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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
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![]() It got me to learn lots of new things about modelling in 3DSmax. You see, modelling some propellers is one thing, but an entirely new submarine from scratch is very very hard lol It just that i have to practice some more :hmm: But eventually, i think i'll manage (i hope at least lol) I do have a kinda nice blueprint with left and top view of a narwhal, but infortunately not front view wich makes things harder. If anyone has any good pics, blueprints whatever usefull... think about me ![]() |
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#32 | ||
Captain
![]() Join Date: May 2007
Location: Phoenix
Posts: 496
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Torps Contributor PE for ROW Reflections on Water ROW Sound Effects R.I.P Dave Bunnel aka LeoVampire |
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#33 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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Not to nitpick, but were the boats' props really that crudded up? And the props are rotating backwards... They are on the right shafts with the right pitches, but the shafts are spinning the wrong way (just like vanilla). Anyways, nice work on the model/texture, hope we can find a proper fix for this problem...
Oh and someone mentioned 5-blade props on some Balaos: The post-war Tench class and some Guppy converted Balaos had 5-bladers, not the wartime boats. Last edited by Capt Jack Harkness; 01-27-08 at 06:42 AM. |
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#34 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
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Nice Model!
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"Memento Audere Semper"
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#35 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
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To swap the prop direction try swap the x-offset values of the nodes for left and right prop. Iow. you want to move the left prop to the right location, and vice versa. You'd have to change the pitch again as well though (either in 3D suite or you can try rotation -XZ?). This is a bit of a hack, but I haven't investigated if there are other ways to do this... Just an idea
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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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#36 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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I guess I could use S3ditor to do that, I could try and see what happens. Confronting stock game sh4 and the 4 blade mod I noticed that the propellers blades had the same direction, while they were inverted in the popular propeller fix mod (later included in some other works)...hope it works.
Thanks skwasjer...from the Olympus...a true Deus Ex Machina...indeed. ![]()
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"Memento Audere Semper"
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#37 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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![]() ![]() ![]() Just swapped the X Offset values in the nodes and now the propellers are fine. ![]() Excellent idea skwasjer, thank you again. ![]() ![]()
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"Memento Audere Semper"
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#38 |
Eternal Patrol
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A lot of work for something that we'll never see.
External view? What's that?:rotfl: Aw, who am I kidding? This is great! Thanks for all the trouble, KzS. ![]()
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#39 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
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FYI....Make sure to swap the "XZ" values or the prop shafts wont be seated in there stern tubes correctly. I found this out after making the "X" changes to the Porpoise class subs.
Cheers! |
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#40 |
XO
![]() Join Date: Aug 2007
Location: Italy
Posts: 418
Downloads: 261
Uploads: 2
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I tested the Gato class with the X offset inverted and It looks fine. Did not touch anything else at the moment. I will change all subs when I have a free minute (penal law is hard to study
![]() Canonicus, are you sure you swapped the right offset values? My changes are OK, on the gato class at least..
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"Memento Audere Semper"
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#41 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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![]() ![]() [edit] There's one but... The .zon file needs to be corrected as well. Moving the visual object (3D model) requires the SH3ZonesCtrl to be swapped as well. I think the easiest way to do this is by swapping the parent id's between the two controllers that are linked to the props. Also, I have no idea what the effect of a broken prop is (iow. the wrong prop may be broken). I suggest one of you tests this out before making this change across all submarines... That, or investigate other (better?) ways of changing rotation direction... I have no other ideas though...
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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 Last edited by skwasjer; 01-27-08 at 04:49 PM. |
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#42 | |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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![]() Quote:
Yes...I had to make the "XZ" swap after I noticed that the ends of the prop shafts, where they enter the subs hull, were sticking out and not aligned properly with the stern tubes. I had to do this for the Porpoise class only. Gato, Balao... looked fine. Cheers! |
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#43 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
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well done
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#44 | |
Grey Wolf
![]() Join Date: Jun 2006
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Perhaps I'm having a bad hair day, I cant seem to find the dl link for this mod covering all sub props, I dont see a link for it
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#45 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
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You need to click one of the three prop pictures under the server you want to download from.
And the X swap is only a band aid for the problem. As I've said, the props are mounted and pitched correctly the way they are, it just so happens that Ubi made the shafts spin the wrong way. However, since the direction of shaft rotation does not change when the props are swapped, is there a way to swap the shafts instead of the props? Or maybe swap the engines/motors or something? That said, does anyone know what code determines the direction of the props/shafts? |
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