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Old 04-06-08, 11:41 PM   #16
Raptor1
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I won't get my hopes up, gimpy...
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Old 04-07-08, 02:40 AM   #17
MMarques
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It HAS to be for 1.5
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Old 04-07-08, 07:15 AM   #18
Xantrokoles
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Newest news:
-Shipwakes working
-17 Crew waterboys running arround on the Deck
-I have darken the textures; now it doesn't look too bad, but not as good as the ai_ship
-Propellers working
-Rudder Working

To Do:
-11 heavy AAs
-14 light AAs
-Two Gun Barrels with 6 canons
-High res wachtcrew
-Torpedoes


Mikhayl, is it possible to tell us how u did it with ur Sboat, that it is not possible to dive?
I set the elevation to 0, and the follding speed
But I forgot something?:hmm:
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Old 04-07-08, 07:44 AM   #19
Xantrokoles
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Thank You!
I didn't belive that the diveplanes are guilty for the dyn dive...
when I drive 0 knt I can't dive...

May u can do it like me...put the diveplanes into the model

I only now got crashes,because I used the same values for the weapon cfg# s
...am I forced to rename all or iss a random Id task enough?

EDIT:
May u can tell me also how I can make the UZO non chlickable....because I had to add the half 3d model to the uzo 3d model(model was too big for pack3d), and now u got to the UZO when u click on the conning or so...
Thanks in advance
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Old 04-07-08, 08:06 AM   #20
Will-Rommel
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Keep going mate!

I'm very happy that you undertook this huge project!
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Old 04-07-08, 08:06 AM   #21
MMarques
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The UZO might be usefull for aiming the torpedoes in the future, wouldnt it be possible to place it on top of the bridge?
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Old 04-07-08, 08:27 AM   #22
Xantrokoles
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Thank u again, Maikahyl!
I randomed all id's...and now I can copy each Id for the sim zon and val file...
God I love this job:rotfl:
Quote:
The UZO might be usefull for aiming the torpedoes in the future, wouldnt it be possible to place it on top of the bridge?
I don't delete the UZO, you only can't go there by clicking on it...
U can go to UZO by pusching u or use the menu
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Old 04-07-08, 08:31 AM   #23
MMarques
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Oh I'm sorry I thought you were actualy deleting the UZO from the ship.

Another thing, the numbers on the heavy and light AA are incorrect, you need 6 Heavy AA and 16 light AA guns
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Old 04-07-08, 08:39 AM   #24
Xantrokoles
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I only now the nubers changed in war...
I think I use the number of the Ai ship..I have to count them again but I am not sure if I have time for making the Guns today....we got time

But I am sure I can't make the guns playable, only the guns which are in the game.

May u find the thread, where a guy made Battleship guns playable?
Is this a job for u MMarques???
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Old 04-07-08, 08:56 AM   #25
MMarques
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I gave you the numbers on the AA guns those ships had after their war refits.

As for the Battleship guns I'm looking for that Post but I'm in class so it might take a while. Have to dodge teachers all the time :rotfl:
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Old 04-07-08, 09:29 AM   #26
Xantrokoles
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Kay, I counted now 32 light and 11 heavy

work over work:p

Here are two Screenshots
-> Textures are not very good, but better than no textures (later a texture guru can change that)
->Only the two monster guns are working AI-controlled until now

BIG THANKS TO MIKHAYL FOR HIS HELP!



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Old 04-07-08, 09:38 AM   #27
MMarques
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What a beauty! I've never seen anything like it, cant wait till its finished hehe. Very nice work indeed.

Maybe change the color of the deck for something a little lighter but that's about it
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Old 04-07-08, 09:50 AM   #28
thasaint
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woot!
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Old 04-07-08, 10:04 AM   #29
Xantrokoles
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Quote:
Originally Posted by MMarques
What a beauty! I've never seen anything like it, cant wait till its finished hehe. Very nice work indeed.

Maybe change the color of the deck for something a little lighter but that's about it
I just thought about the same
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Old 04-07-08, 10:08 AM   #30
Will-Rommel
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Is there a way to have the Kriegsmarine flag flying over the ship?
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