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Old 01-26-10, 01:27 PM   #1
pontius
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Good to see such a Topic again after some years
Oh what a breakthrough this was!
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Old 10-21-05, 11:26 AM   #2
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No progress yet?
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Old 10-21-05, 01:13 PM   #3
UBOAT234
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Default mah...

Mah... but Bump!
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Old 10-21-05, 06:03 PM   #4
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Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!!
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Old 10-23-05, 07:25 AM   #5
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Old 10-27-05, 03:44 PM   #6
sergbuto
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Quote:
Originally Posted by iambecomelife
BTW, Sergbuto, could you explain how you handle texturing in Wings3d? I still keep running into the problem of Wings3d using the deck texture as the hull texture. I've tried setting the hulls' components to the material named cfg#TXR_[unitname], but this almost always keeps pack3d from letting me import it.

Thanks.
If a few texture plates applied to the same 3D object (such as f.e. hull with deck), the Wings3D - Pack3D chain may change the order in which they are applied in to the 3D object, compared to the original. That is why f.e. the hull gets the deck texture and vice verse. You may try to exchange textures although they are often used with somewhat different settings for ambient/diffuse background colours and specular effects. I prefer to do post-processing hexediting to fix that.
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Old 10-27-05, 03:48 PM   #7
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Quote:
Originally Posted by AG124
Are those the booms that you are going to use on the finished model? They look like they belong on a heavier ship to me - is there another type you could use?
There were some 4000-tonners which used twin masts if that is what you mean. But I was thinking to exchange for single ones.
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Old 10-27-05, 03:51 PM   #8
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Quote:
Originally Posted by AG124
BTW - What about the Vosper class (the original subject of this thread)? Will they be ready soon? And is there an ETA for the 3,500 ton freighter? Maybe you should post a preview on your website.
No ETA yet.
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Old 10-27-05, 03:55 PM   #9
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Quote:
Originally Posted by AG124
I just realized that you are working on more than one. Do you have a couple of pictures of the others too?
They are still in an ugly shape with parts flying around.
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Old 10-27-05, 04:00 PM   #10
sergbuto
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Quote:
Originally Posted by UBOAT234
NOW IS THE MOMENT FOR YOUR PERSONAL TUTORIAL
Sorry. Not enough time to write tutorials. Especially when English is not my native language.
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Old 10-27-05, 04:04 PM   #11
sergbuto
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Quote:
Originally Posted by Type941
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!!
Arbitrary scaling will lead to the inappropriate damage model.
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Old 10-27-05, 06:41 PM   #12
AG124
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Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic.

Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?

BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
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Old 10-27-05, 08:55 PM   #13
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Quote:
Originally Posted by AG124
Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic.

Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?

BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
Some possible causes:

1) Did you add an entry for the new ship in englishnames.cfg?

2) Did you make sure that the abbreviation for the ship was the same in englishnames.cfg, [unit].cfg in the ship's data\sea folder, and the data\roster\[nation]\sea\[unit].cfg? The designations for "classname" must be consistent.

3) Did you use the "extrude" function to alter your model in Wings3d?

4) Did you give the new unit a name with the same number of characters as the old unit? For instance, my ore freighter, as a descendent of the vessel NKGN (4 characters) is called NKOC (again, four characters). BTW, I'm not absolutely certain that this last thing needs to be done, but it appears to have been the cause of otherwise mysterious crashes.
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Old 10-27-05, 08:56 PM   #14
iambecomelife
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Also, you just need to click on the dat file and press clone in Pack3d; you don't need to clone individual objects.
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Old 10-28-05, 06:01 AM   #15
AG124
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In answer to your four questions.

1. Yes.

2. Yes.

3. Didn't change the model. For some reason, I couldn't even see it in wings 3d - when I exported from pack3d the file size was 0kb. I am new to this after all.

4. No, the new name has a completely different number of letters; this is probably my problem :hmm: . I will give it a four letter name (the Transport's designation is NPTR) and try again tonight.
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