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Kilo a' coming
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LuftWolf



Joined: 09 May 2005
Posts: 1872
Location: Free New York

PostPosted: Sun Mar 05, 2006 3:38 pm    Post subject: Reply with quote

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

PostPosted: Sun Mar 05, 2006 3:46 pm    Post subject: Reply with quote

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

PostPosted: Mon Mar 06, 2006 4:33 am    Post subject: Reply with quote

Looks awesome Xab!

PD
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TLAM Strike



Joined: 30 Apr 2002
Posts: 4866
Location: Rochester, New York

PostPosted: Mon Mar 06, 2006 10:52 am    Post subject: Reply with quote

Xabba just use the .j3d viewer's export capablity to get a .3ds of the model and compair the two's sail size. Wink
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XabbaRus



Joined: 21 Sep 2001
Posts: 6949

PostPosted: Mon Mar 06, 2006 11:29 am    Post subject: Reply with quote

New Kilo crashes the J3D viewer I think.
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TLAM Strike



Joined: 30 Apr 2002
Posts: 4866
Location: Rochester, New York

PostPosted: Mon Mar 06, 2006 11:59 am    Post subject: Reply with quote

Hmmm. Yea I think its because it uses .dds maps. Maybe try converting them to .bmp?
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