![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
Gratitude dude
this posting thing works great thats exactly what I needed thanks I will take a crack at it a little later if you would be so kind to check back here for any difficulties over the next couple of day's Id appreciate it
thanks again M.M.:p |
![]() |
![]() |
![]() |
#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
Am always around
![]() Thats the idea of a forum Keep us informed how you get on |
![]() |
![]() |
![]() |
#3 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
So Far
OK so files are renamed as such and I am now looking at the Eqp file for the changes I need to make Now I Know to set the A Turret to null to remove it however that is the location I need for the Hhog. when I try to put the hedgehog In, should I Just try to use the A01 zone Or do I need to give it a W0? designation if so what number on evarts its W011 is there a zone in the bows for asw weaps? on original game river DE it is W07 and naturally there isnt an Hhog already on BS but one of Null Zones may be it??????? Would using the Game RiverDE eqp file work on the BS model??????
{Key -RiverDE=original game model Destroyer escort - RiverFF=Project model Frigate - BSFF=original game model Frigate} also I have p3d downloaded however its not instinctive to me and I dont entirely understand what I need to do with it Is it to compress for file sharing after Im done? Further, I know nothing of hexediting and must learn from scratch! will the model work just fine with the BS skin? M.M. (ps M.M. was born Burnley Lancashire 1963 , Living in Canada since childhood, Wifes Late Grandfather Captained two flower class and two River Class during WW2, MM is an avid student of pre atomic submersible warfare and asw, and subsims since 8bit nintendo was leading edge) Last edited by Mush Martin; 12-26-06 at 09:00 AM. |
![]() |
![]() |
![]() |
#4 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
Reskinning
I think I will leave the reskin as a seperate project for me, however I do want to learn how and I wonder if there is a way to put hull numbers on using a method like the side emblems on the sub? does this already exist or is it even possible?
M.M. ![]() |
![]() |
![]() |
![]() |
#5 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
|
![]()
Ok
The DE River eqp wont be any good as the zones will be in a different place You can use the A01 zone to try the hedgehog Pack3d For cloning purposes best to use version 3 I think Open pack3d - click on get dat Point towards your new River frigate dat and open Then click clone The model should work with the BS skin for now When you have cloned you can place into the game and check the ship out in the museum No the hull numbers are different to subs and will have to be painted as part of the skin Now the ship uses the skin reversed on one side of the ship so any number would have to be reversable IE 1001 - 8008 - 1881 - 88 etc |
![]() |
![]() |
![]() |
#6 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
![]()
best I could do is maybe HMCS Hallowell but K would be backwards on one side
K-666 would show 999-k more or less then. nonetheless thanks for the help. be back soon. M.M. ![]() |
![]() |
![]() |
![]() |
#7 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
|
![]()
when it comes to trying to relocate the radar I would assume I need to get into the zones file and the text editor isnt going to cut it do you know what I need to edit zonefiles. assuming we conquer that problem do you think it would be as simple as reversing the co-ordinates on the deck house bandstand reversal?? M.M.
|
![]() |
![]() |
![]() |
|
|