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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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Is there a better Akula model for DW to install...I don't really care for the default one.Can the one for Subcommand be implemented,or do we have to build a new one from scratch?If it can be incerted, how, and where do we download it from?I couldn't find one,but did find other subs,just no akula,which I thought was strange?:hmm:
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#2 |
Subsim Diehard
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You know what would be uber sexy? An Akula II with a pumpjet propulsor...
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#3 |
Ocean Warrior
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The biggest problem with importing the SCXIIc models is that the sail position is out of alignment with the model, which cannot be corrected in the database, unlike the launchers and mast positions.
There is definately a good chance that the community will provide a new set of Akula models very soon... Cheers, David
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#4 |
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well.I'm alittle confused as too what the problem is with the SC mod models?...can't they simply be repositioned in the 3d programe then reintergrated??...anyways,after searching a bit more after posting lastnight,I had found that one of the dev's was "considering" working on a new akula model and I thought why not give him a jump on it ...which in turn would give him the incentive maybe to build us a new one sooner.So I went ahead and started to build one myself,its far from done ,but I 'm willing to keep at it and send it to him to finish and convert to this game format.OR...unless someone wants to teach me to do it?(Or even do it themselves I'd be happy to share what I've done so far).I'll post a Quick render of it once I finish up a few details this afternoon.
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![]() "Line'em up and Bam!...right to the kisser!!" Last edited by Raven434th; 04-15-07 at 12:49 PM. |
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#5 |
Subsim Diehard
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XabbaRus has had one in the works as well. He's the only other person on the forums that knows how to convert to DW graphics.
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#6 |
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Well like I said...if we just build the model and texture it ,then send it to DW's model builder,he might just jump on it as a base point to start from rather than having to build one from scratch...saves alot of time for him.All he has to do is tweak it and convert it to DW.But we'll see.I'm almost ready to post a screeny of it...just a few more things before I do.
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#7 |
Subsim Diehard
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Before you go through all that trouble, you might want to at least try the SCX Akula out. I've been playing with them for the last 6 months and they work nicely. Granted, that the sail position actually puts me above the deck instead of on the bridge, and the doors and dive planes don't work, but still... I think the quality of the model makes it worth playing. Try it out before you got through all the trouble.
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#8 |
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Could you point me to where and how this akula is installed?I'd give it a go,not to sure if we want none working models in the game though?wonder why they were't fixed to port into DW??Anyways..heres what I've come up with since last night.Not too sure about the red bottom yet though,and it needs alot more details...still working on it
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#9 |
Navy Seal
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Raven what program do you use to map the model or do you map it in max. I use a 3rd party program but am trying in MAX. Just having issues tying it all together.
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#10 |
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I'm mapping in max but in a (I think) very unconventional way.I'm not unwrapping the model at all.what you see is only mapped via adding a uv map to the model pieces.Usually its unwrapped ,flattened then painted...I'm doing it ass backwards.I make the texture and apply it to the model.Its a stupid way of doing things ,but I simply do not know yet how to unwrap stuff.If I can ,I'm also gonna try to apply my deeppaint to my max 9...see if that will make detailing eaiser.As it is now details are actally models themselves with their own textures ie the hatches,they are not "painted" on the hull ,they are actually individual pieces.However...Anyone that ends up with this model,can then unwrap it and paint away while have an almost finished texture to start in on.this saves alot of work I think for a painter. Also, it seemed to be quite a quick way to get a model done.Hell I only started it last night and I have barely any max skills at all.
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#11 | |
Subsim Diehard
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1. Download the SCX/SCU mod for SubCommand from SubGuru's Website www.subguru.com/downloads (near the bottom). 2. Install the SCX/SCU files to a dummy (not the default) location. 3. After the SCX/SCU files install, the program will try to automatically load the graphics but it won't work, because its in a dummy location (which is good). Just exit out the DOS window to stop the load 4. Now copy the contents of the SCX/SCU /Graphics folder into your DangerousWaters/Graphics folder (don't forget to backup your original just in case). 5. Run the Install_Files program to install the new models 6. Now open DWEdit (which can be found at SubGuru's site about 1/2 the way down, made by Ludger). 7. In the 3D Object dialog you can reference the Akula (or any other model) to your newly installed Akula model. (they are called XAkula.j3d and XAkulaII.j3d iirc). 8. Run the game and see if it works. That *should* work. If it does you should be able to use the SCX model like shown here. http://www.subsim.com/radioroom/show...70&postcount=7 . Btw, ever thought to upgrading the SW model to something with more realistic dimensions? ![]() ![]()
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 04-15-07 at 02:23 PM. |
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#12 |
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Well It didn't work for me.
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#13 | |
Subsim Diehard
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Some players (including me) are put off by the Seawolfs lack of accurate dimensions. It should have a lenght to diamter ratio of around 8.5:1, (105meters x 12.2 meters) but the model ingame has a length to diameter ratio of more like 12:1 (more like a early SSBN). The Aft control surfaces and TA fins are badly shaped/sized and the propulsor diameter isn't quite right.
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"Seek not to offend or annoy... only to speak the truth"-a wise man Last edited by LoBlo; 04-15-07 at 04:50 PM. |
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#14 |
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mmmm...no I don't think I saw the NEW model in the dialog box,I had typed it in manual(which I thought you had to do),and once in game I went to the reference area to see if it was there...empty...So I backed out and re-established the back up folders again.So I'm not really sure what I did wrong.I did only use the graphics files like you said.The install programe didn't seem to run properly,so I wasn't surprised that I didn't see a new model,ansd at that point had no idea how to trouble shoot it.
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#15 |
Subsim Diehard
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Hm... looks sounds like the install_files.bat, didn't work.
Lets try to do it manually. Copy and paste the following files from the SCX/Graphics folder into your DangerousWaters/Graphics folder. (don't forget to back it up again just in case). cmpUtil.exe Aku1A.bmp Aku1A_d.bmp Aku1b.bmp Aku1b_d.bmp XAkula.j3d XAkula_d.j3d XAkulaII.j3d XAkulaII_d.j3d Now in your DangerousWaters folder create a AkulaInstall.bat file (just create a AkulaInstall.txt file and rename it .bat) Right click the .bat you just created and select EDIT. The file will open. In the .bat file copy and paste the following code. Code:
cmputil 3D Aku1A.bmp cmputil 3D Aku1A_d.bmp cmputil 3D Aku1b.bmp cmputil 3D Aku1b_d.bmp cmputil 3D XAkula.j3d cmputil 3D XAkula_d.j3d cmputil 3D XAkulaII.j3d Cmputil 3d XAkulaII_d.j3d EXIT Now open up DWEdit and try to reference the new model in the 3D Object Dialog just like before. If it works you should see the new Akula model in the preview window. Try that to see if it works.:hmm:
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