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Old 02-16-08, 10:32 AM   #16
Anvart
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Quote:
Originally Posted by schnorchel
maybe it is a place for emblem.
Some old notes:

shipname_ShipWake = shipwake
shipname_siajF = bow right splash
shipname_siajF2 = bow left splash
shipname_siajB = stern splash (splashing water above propeller)
... _siajF01 = Submarine bow splash (right)
... _siajF01_02 = Submarine bow splash (left)
... _siajF02 = Submarine bow splash
... _siajF02_b = Submarine bow splash
... _siajB = Submarine stern splash
... _siajC = Submarine CT splash
... _siajC_b = Submarine CT splash
aud_engine_shipname = Sound of engine
aud_engine_diesel_ ... = Submarine diesel engine sound
aud_engine_electric_ ... = Submarine electric engine sound
aud_fore_ ... = Sound of bow wave
aud_propeller_ ... = Sound of propellers
aud_sink_B_ ... = Sinking back sound
aud_sink_F_ ... = Sinking forward sound
cfg#E01_ ... = Sub Emblema 1 !
cfg#E02_ ... = Sub Emblema 2 !
cfg#A01_ ... = A-A Armament !
cfg#A02_ ... = A-A Armament !
cfg#ALB_ ... = Alberich anti sonar coating !
cfg#B01_ ... = Bomb Armament
cfg#BLD_ ... = Submarine Bold Decoy Launch !
cfg#C01_ ... = Radar RWR !
cfg#D01_ ... = RadioDF
cfg#FLG_ ... = Flag !
cfg#FLGC ... = Flag civil. !
cfg#FLS_ ... = Flag (small) !
cfg#FLSC_ ... = Flag (small) civil. !
cfg#TXR_ ... = External texture !
cfg#H01_ ... = Hydrophone 1 !
cfg#H02_ ... = Hydrophone 2 !
cfg#SNK_ ... = Snorkel !
cfg#K01_ ... = Cargo
cfg#L01_ ... = Search Light
cfg#M01_ ... = Main Armament !
cfg#N01_ ... = Sonar !
cfg#O01_ ... = AI_Visual (Lookout on conning tower)
cfg#O02_ ... = Periscope/Attack
cfg#O03_ ... = Periscope/Observ
cfg#R01_ ... = Radar !
cfg#S01_ ... = Secondary Armament !
cfg#S02_ ... = Secondary Armament !
cfg#S03_ ... = Secondary Armament !
cfg#T01_ ... = Torpedo Armament
cfg#TAR_ ... = Tarnmatte anti radar coating !
cfg#W01_ ... = ASW Armament (KGun, YGun, Hhog, DCRack)
cfg#Z01_ ... = Submarine Turm
************************************************
Added:
Quote:
Originally Posted by schnorchel View Post
...
But now I meet a problem on the Pack3d. ...
You can fix error for YZ rotate parameter in the last three versions of Pack3D...
For this unpack (for example) Pack3D_1.04.1105.jar use winrar, 7z, winzip and so on...
Then open unpacked file Trozo4node.java and find expression:
public void setYz (float yx) {
this.yz = yz;
}
and change red as green:
public void setYz (float yz) {
this.yz = yz;
}
...
then recompile edited Trozo4node.java and pack it and new Trozo4node.class
into Pack3D_1.04.1105.jar.
...
Download fixed:
http://www.mediafire.com/?g8mxdz67u3nxa7y
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Last edited by Anvart; 03-11-12 at 06:17 AM.
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Old 02-16-08, 10:50 AM   #17
Anvart
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Quote:
Originally Posted by privateer
I use 3Ds Max 9 but here are my settings


... and my:

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Old 02-16-08, 01:02 PM   #18
schnorchel
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Thank you very much, Anvart.
Very useful infor. Do you know where I can find a full tutorial about this?
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Old 02-16-08, 01:18 PM   #19
CapZap1970
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Quote:
Originally Posted by schnorchel
Hi privateer,

