SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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04-19-08, 05:45 PM | #1 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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textures
just uploaded them, you might need to rename them according to the name of the sub though. cheers
ps in the game there were still the aft tubes of the 9xd2 model on top of the sen toku deck ???? |
04-19-08, 10:14 PM | #2 |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
Posts: 224
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Thanks for the help, skwasjer. I do need a bit more though. I know very little about subs, but I'm wondering if there's a way to allow the sub to take turns at 100kts without rolling or diving?
Also, is there a setting that I can alter to make the subs slow down quicker when traveling at high speeds? |
04-20-08, 02:39 AM | #3 | |
Ensign
Join Date: May 2005
Location: Suomi Finland
Posts: 224
Downloads: 365
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There is no "settings" in the editor that makes your sub go Pew Pew Pew, answers to those kind of questions are in other threads. ie. the information you seek is not in the editor, most likely it is about what file in the game does what and edit those with the editors available. Cfg files can be edited with Notepad and graphichs with Paint.Net, data files with S3ditor etc... Henceforth; It seems you're looking a way to tweak your sub to go ludacrisous speeds etc, which for me looks like maybe you need some cheats. Also, there has been talks about "sub on rail" which might give answers on how the sub swims about. About the diving speeds etc. Im not sure how to edit those but I suppose if you look though files in the subs directories, there's oughta be values some where to edit. Maybe not precisely about dive speed but some stuff that affects the speed to dive. The search in these forums does work, allthought its not perfect. 99% of the info I need to find its in these forums, not only in Modworksops, thought. Have fun. |
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04-20-08, 02:46 AM | #4 | |
Eternal Patrol
Join Date: Oct 2007
Location: Alberta, Canada
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04-20-08, 03:54 AM | #5 | |
Silent Hunter
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
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Quote:
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04-20-08, 05:00 AM | #6 |
Weps
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
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There are many variables that contribute. Not only in .sim file...
Even in the government of the submarine, to the level of command. And it is very long to explain. And 'need for all perhaps get down to work to make a nice tutorial. Maybe create a topic that serves new and old of the trade and manufactoring Looking at the differences between the various software. Each could make its contribution with the experience gained in that particular software 3DS MAX, Maya, Wings 3D, Milkshape ecc. It is perhaps necessary to bring together all points... And perhaps write a nice manual for this great software that is a jewel of simulation with the extraordinary ability of 3Ditor I think that here in this forum, there are many who would like to do so. We understand the commitment and the profusion that they have lent to the brilliant achievement of 3Ditor... and on the first the great Skwasjer But even the many others who have worked before and during... I know that takes a long time and dedication, but a great software without a great tutorial and a nice manual serves only to a few and the glory would be small. Seeing the time and effort spent so far, an additional effort would really the pleasure of all those who have followed. Many thanks to ALL I can not understand everything mentioned, precisely because of language and requires much time I read everything, otherwise I would have given my contribution, day and night. As I have done in the past for SH3. I remember entire nights in front of the monitor, with open the Hex Editor (With the language and the difficulties that we are jumping from one topic to another...) All this only to encourage its implementation and sorry for my bad English Last edited by UBOAT234; 04-20-08 at 05:21 AM. |
04-21-08, 12:33 AM | #7 | |
Grey Wolf
Join Date: Sep 2007
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Most Americans can't even speak or write a second language. I think you should be congratulated for putting your words in English. It may not be perfect english, but the effort you put into writing your thoughts in english deserves praise. Thank you for the time and effort Skwasjer, although S3D is associated with several files, I have this problem. Clicking on the file directly (like a .sim file) causes S3D to open, but the file is not loaded into S3D. The files are correctly associated. Is this a bug or just something you haven't implemented yet?
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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04-21-08, 05:08 AM | #8 |
Silent Hunter
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
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.dat
the .dat file was the one in the IJN Jyunsen B beta 3.2 18 sen toku I put for download, it is the basic typ 18.dat,
the jyunsen B hull is found as well in my download page along with other stuff, I think the non textured one is there (japsubhull.obj) in a rar file. I had this trying to re open my new jap tower, with the new 3d object of the Jyunsen B tower so i so that I could id the german tower parts and edit them out, woops ! Jyunsen B thread : http://www.subsim.com/radioroom/showthread.php?t=134119 Last edited by keltos01; 04-21-08 at 05:25 AM. |
04-21-08, 05:52 AM | #9 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
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Mikhayl, from the looks you have not (re)exported the 2nd uv map from Max. I see it still has 9171 uv mappings. All the other maps (diffuse, 3rd, 4th) now have the correct number: 6240. Since I don't have the original model I can't export it myself and test it but I know this is the cause of the CTD because S3D now basically writes illegal data.
I will make sure to catch this 'data error' on import with an error message in next releases...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
04-21-08, 06:05 AM | #10 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Quote:
I am saying this because the last files I checked yesterday worked fine here.
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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04-22-08, 04:57 PM | #11 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Quote:
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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04-22-08, 05:31 PM | #12 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
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This will be the last release for a while unless something really cricital comes up. I am a bit tired after more than one year working on this, and now that the most important features are finally in, it's time to take a break for a month or more. Rest assured, this is not the final release, I am still aiming for v1.0 which should include a couple of other interesting features (model preview, zones editor, animations). For the next period, I will focus on some other stuff I'd like to do for this game, like the SH4HQ program which will become quite important with the PTO/ATO mods in the near future, some mod related stuff, some documentation and tutorials etc.
I hope the model import functionality will trigger a new modding mania the next months. I will surely follow all the progress you guys make! Have fun Please uninstall any previous release before installing. Version v0.8.2 - Download New
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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