #8
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Quote:
Originally Posted by Ducimus View Post
I need a much smaller flag model. The reason should be obvious.
(Id fix this myself, but this seems to be a 3d model and mesh animation issue, which is well beyond me)
bloody rusty hull, you have here
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Old 02-23-11, 06:21 PM   #9
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Quote:
Originally Posted by Vendor View Post
bloody rusty hull, you have here
I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty.
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Old 02-23-11, 06:26 PM   #10
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Quote:
Originally Posted by Ducimus View Post
I was (and am) having problems generating normal maps for fooskins for some reason. If i had to choose between rusty textures or flat textures, ill settle for rusty.
What I would do
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Old 02-24-11, 06:40 PM   #11
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I've got a scaled down group of the .obj files if you want them.
They would need renamed and a edit to the .obj file is needed.
It's easy to do, but there are 98 or so to do.
I renamed the first 2 and edited the first .obj as an example of what to do.

I can include exact instructions if you want.

The plug-ins I use with Max don't have provisions for nameing the files as needed.
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Old 02-25-11, 11:05 AM   #12
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I just made the texture map with an alpha channel over the parts I didn't want
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Old 02-27-11, 01:08 PM   #13
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i need help i am desperate about changing the japan flag into american so i can play some quick missions...tell me what to do oh god :/ and dont laugh at me did you know that this is the reason i didnt sleep last night....?
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