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Old 11-01-06, 12:48 PM   #16
U-snafu
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Thank you ref!!
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Old 11-01-06, 04:26 PM   #17
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Got it to work--tks ref & bbw (still a WIP--your right ref, I'm gonna have to edit the props in 3d program)


Next step--1.) Figure out how to edit the props in wings 3d
2.)try to figure out a way to make a terrain air strip (possibly with
terrain repacker to at least make dirt or rock color strip??)
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Old 11-01-06, 04:28 PM   #18
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If every airport in the game actually had this level of detail (parked planes and runway and perhaps even more things, such as hangars, fuel drums, fire trucks, etc.) instead of just being an invisible co-ordinate that airplanes Apparated from, that'd be really great.
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Old 11-01-06, 04:52 PM   #19
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Quote:
Originally Posted by U-snafu
Got it to work--tks ref & bbw (still a WIP--your right ref, I'm gonna have to edit the props in 3d program)
I think the simpler way is to edit the texture of the propeller, removing the motion blur.

As for the strip, you could use one of the construction blocks in harbourkit.dat, I can do it for you, once we start with the beta testing of GWX, and I have a little more time. I even can try to make a full airport

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Old 11-01-06, 05:28 PM   #20
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And then figure out a way to make them sit back on their tail wheels.
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Old 11-01-06, 05:34 PM   #21
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Ref,
I was thinking of using a piece of the harbor and stripping it of all the buildings to use as a air strip (don't know how or if even possible--haven't really looked into that aspect yet--as you can tell from my posts here I'm in the "baby steps" aspect of this )

"I can do it for you, once we start with the beta testing of GWX, and I have a little more time. I even can try to make a full airport "

By all means feel free to---one of the "magic masters" will be able to produce something better then I can at this time (no prob on time-don't want to interfere w/ GWX at any cost--plus it will take me some time to figure out using wings 3d to edit the prop textures)

The stukas are actually typed 305 helicopter and placed 3m's above the given ground height to mesh properly-(setting them as a land unit had them half buried). I have a max speed for them as 6kts but their set at 0kts. I wonder if I can set the one in the middle at 2kts and have it follow a waypoint at it's given height to simulate it taking off or landing:hmm: as you sail by.(probally not because the sim files are gone but I can test)

Safekeeper,
Maybe when this "airport" is done--it can be placed along a coast line and a Air_base can be scripted over it---be cool to see flying planes spawn over it--don't know if could work that way though.

Sailor Steve,
Yah, that bugs me too but as I said I'm in "baby steps" right now
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Old 11-02-06, 08:52 PM   #22
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baby step-#1) I learned how to make a doghouse with wings 3d

seriously -I believe I got all the 3d objects imported (14 seperate pieces ) for the stuka and Im In the process of learning/assembling them----ref or anyone--would just reducing the scale of the false helix to 0% get rid of the prop blur or am I off base?
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Old 11-02-06, 10:39 PM   #23
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Quote:
Originally Posted by U-snafu
baby step-#1) I learned how to make a doghouse with wings 3d

seriously -I believe I got all the 3d objects imported (14 seperate pieces ) for the stuka and Im In the process of learning/assembling them----ref or anyone--would just reducing the scale of the false helix to 0% get rid of the prop blur or am I off base?
That and moving them to 0,0,0 coordinates with pack3d.

Remember to use V2 of pack3d (2pack3d.jar) to import/export objects, and the latest version to clone and move parts.

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Old 11-03-06, 12:14 AM   #24
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Ref,
--lol-I believe I need to read more of the threads on pack3d,cloning,importing/exporting and the wings 3d manual before I ask anymore questions:rotfl:

I cloned the stuka in the pics with v2 and tested. I then "got dat" and "exported" all from the same file and imported in wings 3d from the sh3/data/air/landstuka/3d object folder--opened 14 different wav obj into wings 3d and layed them out for assembly to what I believed where they go. have no idea yet what the mrk#01,#02,#03 are or where thay go. Just figured out how to align the vertices and then combine the objects. Assumed the false helix ( a flat horizontal object w/4 vertices) was what gave the prop(helix) it's blur and reducing it to 0% would render it invisible in game but I have no idea how to and where to line it up in wings3d (funny thing--looked at the false helix flat obj in wireframe mode and it had a graphic of the stuka on it but no other objects had any such thing and now I'm completly lost in that regard).

Back to your answer for me to be clear--clone the renamed stuka file with v5 and when importing/exporting to wings--- do it through v2?

Gonna read up some more and get more comfortable with the progs so I have a better grasp of it to understand your help. (really respect modelers even more now--I've given myself a migrain just trying to get this blur gone and rotate the stuka body down so it sets on it's back wheel-if I ever get it assembled in wings3d )
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Old 11-03-06, 01:18 PM   #25
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Quote:
Originally Posted by U-snafu
Ref,
--lol-I believe I need to read more of the threads on pack3d,cloning,importing/exporting and the wings 3d manual before I ask anymore questions:rotfl:

I cloned the stuka in the pics with v2 and tested. I then "got dat" and "exported" all from the same file and imported in wings 3d from the sh3/data/air/landstuka/3d object folder--opened 14 different wav obj into wings 3d and layed them out for assembly to what I believed where they go. have no idea yet what the mrk#01,#02,#03 are or where thay go. Just figured out how to align the vertices and then combine the objects. Assumed the false helix ( a flat horizontal object w/4 vertices) was what gave the prop(helix) it's blur and reducing it to 0% would render it invisible in game but I have no idea how to and where to line it up in wings3d (funny thing--looked at the false helix flat obj in wireframe mode and it had a graphic of the stuka on it but no other objects had any such thing and now I'm completly lost in that regard).

