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LuftWolf
Joined: 09 May 2005 Posts: 1872 Location: Free New York
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Posted: Sun Mar 05, 2006 3:38 pm Post subject: |
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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... :dead: |
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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Sun Mar 05, 2006 3:46 pm Post subject: |
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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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PeriscopeDepth
Joined: 07 Jul 2002 Posts: 515 Location: LoCal
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Posted: Mon Mar 06, 2006 4:33 am Post subject: |
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Looks awesome Xab!
PD |
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TLAM Strike
Joined: 30 Apr 2002 Posts: 4866 Location: Rochester, New York
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Posted: Mon Mar 06, 2006 10:52 am Post subject: |
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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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XabbaRus
Joined: 21 Sep 2001 Posts: 6949
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Posted: Mon Mar 06, 2006 11:29 am Post subject: |
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New Kilo crashes the J3D viewer I think. |
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TLAM Strike
Joined: 30 Apr 2002 Posts: 4866 Location: Rochester, New York
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Posted: Mon Mar 06, 2006 11:59 am Post subject: |
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Hmmm. Yea I think its because it uses .dds maps. Maybe try converting them to .bmp? |
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