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Old 03-05-06, 03:38 PM   #16
LuftWolf
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I was wondering about the sail issue for playable submarines.

Have you had any luck with a workaround?

It seems the only way to do it is to make a rough draft of the model to get the sail position correct and then finish the details of the rest of the model around that... I suppose that would mean considerable reworking of your already existing playable models...
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Old 03-05-06, 03:46 PM   #17
XabbaRus
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Not really, The sail could be moved and the model J3Ded accordingly each tiem and tested till I get it right. Then there is sail heigt.

Try out my Seawolf I sent you. That sail is in the right position and height, I know that for sure...Still a screw up though.


I need to ask Jamie about that.
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Old 03-06-06, 04:33 AM   #18
PeriscopeDepth
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Looks awesome Xab!

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Old 03-06-06, 10:52 AM   #19
TLAM Strike
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Xabba just use the .j3d viewer's export capablity to get a .3ds of the model and compair the two's sail size.
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Old 03-06-06, 11:29 AM   #20
XabbaRus
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New Kilo crashes the J3D viewer I think.
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Old 03-06-06, 11:59 AM   #21
TLAM Strike
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Hmmm. Yea I think its because it uses .dds maps. Maybe try converting them to .bmp?
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Old 05-20-06, 01:49 AM   #22
Wildcat
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Nice looking model!

I am probably going to be hounded for this, but is there any way to import the SCX 3d models into DW? I just want the 3d models, none of the other data. I don't mind losing animated parts.
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Old 05-20-06, 02:30 AM   #23
Hobnail
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It's not hard, you just need to use cmputil to import the files into the 3d file and then use DWedit to correct the database to point to the correct model.

Best bet is to get Xabarus' Xmodels first and then use the .bat files to work out what to do with your SCXII files.
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Old 05-21-06, 05:29 AM   #24
Wildcat
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Thanks, I imported a bunch of the SCX models and now my DW looks great. Too bad they didn't do an OHP for SCX, I'd have imported that too.
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Old 05-29-06, 01:29 AM   #25
Ula Jolly
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I don't mean to be necrobumping, but...
GIVE IT TIGERSTRIPES! GIVE IT DA TIGASTRIPES!
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