Great ! thank u very much. I will try it.
But now I meet a problem on the Pack3d. i want to try to make a trial to see if i have any problem on pack3d before start woking on the obj files with 3dsmax.
what I have done is:
1. get a pack3d version 1.051121
2. copy the folder objects include all files in it from SH3 to other place.
3. open the file Turm9c_1_hd.dat from the new created folder objects by pack3d and hit button Export.
Some files will be created in a new-created folder named 3d in the folder objects.
4. select the folder "3: Turm9c_1_coning9c_High" presented in the left window of the pack3d and hit
the button Import then select the file Turm9c_1_coning9c_High.obj in the folder 3d to import.
5. now a new Turm9c_1_hd.dat is created. Copy it in the relevant SH3 folder and run a single mission
with typeIXb41 to see if anything abmormal or changes on the conning tower.
Actually I mean I do not modify the file Turm9c_1_coning9c_High.obj. just export it and import it
back to the Turm9c_1_hd.dat. but what I get is like that


Can u tell if i am wrong on some process to manipulate the pack3d?
don't worry, it's a new tactic they use, specially created for watch crew!!!
:rotfl: :rotfl:
CapZap
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Old 02-16-08, 03:05 PM   #20
Anvart
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Quote:
Originally Posted by schnorchel
Thank you very much, Anvart.
Very useful infor. Do you know where I can find a full tutorial about this?
I don't know ...
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Old 02-16-08, 03:06 PM   #21
Madox58
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Î÷åíü õîðîøèé ïîñò Anvart!

You may want to copy Anvart's
information posted above.

If you copy and keep enuff posts like these?
You have a manual!
I guess I should take alot of the posts I've copied
and bundle them up.
That would be a sorta manual that could be uploaded.
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Old 02-16-08, 03:11 PM   #22
Anvart
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Quote:
Originally Posted by privateer
Очень хороший пост Anvart!

...
Хорошо и правильно написанная фраза, Privateer!
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Old 02-16-08, 03:19 PM   #23
Anvart
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Quote:
Originally Posted by Mikhayl
Saved that one right away, most useful :hmm:
Thanks for sharing Anvart
No prob's.
I many times wrote these lines on this forum ...
But it is old note, about two-year-old ...
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Old 02-16-08, 03:55 PM   #24
Madox58
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Yes,
I do believe I have this info from when I first came around.
If I don't have a copy,
I know I DID have it for awhile!
Dig through all the past posts?
There is a manual buried here at SubSim!!
But it's like a hidden treasure.
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Old 02-17-08, 10:42 PM   #25
schnorchel
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Thanks for ur all advice!

Do search before ask next time
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Old 02-26-08, 11:49 AM   #26
Anvart
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by privateer
Easy enuff to fix!

Open the object you modded or exported and search for this line:

usemtl cfg#E01

Change it to:

usemtl E01


Now open the mtl file and look for this section:

newmtl cfg#E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd cfg#E01

Change it to:

newmtl E01
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd E01.tga

Now reimport.
Quote:
Originally Posted by privateer
I use 3Ds Max 9 but here are my settings


... and my:

... and some notes for mtl-file format:

If the 'Output Material Library File' option is enabled then a material definition file (.mtl)
will be output along with the geometry file. This file lists attributes of various materials.
The mapping from the converter's internal parameters to the .mtl parameters are described as follows:
Ns = Phong specular component. Ranges from 0 to 200.
Kd = Diffuse color weighted by the diffuse coefficient.
Ka = Ambient color weighted by the ambient coefficient.
Ks = Specular color weighted by the specular coefficient.
d = Dissolve factor (pseudo-transparency). This is set to the internal face transparency value.
illum 2 = Diffuse and specular shading model.
map_Kd = Diffuse color texture map.
map_Ks = Specular color texture map.
map_Ka = Ambient color texture map.
map_Bump = Bump texture map.
map_d = Opacity texture map.


... and ...:



It's WaveFront Obj import/export plugin (freeware) for 3D Studio Max by guruware ...
Link:
http://www.guruware.at/main/objio/index.html

... and ...:



It's PolyTrans import/export plugin (WaveFront Obj too ...) for 3D Studio Max ...

... and no bad site:
http://www.maxplugins.de/index.htm
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Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 02-26-08 at 12:34 PM.
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Old 02-26-08, 06:18 PM   #27
Madox58
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Anvart

Very cool!!
I hope people copy this info!!

Would save much time for New guys to keep it handy.
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