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Old 12-05-05, 12:58 PM   #1
chris911
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Default Found out how to change the Smoke Possition of the Funnel

It is too simple : just don t change the possition of the Funnel in Z or X direction in Wings 3d. U have to change the possition in Pack 3d. Tests look like that also works for the in the air hovering Flags ,too.

For iambecomelife : That is likely to be the solution for ur Wake Problem too u dont have to change the possition of the bow and adjust just all the other parts.


Edit confirmed : That works for the flag too !!!
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Old 12-05-05, 03:01 PM   #2
WolfyBrandon
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Good Find chris911,

Maybe now someone can mod that tug boat that has a problem with the smoke position.

Wolfy
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Old 12-05-05, 03:07 PM   #3
chris911
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Shouldn t be too heavy .
So now we have to find out how to change compartments and how to asingn working textures to streched modells or parts than finally we can do nearly everyting with the 3d modells on our own.
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Old 12-05-05, 06:03 PM   #4
iambecomelife
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Default Re: Found out how to change the Smoke Possition of the Funne

Quote:
Originally Posted by chris911
It is too simple : just don t change the possition of the Funnel in Z or X direction in Wings 3d. U have to change the possition in Pack 3d. Tests look like that also works for the in the air hovering Flags ,too.

For iambecomelife : That is likely to be the solution for ur Wake Problem to u dont have to change the possition of the bow and adjust just all the other parts.


Edit confirmed : That works for the flag too !!!
Excellent. The only thing is that I don't know which node/part is responsible for the bow wave. I tried changing the ship wake position, but This didn't seem to work. Should I shift the position of the entire hull object forward (in Pack3d)?

Also, do you know how to add an additional funnel so you can have two columns of smoke and thus create 2 or three-stack ships? I think I'm going to have another crack at the whale factory ship using a tanker or the NKGN as the base, and I would like to replicate the twin-funnel arrangement you usually see on them.

Thanks!
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Old 12-05-05, 06:27 PM   #5
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1.:Yes i think that should work, but u know after that u have a lot of work moving all the other nodes in pack 3d too , so i recommand to shift it to an easly coordinate like move all Z+3 or Z+3.5 .
But when doing this with a resized ship u will have to move the other nodes also a litte in Y or even X direction.

2.:maybe u could use the funnel of one of the Escort Carriers as they have two or three columns of smoke and hide them inside the funnels u make for that ship. Two or three in a row are relativly easy as u only need to import the funnel one or two times into the cosh.obj in Wings 3d and move them in -Z direction. Of course only one column of smoke comes out of the first one which is on the original position but it doesn t look to unrealistic when the ship is moving at some speed couse the column is just above the other two funnels aswell, given they are not miles away from each other on the hull.

P.S.: Markimov and Timetraveller are working on the smoke atm so it will become blacker and more dense so u wont see if it comes out of one or out of all of the funnels.
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Old 12-06-05, 03:20 PM   #6
AG124
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I finally get time to work on some more ships. I am now working on a Lake Ship that I hops to have 90% ready by tonight.

Two questions:

1. How do you actually move the smoke node with pack3d? It's probably really simple to do, but I can't figure it out.

2. Can someone recommend the best hex editor to get rename nodes, particularly deck crate nodes?

Thanks.
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Old 12-06-05, 03:45 PM   #7
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Thats very simple : when u have the 3d part of the funnel which u changed in your 3D editor the smoke node seems somehow be hidden and attached to it in the game files .Now what u have to do is :

1 don t change the possition of the part in the 3d editor just change teh shape . than export.
2 import the exported part (funnel ) with pack 3d than click on the folder in pack 3d after that a subfolder will open in which there are coordinates XYZ, there u can move the part arund and the smoke will stay at the top where it should.

Same goes for the flag, the probs and the rudder
Wake is a bit more complicated. u can maybe see the solution in my post above.

Hexeditor: Hex Workshop as iambecomelife told me is good , tested it yesterday and works well at least for 45 days...
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Old 12-06-05, 06:05 PM   #8
iambecomelife
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Thanks again for the advice. I'll soon have proper versions of my old tanker, ore carrier, and other engines-aft ships without those absurd-looking amidships smoke pipes. I successfully altered the old tanker last night but I had to stop modding because my new NVIDIA driver was giving me so much trouble. It's like they actually sat in their offices and thought of the most annoying bugs possible for a SH3 modder.

Anyway, thanks again.
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Old 12-06-05, 07:02 PM   #9
AG124
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Thanks, but I am not sure what folder you are talking about. Is it the funnel folder labeled Node3d - NKSQ_cosh in the list under pack3d? If it is, then I do not see any coordinates. Maybe I am using an older version?

I hate to be annoying, but could you post a screenshot of where to find the coordinates?
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Old 12-06-05, 07:43 PM   #10
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NP.

If u open the cosh.obj in Pack 3d after u imported it (also before) u see under the folder a second menu point with the same name but a small grey ball infront of it thats where the 3d coordinates are. just change the z value there to relocate the funnel + if want to have it at the front direction - if u want to slide it to the back.
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Old 12-06-05, 09:19 PM   #11
AG124
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Still having trouble. I'm probably using a different version of pack3d. Here is a screenshot.



In the shot, I have highlighted the appropriate point, as well as the information in the list that corresponds to the funnel. I don't see any coordinates though, double clicking doesn't do anything, and I can't edit the information to the right. Unless I'm using an outdated version, I can't see what I'm doing wrong.
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Old 12-06-05, 09:24 PM   #12
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doubleclick it or maybe upgrade your pack 3d
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Old 12-06-05, 09:30 PM   #13
AG124
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Yes that's what it was - an completely outdated version. I had always suspected I had been using an older version. I will now keep both.

Thank you.
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Old 12-06-05, 09:32 PM   #14
AG124
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Can I use this newest version of pack3d to get rid of crate nodes too?
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Old 12-06-05, 09:32 PM   #15
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Good my MS Ceramic is just releasable at WE so i hope u get your ships to run aswell.
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