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Old 09-16-05, 06:46 PM   #1
AG124
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Two questions:

1. How do I start the program from the Command Prompt (Windows has erased whatever little knowledge I used to have of DOS commands).

2. I too am interested in Rubini's question - Is it OK to give the new files a new name?

If I, and others, can't figure out DOS, will there be a version with Windows interface soon?

Thanks for your partience.
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Old 09-16-05, 06:54 PM   #2
Jace11
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Yup cloned me a destroyer.

Thanks for tool.

What about Text names inside the dat file, do they matter? Say I wanted to use a new texture.. Would I have to rename it inside the dat. There are many instances of NDE_Evarts inside the dat I am looking at, renaming these to NDE_Captain causes a crash. Probably don't fit correct. Need to look closely at insert/override.
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Old 09-16-05, 06:56 PM   #3
Jace11
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Quote:
Originally Posted by AG124
Two questions:

1. How do I start the program from the Command Prompt (Windows has erased whatever little knowledge I used to have of DOS commands).

2. I too am interested in Rubini's question - Is it OK to give the new files a new name?

If I, and others, can't figure out DOS, will there be a version with Windows interface soon?

Thanks for your partience.
Rename all the files in a similar manner.. That is essential. NDE_Evarts.eqp - NDE_Captain.eqp

You also need to look inside the cfg file and rename it inside too...
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Old 09-16-05, 07:00 PM   #4
Sansal
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The first steep for clone a unit is rename all names of the files with the same name of the folder. And change the classname in .cfg for other.

The names of the objets in the dat don't need to be change. It's a reference at object but it not have influence in the object. Except names like cfg#a01_name_ship .... cfg#a01_ have references with the equipment.

Sorry AG124 i can't do a tutorial of DOS for you now.

This tool not is finished, it's only the firts steeps. The windowed version when i will solved problems with other functions like import a obj.


P.D. This seem a on-line tutorial
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Old 09-16-05, 07:25 PM   #5
Rubini
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PicaSansal!

What a crazy mind can do....

:rotfl: :rotfl: :rotfl:

Rubini.
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Old 09-16-05, 08:11 PM   #6
iambecomelife
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Quote:
Originally Posted by Jace11
Yup cloned me a destroyer.

Thanks for tool.

What about Text names inside the dat file, do they matter? Say I wanted to use a new texture.. Would I have to rename it inside the dat. There are many instances of NDE_Evarts inside the dat I am looking at, renaming these to NDE_Captain causes a crash. Probably don't fit correct. Need to look closely at insert/override.
Try running a search in the file for plain-text mentions of "tga". This should be easy using hexworkshop's search function. These will most likely be the tga's for the deck and hull of the 3d model. Make sure that the renamed tga for your new texture is the exact same length as the replaced one. For the NDE_Evarts.tga, you'd need a word that was exactly 10 letters/spaces long. I used this method to create some new textures for the "Renown" class battlecruiser I'm making. They work fine without interfering with the default King George skin or crashing the game.



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Old 09-16-05, 08:32 PM   #7
Jace11
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Ok will look into it. Using the old name with a new skin, the new skin is ignored and the other Evarts skin appears to be used which is why I asked. Can the files not be renamed, I am sure I looked at one of serg's mod and he had renamed EVERYTHING which is why I thought it essential (though clearly it is not as it works without)...
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Old 09-16-05, 08:44 PM   #8
iambecomelife
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Quote:
Originally Posted by Jace11
Ok will look into it. Using the old name with a new skin, the new skin is ignored and the other Evarts skin appears to be used which is why I asked. Can the files not be renamed, I am sure I looked at one of serg's mod and he had renamed EVERYTHING which is why I thought it essential (though clearly it is not as it works without)...
I guess that he had all those renamed portions because he made some changes to the 3d model. To change textures you just need to find all plaintext mentions of tga's in the dat file, rename it, and follow the length rule above. Another thing - the new skin will not appear if you put it in textures\tlowres\tex. It must go in textures\tnormal.tex. BTW, I still don't know how to make a cloned unit multiple-skin, so you may have to ask sergbuto or orzel if you want more than one texture.
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Old 09-16-05, 09:24 PM   #9
stljeffbb1
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Excellent! Anything to make this stuff go as smoothly and quickly as possible!



-Jeff
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http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
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Old 09-16-05, 09:27 PM   #10
iambecomelife
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Not working for me when I try to clone (c). I made sure to extract without folders and I have the latest Java update. I'm running in the command prompt window and the files are in the same directory as the dat (nksq_.dat) that I'm trying to clone. I'm getting that "out of bounds" error. Do you have to execute one of the other commands first to make it run?
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Old 09-16-05, 09:36 PM   #11
iambecomelife
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Here's the full error:

Exception in thread "main" java.lang ArrayIndexOutOfBoundsException: 2 at pack3d.main <pack3d.java:60>

Any idea what's wrong?
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Old 09-16-05, 10:16 PM   #12
iambecomelife
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Never mind, I solved my problem. I'm too ashamed to admit what it was, but you're welcome to guess . Now to find some photos of German flak ships - lol.
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Old 09-16-05, 10:24 PM   #13
Rubini
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Hi guys,
Hi Sansal,

iambecomelife just read this:

Reports after first 3! clones in a test mission:

I cloned a Small Merchant, B24 Liberator and a type IXB. I made a test mission with anchored and moving units (waypoints). Put in the same area a original of each unit. All goes fine, no missing objects, no missing textures.

Issues:
1. the uboat clone don't follow the waypoints, just start with move but their engines are off. This is related to the sim file. It's not a bug with the clone process.
2. to clone the uboat is necessary to clone the watch tower too, and they don't have a dsd file. I just rename the cam file to a dsd file and after the clone process I just delete it.

So, it's awesome, in a hour I clone 3 units (1 uboat). Until today at morning I will need a week or two to do this...if I could achieve it...

After this my mind see a infinite possibilities for the modders.

Many thanks Sansal. I new era comes for this sim. You rocks!

Rubini.
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Old 09-16-05, 11:09 PM   #14
stljeffbb1
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Cool....I just used this fab tool! Cuts the time from hours to minutes! Now we can focus on making different units instead of spending the time cloning!

Many thanks Sansal!

-Jeff
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http://www.geocities.com/stljeffbb/CloningLibrary.html

:rotfl:
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Old 09-17-05, 03:01 AM   #15
Rubini
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eh eh,

My cloned Type IX now move and follow waypoints...


Rubini.
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