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Old 04-27-08, 09:43 PM   #16
thasaint
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also awesome idea with the fake funnel
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Old 04-27-08, 10:17 PM   #17
Will-Rommel
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Well done!

I wonder, is there any of these ships you created that get purple skin when hit by something? Any clue what may cause this issue to the Pocket BB of Xantrokoles?
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Old 04-27-08, 10:18 PM   #18
u.Prestige
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It's amazing...
It's CRAZY...
Let's cheer:rotfl:
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Old 04-28-08, 02:03 AM   #19
kiwi_2005
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Great work! Fantastic! Outstanding!!

Now could you please make a US destroyer i wanna take on the Yamato
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Old 04-28-08, 08:57 AM   #20
John W. Hamm
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Quote:
Originally Posted by Mikhayl
Hi Will, the purple damage sounds like a problem with material assignment or something like that. You can see John' screenshots in the Oiler thread, the ship is a wreck and still has the right textures

On John's request, a quick "walkthrough" :

-Make a copy of this ship and clone it.
-Rename the files as explained in my "newsub" tutorial to have a new unit
-Make a copy of the folder of the ship you wish to make playable and clone it.
-The .dsd, .val & .zon files can be taken as they are from the AI ship, just "reconnect" the IDs (use ctrl-f to check what is linked to what)
-delete your main 3D model chunk and import the one from the AI ship.
-In your .dat, delete the materials. In the AI dat, delete all but the materials, and import them in place of the former in your .dat (on top of the model node)
-click "undo" in the AI dat until the models node are back. Now delete all but the main node. Then delete the main model, label and node but not its children.
-remove the things you will replace in the playable dat (should be the 2 ...B and ...F nodes)
-don't remove the remnants of diveplanes and torpedo doors, the game will CTD
-Save and import the AI dat in your playable dat, set the good parent IDs and materials.

Check how this ship is done, there's no much file, check the texture lines in the roster file, upc file & dat file.

That's a quicky, there's a bit more than that, but it's still not that tough a modification, just do it slowly and try it in game often to isolate eventual CTD causes.

Thank you Sir !!! Just one thing though were do I find this New Sub tutorial?
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Old 04-28-08, 10:54 AM   #21
John W. Hamm
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One other thing I have no Ammunition ?? Do you think this is because ther is no UPC file for the MoD? as well?
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Old 04-28-08, 11:11 AM   #22
John W. Hamm
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You were right about the UPC file, I'll go back and take another look at the destoyer again... The reason I couldn't see the UPC was because I had never opened a file like that before (only the american ones) So it looked diff. LOL
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Old 05-02-08, 12:28 PM   #23
andycaccia
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Hi all,
I'd like to make the damge model fully working, so I will be able to see and (hopefully) repair damage components on my ship. What do I need to do to make a working danage model?

I'd like to hav a fully completed atlantis and pocket BB as well, but they both miss the damage control system.
Thanks all!
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Old 05-02-08, 12:36 PM   #24
W4lt3r
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Quote:
Originally Posted by andycaccia
Hi all,
I'd like to make the damge model fully working, so I will be able to see and (hopefully) repair damage components on my ship. What do I need to do to make a working danage model?

I'd like to hav a fully completed atlantis and pocket BB as well, but they both miss the damage control system.
Thanks all!
Along with the Fubuki aswell.
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Old 07-30-08, 09:36 AM   #25
G.K.
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Hi,
Excellent idea really, but I would like to know if you have also worked with ,,Raider tactics" while making this mod. F. E. How does a warship ( or also merchant ) reacts when it will spot your ( disquised / ready to fight ) ship?:hmm:

BTW some experienced ship modeller could make another ones, like Orion ( with possibility to lay mines - there's a mod with this for SH3 ) or Michel (and his speedboat - although it is probably impossible...)
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Old 07-30-08, 09:50 AM   #26
swdw
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Download link is gone from filefront. Can someone post this for me? I need a copy for working on the surface ship acceleration and maneuverability mod to use as a test base.

Since it won't be used in any kind of combat mission, as long as there are no bugs with the propulsion, she'll work dandy for me.
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Old 08-05-08, 02:45 PM   #27
ivank
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Quote:
Originally Posted by Mikhayl
Hi Will, the purple damage sounds like a problem with material assignment or something like that. You can see John' screenshots in the Oiler thread, the ship is a wreck and still has the right textures

On John's request, a quick "walkthrough" :

-Make a copy of this ship and clone it.
-Rename the files as explained in my "newsub" tutorial to have a new unit
-Make a copy of the folder of the ship you wish to make playable and clone it.
-The .dsd, .val & .zon files can be taken as they are from the AI ship, just "reconnect" the IDs (use ctrl-f to check what is linked to what)
-delete your main 3D model chunk and import the one from the AI ship.
-In your .dat, delete the materials. In the AI dat, delete all but the materials, and import them in place of the former in your .dat (on top of the model node)
-click "undo" in the AI dat until the models node are back. Now delete all but the main node. Then delete the main model, label and node but not its children.
-remove the things you will replace in the playable dat (should be the 2 ...B and ...F nodes)
-don't remove the remnants of diveplanes and torpedo doors, the game will CTD
-Save and import the AI dat in your playable dat, set the good parent IDs and materials.

Check how this ship is done, there's no much file, check the texture lines in the roster file, upc file & dat file.

That's a quicky, there's a bit more than that, but it's still not that tough a modification, just do it slowly and try it in game often to isolate eventual CTD causes.
For some reason im incompent when it comes to S3D, can you go more in to detail w/ all the below:

"The .dsd, .val & .zon files can be taken as they are from the AI ship, just "reconnect" the IDs (use ctrl-f to check what is linked to what)
-delete your main 3D model chunk and import the one from the AI ship.
-In your .dat, delete the materials. In the AI dat, delete all but the materials, and import them in place of the former in your .dat (on top of the model node)
-click "undo" in the AI dat until the models node are back. Now delete all but the main node. Then delete the main model, label and node but not its children.
-remove the things you will replace in the playable dat (should be the 2 ...B and ...F nodes)
-don't remove the remnants of diveplanes and torpedo doors, the game will CTD
-Save and import the AI dat in your playable dat, set the good parent IDs and materials."

sorry
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Old 08-29-08, 04:33 AM   #28
woofiedog
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Had some great missions with this Raider. But had one problem... ran out of crew members a few times while trying to keep up with damage control! LoL

Excellent work on this addon... Thank's
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Old 06-14-09, 03:57 PM   #29
keltos01
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does someone have the original files to post for dl ?

keltos
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Old 06-14-09, 07:00 PM   #30
woofiedog
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keltos01... I have the files and if it's ok... I'll place them on Filefront if you still need them.
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