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Old 02-01-12, 12:23 AM   #4
Darkhunter
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Join Date: Jul 2006
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Quote:
Originally Posted by Molon Labe View Post
Yep. I was spending most of my free time doing that last year.=)

The overview of the process is this:

With Cmputil, compress the model into 3d.grp.

With DWEdit, create a new object from the object page; it will fill in the stats from whatever object you had open at the time, so it helps to have a similar platform already on-screen. Set the dimensions, doctrine, signature, etc. as desired.

Set the appropriate sensors. You may have to add new ones.

Then go to the models page and set the model to the one you added. Set the screws/radars/etc. to rotate.

Then go to the launchers page to add the launchers for all the ship's weapons. You may need to add a new weapon, if so, you'll need to create a separate object for it (same process as this one). Position, arm, and animate the launchers.

Next is the helipad. Set the positions for the "path" aircraft take from the air to the hangar.

Then go to classes and crate a class for this object (make sure the # assigned is at the end of the list, adding classes in the middle of the pack can cause compatibility problems). You may need to create a new country to do the class, if that country is not already in the DB. Then go back to the objects page and double click the field in the upper right to start adding individual ships (names, hull numbers).

Then aircraft loadout. You may need to add an aircraft--if so, this is again a separate object.

Oh, and if necessary, create and assign a sonar profile.

I think that's everything. (well, except for testing it to make sure it's behaving as you want it to in-game).
I was actually going to ask you about this recently. Thank you!
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