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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
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i see...yes it's the conversion to directX that 3dsmax is struggling with...at least with the X file exporter plug in i have at the moment....it imports the SOF models like a dream blam straight open with 3dsmax there it all is..but exporting it back out again.....there's the snag....the game accepts the edited model perfectly..no crashes etc...but it's invisable LOL....am trying variuos different settings with the export to see what the issue is....it may even be a matter of scale.....it might be exporting the model file hugely too large (in which case i am seeing nothing because i am inside the sub model...or it may be the exact opposite ...and the thing may be a tiny speck beneath me...or it may have reveresed all the polygon normals so it's shown inside out and there fore transparent...any number of things can go wrong or be set incorrectly....
so it's the conversion to the X file format that i need advice on...if he has 3dsmax what exportor plug-in is he using etc...and what settings does he use and so on... in the mean time i willl take a look at deep exploration (it rings a bell think i've used it before..) and try one or two other tricks....see if i can find a way... yes i think adding new ships etc is just a matter of correctly adding the new vessel to the games list of game objects.... it won't automatically use it tho untill you script it into the missions..which you obviuosly allready know how to do lol tho to be honest with you i don't think subsim.com is the right place to discuss this excellent sim...
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats |
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#2 |
Pacific Aces Dev Team
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Yes, you're right about the scale. The models are about 5 times too big for SOF.
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#3 | |
Pacific Aces Dev Team
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#4 | |
Ace of the Deep
![]() Join Date: Apr 2002
Location: UK
Posts: 1,278
Downloads: 0
Uploads: 0
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ApplyStateEngine $0,"PassByZigZag#Scharnhorst#2.081,56.309,500000,1 #18" go to the co-ordinates 2.082,56,309 chug about a bit and it will apppear.. add this to the list aswell ApplyStateEngine $0,"PassByZigZag#Lion#2.081,56.309,500000,1#18" and you'll get to see the two ships duke it out in a battle to the death... i fancied see-ing another of my flottilla buddys knocking about the place... so used a similar method to the above and here they are..crew on deck and all... ![]() it really is no harder than SH2 for this sort of stuff...in fact in a lot of ways it is actualy easier to add ships to missions etc etc convoys are a little different..and i'm not sure that side of things will really pan out to anything like a high standard..tho i could be wrong...it's hard to get convoy placement and formation keeping...you can see it is possible by generating a convoy mission thru the generator...but scripting that ....looking at the files for the convoy is complex...and i would not know how to incorporate that code into a normal campaign mission file..and even if i could i still think they're would be in game issues that made it less than satisfactory..escorts not returning to the ships after an attack etc etc... but loosely formated convoys should work...by the simple inclusion of several ships and a few escorts given the same route and speed instructions..which is how the stock campaign handels the few small convoys it has incorporated.. FLOATER would know more about this more complex code work as it is AFAIK wrritten entriely in some form of Visual basic code... in fact i reckon Floater could knck up a decent mission editor in no time at all... why do i think that??? LOL because I could knock up a basic mission editor myself ...and if I can make one...Floater could do it in his sleep!!! on the modelling side here's that full 3 man watch crew idea i mentioned... the third man is the stock one which you would see in game but ins't shown here.. ![]() unfortunately i am no closer to finding a way to export the model back into SOF from 3DSMAX... i don't have an awfull lot of patince for fiddling about with model file formats exported settings etc etc etc... love making the models etc hate all the anal p*ssing about needed to get things correct for inclusion into games.. tho should any-one deign to provide me the neccessary information on the correct X file plug in settings to export from 3dsmax or similar..i can now provide information on how to add a completely new ship model to the game. here is a unique and new vessel using a stock model copied and renamed (along with a new texture file etc etc) it's a german small cargo ship.. ![]() tho as you can probably see there is no smoke coming from the funnels so that is an indication that the job itself is not completely done...but as a stationary ship in a harbour area this would be perfect.... swop you this info for the exporter info....:hmm: :rotfl: ![]() ![]() ![]() ![]() ![]() as you can maybe tell i stopped having fun "sharing" this info about one and a half pages ago..it's allready beginning to detract from the enjoyment i get from playing the game itself..and that's a "NO NO" ..i'm sorry i just can't take my self seriously enough to compete with the vibes..LOL. taking my self seriuosly isn't any FUN LOL!!!...this is just stored momentum. to get it out of my system so to speak..time to retire disgracefully back to my web-site again i feel. ![]()
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the world's tinyiest sh3 supermod- ![]() and other SH3/SH2 stuff http://www.ebort2.co.uk/ The best lack all conviction, while the worst Are full of passionate intensity. W.B.Yeats Last edited by CB..; 09-07-07 at 09:51 AM. |
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Pacific Aces Dev Team
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#6 | |
Canadian Wolf
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