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Old 09-02-07, 06:06 PM   #91
sneekyzeke
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Quote:
Originally Posted by Jhereg
Ah poop, I was enjoying your ideas flying to and fro:hmm:

Its interesting to watch how you both approach problems in the game.

Thanks for both of your efforts
Yes, it's fine sport, isn't it?
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Old 09-02-07, 09:02 PM   #92
tater
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I'm all for brainstorming.




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Old 09-02-07, 10:09 PM   #93
jmjohnson36
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the Akagi was done by me already....and I have about 40 ships in my Super MOd Pack...


Quote:
Originally Posted by cdrsubron7
What does it require to model new ships for SHIV? The are many Japanese warships which I would like to see in the game. Some of these ships include;

Aircraft Carriers - Akagi, Kaga, Soryu, Shinano

Battleships - Nagato

Heavy Cruisers - Tone class, Myoko class

Light Cruisers - Yubari, Tenryu


What is needed in order start working on something like this? I have access to some drawings of some of these ships and was wondering if they would be of any help to some of you modders?




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Old 09-02-07, 10:47 PM   #94
DeepIron
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I agree with tater, as he pointed out, were just moving some of the more mundane stuff off to PM's...

Quote:
the Akagi was done by me already....and I have about 40 ships in my Super MOd Pack...
jmj, how do you feel about sharing your work? We're certainly going to give credit where credit is due...
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Old 09-03-07, 11:52 AM   #95
tater
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I just loaded up something I messed with a while ago and never finished. A "bungo pete-clone" version of Nagato.

I tried both a Fuso, and an Ise version. Ise might look closer, dunno. All I did was make a version where the eqp file has the 2 middle guns deleted. I also experimented with swapping the dual 14" mounts for dual 16s.

Works fine, just need to figure which is closer (the BP clones are cool stand ins because there are no new models to load, it's just an eqp change).
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Old 09-03-07, 12:57 PM   #96
tater
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I'm thinking I'll go with the Ise version. I'll dump the 2 middle turrets, and swap the 14" guns for dual 16" guns. I could do better with a bashed clone, but frankly it's not worth the effort and extra loading times IMO. A quick EQP bash will make it look a little different without having to laod a new model just for Nagato.

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Old 09-03-07, 01:17 PM   #97
tater
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Useful links (some already posted in this thread, but all in one place as a FAQ):

S3D:
http://www.subsim.com/radioroom/showthread.php?t=119571

Tutorial: How to import/export OBJ models in 3DSMax:
http://www.subsim.com/phpBB/viewtopic.php?t=44354

Adding new ships (dev post):
http://www.subsim.com/radioroom/showthread.php?t=108132

Dat naming conventions:
http://www.subsim.com/radioroom/showthread.php?t=120499

How to clone stuff:
http://www.subsim.com/radioroom/showthread.php?t=82310

How to make a "Bungo Pete" clone (I need a new name for this cloning technique without cloning the dat, lol):
http://www.subsim.com/radioroom/showthread.php?t=114033

Making new unit types:
http://www.subsim.com/radioroom/showthread.php?t=120440

Ship ideas:
http://www.subsim.com/radioroom/showthread.php?t=117422

Altering eqp files thread:
http://www.subsim.com/radioroom/showthread.php?t=119338
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Old 09-03-07, 04:14 PM   #98
tater
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Interesting, the AMC uses Y nodes in the cfg for the funnels (since they change). It points to Library/ShipParts/cos_NAMC.dat

I'm not sure if any alternate stuff would be added to that file, or if we need only create a new dat in that same folder as long as we match the named parts with what we link to.

Code:
[Equipment 14]
NodeName=Y01
LinkName=NAMC_Cos2
StartDate=19420301
EndDate=19420701

[Equipment 15]
NodeName=Y01
LinkName=NULL
StartDate=19420701
EndDate=19430306
Anyway, this Y node might well be the ticket for things like masts.
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Old 09-03-07, 10:27 PM   #99
DeepIron
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tater, you've been one busy guy today! Excellent links and info! That model ship link is going to be a major source of details... outstanding!

I on the other hand was required to "man the BBQ" lest I suffer a psychological keelhauling from the spouse...

Quote:
Anyway, this Y node might well be the ticket for things like masts.
Y node... I'll have to add that to the growing list of nodes available...

Last edited by DeepIron; 09-03-07 at 11:20 PM.
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Old 09-04-07, 03:12 PM   #100
captiandon
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Its just to bad one cant command a differant boat in game. Would be nice to take a PT Boat out to patrol coastal waters. Is there anyway to mod that?
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Old 09-04-07, 06:04 PM   #101
tater
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I imagine you could, actually. You'd have to either create a bridge, or borrow one from a sub, lol.

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Old 09-09-07, 05:23 PM   #102
mrbeast
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Tater hows the work going on the new ships front, any progress to report?
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Old 09-09-07, 09:11 PM   #103
tater
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DeepIron is doing all the heavy lifting, I'm just head cheerleader for now

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Old 09-09-07, 09:28 PM   #104
Digital_Trucker
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Quote:
Originally Posted by tater
DeepIron is doing all the heavy lifting, I'm just head cheerleader for now

tater
Quit it! I'm bad about visualizing things and that was an awfully strange picture:rotfl:
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Old 09-10-07, 07:32 AM   #105
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Quote:
Originally Posted by tater
DeepIron is doing all the heavy lifting, I'm just head cheerleader for now

tater
Ok..... DeepIron hows the work on the new ships coming on any progress to report? lol!

I had an idea for an ineresting ship. How about a camoflaged coastal transport? I've seen a couple of pics of small Marus covered in branches and greenery to make them blend with the shore while hiding from US aircraft during daylight hours. Would be cool to sneak into a Japanse anchorage and see one or perhaps while passing an inlet an see a couple laying low for the day.

It might not need so much work either as current ship models could be used (perhaps the small tanker, or the large fishing boats?). Anyway just an idea I had for something a little more unusual.

keep up the good work, I'm really looking forward to the fruits of this project.
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