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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Sonar Guy
![]() Join Date: Aug 2006
Location: Sailing the Seas of Lies
Posts: 393
Downloads: 24
Uploads: 0
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Great-looking ship!
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#32 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, WarHunter.
I cannot send the message to you. Please clear your PM box. ![]() |
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#33 |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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done.
sorry |
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#34 |
Torpedoman
![]() Join Date: May 2005
Location: United States
Posts: 120
Downloads: 78
Uploads: 0
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So all thats left is turning the battle flag right side up?
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#35 |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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yes, I would be glad if someone can explain me how to turn it.
I need to know how to identify the beginning and the end f the flg_node codeblock. |
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#36 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Warhunter
Open the Dat in pack3d Non 3d nodes on left side Look for cfg#Flg Click on it In the box on right look for XY 3.??? and underneath it XZ 0.0 Put the figure from XZ into XY and what was in XY now goes in XZ Click done Can you understand that lol |
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#37 |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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thank you!
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#38 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() Thats about all I can do with pack3d :rotfl: |
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#39 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, WarHunter.
Good basic model. And in the rest the same problems: 1) reflect and shadow models (now from Illustrious) 2) rudder axis 3) shipwake 4) flag 5) hierarchy of objects 6) restrictions of angles of guns and machine guns fireing 7) zones of collisions of damages and effects How are you? :hmm: |
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#40 | |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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2) ruder axis will corrected, too. (my job) 3) shipwake is at 0/0/0. Why alter it? 4) already done (my job) 5) is it necessary to change the hierarchy? 6) possible your job 7) possible your job |
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#41 | |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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2) ruder axis will corrected, too. (my job) 3) shipwake is at 0/0/0. Why alter it? 4) already done (my job) 5) is it necessary to change the hierarchy? 6) possible your job ![]() 7) possible your job ![]() |
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#42 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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4) Yes. For example - flag 7) Ohoho. A lot of time is required for zon-file. If I had Jammu can was more quickly. Last edited by Anvart; 09-08-06 at 01:31 PM. |
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#43 |
Torpedoman
![]() Join Date: May 2005
Location: United States
Posts: 120
Downloads: 78
Uploads: 0
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The Stuka's paintjob on deck bothered me for some reason because they didnt look right. After looking at some pics I have redid them to look more historical.
![]() ![]() ![]() The wings being folded is a very cool effect, but the skin made the wings look like the were folded wrong with the lower wing facing out. Nothing earth shattering, but looks correctly now. I am also trying to make a skin for the actual flying model, but Im having issues with it still. If there is interest in the skin above I will put it up for download. I also messing around with the Graf Zeppelin as well.... Last edited by SeaWolf IV; 09-08-06 at 02:32 AM. |
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#44 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Nice one Seawolf
![]() Finishing touch |
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#45 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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SeaWolf
![]() Download! Download! Download! ![]() |
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