Back to your answer for me to be clear--clone the renamed stuka file with v5 and when importing/exporting to wings--- do it through v2?

Gonna read up some more and get more comfortable with the progs so I have a better grasp of it to understand your help. (really respect modelers even more now--I've given myself a migrain just trying to get this blur gone and rotate the stuka body down so it sets on it's back wheel-if I ever get it assembled in wings3d )
Hi U-snafu Can't wait till you get this great mod done."drool drool" Have all your mods. These great mods by all of you keep the rest uv'e us sedated and calm till GWX comes out.So keepup the good work it's mucho appreciated.
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Old 11-03-06, 02:46 PM   #26
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Quote:
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And then figure out a way to make them sit back on their tail wheels.
That's the easy part. Export, tilt a bit the 3dmodel, import back in. Done!
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Old 11-04-06, 03:19 AM   #27
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Quote:
Originally Posted by VonHelsching
Quote:
Originally Posted by Sailor Steve
And then figure out a way to make them sit back on their tail wheels.
That's the easy part. Export, tilt a bit the 3dmodel, import back in. Done!
That is true-but it's the assembling of the 3d model pieces that I'm trying to get the hang of and what goes where--just started messing with a 3d program a few days ago for the first time.

Or are you saying I could skip assembling-just open each individual piece-tilt each piece in the Y axis to the same value then export them all back?? (if not-shows how much I still don't know)

Firewall,
Thks for comments,--half the reason for me trying this is to learn how to do it--but It's good to know that there is some interest for it when it's finished . Might be busy over the next coming couple of weeks and have to shelve this so I don't know when I'll get it done --but Im sure when I get to the point that I realize "Ive shot my bolt" so to say--one of the gurus here will be able to knock it out in ten minutes when their less busy.

Ps: Thinking of ref maybe doing the "airport" with the harbourkit.dat --got me to thinking that maybe just placing the Plane graphics on that "construction" in a similar way that their placed as graphics on the aircraft carriers would save on fps--like I said-I have more ideas than knowledge of implementing them at this time.
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Old 11-06-06, 11:55 PM   #28
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At first I thought I got the whole export/import/wings 3d figured out-got it tilted and moving prop removed-but something is obviously wrong

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Old 11-07-06, 12:53 AM   #29
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What did I do wrong or what step did I miss???

1.) I "got dat" from the landstuka dat file using v3 pack 3d-62kb one-(last
version-89kb-won't retrieve the dat file) and cloned it and exited out.

2.) I then got dat from the the dat file with v2-53kb one-and "exported all". this
created the 3d folder with 14 seperate obj files along with a MTL file and two
tga files-(G_helix, and JU87Stuka).

3.) Then opened wings 3d and imported the first of the 14 obj, rotated it -15.00 on
the x axis, then hit epxort selected object-named it the same as the 3d folder
file and saved it as a wavefront file-(ex: the fuselage obj--this created a obj
file "JU-87Stuka_fuselage" and a mtl file "JU-87Stuka_fuselage.mtl) in the wings
folder. Did this same routine for the following 13 obj files with the addition of
scaling the false_helix to 0.00%. then exited wings.

4.) Got dat file with v2 pack 3d--highlighted the sub folder "Node3d-JU-
87Stuka_fuselage" under-3d objects/3d-JU-87Stuka_fuselage-then hit import--
and clicked on the "JU-87Stuka_fuselage) obj file in the wings folder. pack 3d
gives message that file is imported. did the same for the rest of the obj files.
then exited

5.) Open v3 pack 3d-get dat-highlight the same 3d node file and it gives me a
screen to the right with blocks of text where I can apparently change the
numerical values. try putting ref's suggestion of 0,0,0, cordinates in the
X,Y,and Z blocks-it lets me do it but when I click on the next object--the lines
revert back to the prior cordinates. even try putting 0,0,0 in the "posistion"
block but same thing.

6.) Oh well-script in a few of the imported parked planes just to see what I get--
their tilted and the propeller is gone from the scaling it to 0.00% but as the
pics above show-I screwed it up somehow.

Anyone out there that works with wings 3d and importing with pack 3d have any suggestions or can tell me what step I missed or did wrong??
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Old 11-09-06, 11:48 PM   #30
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After 3 days of beating my head against the comp--I found a work around.

Modified the Arado also to be able to park it on water. (the muti-uses of type 305)



Was not able to get the later versions of pack 3d to accept any dat file from any aircraft unit so was unable to use pk3d to change the positions of the obj. Instead, imported all objects to wings except for fuselage and scaled to 0% and exported-then imported and assembled and combined all objects and exported it as the fuselage obj. only glitch in this method was the mrk obj's that provided the german crosses looked like below pic so I deleted them--due to this- finished stuka(above pic) is without the cross details--so gonna have to reskin it then onto the airport terrain part.
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