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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | ||
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
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Quote:
Sorry I couldn't be more positive but I've only got about 4 weeks of modding left before I'm away for 8 months and I'd like to snag USAM in its current form before I go.
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#47 |
Commander
![]() Join Date: Nov 2010
Posts: 457
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WB,
GWX uses markings different form stock SH3 (and from all other big mods), in order to represent the different signs on fuselage, wings, tail. That means the mesh elements of the markings have a different UV mapping. A quick solution could be removing the mesh elements for markings inside the *.dat files and replacing them by the respective ones of GWX Avenger / Liberator. This presumes the models are build to scale, i.e., have same dimensions ![]() Hope that helps |
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#48 | |
Sea Lord
![]() Join Date: Nov 2007
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![]() I'm completely useless at models and have to rely on the generosity of modellers to allow me to use their models. If the mesh elements are removed, does it mean that the markings won't work in other supermods?
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#49 |
Stowaway
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Send me the dats for Units with this problem and I'll fix them for GWX.
I'm only doing some limited mod work now days but this seems a good project to support. ![]() |
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#50 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
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That would be wonderful privateer!
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#51 |
Stowaway
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I have an idea that may solve this type issue.
Of course it's way late in the Game but here it is. Markings are controlled by a 3d object. If we replace that object with a placement node, then make a seperate dat? We can use the eqp file to place the markings. |
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#52 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
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Downloads: 51
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#53 |
Stowaway
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I downloaded from page 1
I've found 13 Units not GWX compatable. Several will need work on the main skin to adapt for GWX. Here's an example of what I mean. ![]() Notice the markings already on the wings? They need to go Bye-Bye. Also noticed some .mtl and .obj files in folders. Those should be deleted as SH does not use those. I'll correct the UV's on the simple problem units to start. How do you want the files uploaded? To you for release or a link that all can use? Last edited by Madox58; 08-27-13 at 01:48 PM. |
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#54 |
Sea Lord
![]() Join Date: Dec 2009
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Hello privateer,
I want to ask you, wehn you expect to publish corrected data for this mod?
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#55 |
Stowaway
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7 of the 13 I spotted need textures re-worked and the 3d objects created and planted in the dats.
The other 6 need re-UVed only. So I don't have a time line as yet. |
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#56 |
Sea Lord
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Thanks for info!
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#57 | |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
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Downloads: 51
Uploads: 26
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__________________
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#58 |
Stowaway
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MMMM Kay.
![]() I'll do the 6 needing UVed and release those first. The ones needing texture work will be a 'you get what I can do' thing. I'm not that great at messing with textures. ![]() |
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#59 |
Sea Lord
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Downloads: 788
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This fix will be integrated into next USAM version (v11.61.4?) or should be activated separately (as "stand alone" fix) after USAM version (v11.61.3)?
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#60 |
Navy Seal
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As I read it, both.
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