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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

skwasjer 11-18-08 06:46 AM

Just to make it clear, the stock props are not centered themselfs, but this is 'offset' by the Local-position parameter. That's why, when scaling the object, the prop starts to wobble. The offset now no longer points to the 'virtual' center.

That's also why both me and Mikhayl have more than once advised to center objects in their own local coordinate space, if they need to rotate around their own center, because you no longer need to worry about difficult animation settings.

There are some scenarios that such behavior is actually wanted/needed, f.ex. with tube doors, where the pivot point (rotation center) is not centered in the middle but near an edge or corner etc...

As I stated above I will try to make a tutorial in the near future about working with animations.

keltos01 11-18-08 10:33 AM

Thanks,

I re-make the object files, centered to x=0 and Y=0, for both propellers, then post it without the .obj and stuff :oops:

I will post the max sources files in a KaitenMax.rar on my FF page, and thanks a lot to both of you, Skwasjer and Mikhayl.

Keltos

peabody 11-18-08 11:29 AM

Quote:

Originally Posted by keltos01
Thanks,

I re-make the object files, centered to x=0 and Y=0, for both propellers, then post it without the .obj and stuff :oops:

I will post the max sources files in a KaitenMax.rar on my FF page, and thanks a lot to both of you, Skwasjer and Mikhayl.

Keltos

The last set I sent should already be centered on the Z. The x,y cross at the forward end of each propeller. (one reason existing numbers are not even close) but your Max program probably will do a better job, part of the problem may be the center on the tube, I had trouble with that because of the tower, it didn't want to put the center at the center of the tube but the center of the whole object, which makes sense but isn't what I wanted.

Thanks Skwasjer and Mikhayl from me too.

Peabody

keltos01 11-18-08 12:04 PM

max file is here for the taking , includes the .tga:

http://files.filefront.com/KaitenMax.../fileinfo.html


Thanks again Skwasjer !

so if you could import the models on the type V german torpedo, and make the screws spin correctly we'd be more than happy !!!!

keltos

skwasjer 11-18-08 02:09 PM

Quote:

Originally Posted by keltos01
max file is here for the taking , includes the .tga:

http://files.filefront.com/KaitenMax.../fileinfo.html


Thanks again Skwasjer !

so if you could import the models on the type V german torpedo, and make the screws spin correctly we'd be more than happy !!!!

keltos

I'll take a look now.

keltos01 11-18-08 02:50 PM

cheers :up:

keltos

keltos01 11-18-08 05:00 PM

Thanks a bunch for your help Skwasjer !

Olympian you are ! :up::up::up:

thanks again for the file.

keltos

UBOAT234 11-20-08 11:22 AM

Return after After a long time...
 
Cordial greetings to all. I had a little to do with my health...
Hours with a thousand problems, I have emotion... to see all this.

S3D has met all requirements?
I saw ships special playable...
What new things we have in development? (otherwise I have to read for a year)

Good Work to all :sunny:

skwasjer 11-20-08 02:28 PM

Welcome back UBOAT234. I don't know how long you have been gone, but the last release is v0.9.0, and contains a model viewer amonst other improvements.

I've posted a couple of posts back what my current focus is, and on the first page you can read a summary of all current (and most important) features.

And you can also read the changelog on my site if you want more detailed (but structered) info.

Rowddy 12-04-08 11:51 PM

maybe a noob question but was does this MOD do exactly??:hmm: and is it compatable with the latest RFB version?

peabody 12-05-08 12:05 AM

Quote:

Originally Posted by Rowddy
maybe a noob question but was does this MOD do exactly??:hmm: and is it compatable with the latest RFB version?

This is the absolute must have program to mod with!!! It even does the dishes when it's done. Oh, wait that's the next release.:hmm:

Actually if you go to your Silent Hunter folder you see a lot of .dat .sim etc files, this is the program to edit them to make the MODS you play. So it is a tool to edit the files with basically. This is the program that allows you to put a Battleship 16" turret on your sub instead of a 5" deckgun. (It's been done.:rotfl:)

So it isn't a MOD, it is a tool to make mods.

Peabody

Rowddy 12-05-08 12:34 AM

Ah Ok interesting to see how MODS are made :D i'll look at it in the weekend to see if i can figure it out :p

skwasjer 12-07-08 10:16 AM

Sounds great Mikhayl, do you want input on all those 4 points? I can write some stuff down for you the next days. I can make some schematics too.

skwasjer 12-09-08 02:15 PM

Mikhayl, fyi, I am preparing a couple of videos first now of the new S3D, and have some stuff for Tomi to do (animations), so it will take some days before I can start writing stuff down.

skwasjer 12-10-08 10:20 PM

In preparation of the new release, I've already updated my site today. I will say immediately that I hold off release until the weekend at least, to allow the testers to have a run at all the new features, and report back to me. Possibly some more minor fixes need to be made.

The entire changelog (note version v0.9.1 and v0.9.2!!) to date can be read here:

http://sh4.skwas.net/changelog.aspx

Check out the screenshot page as well when you are there. You can see some apparent, but also not so apparent new features.

http://sh4.skwas.net/screenshots.aspx

Note: animation and zone editor support have been postponed. But they won't take long either. Both features already work, but they have not been approved by my own quality standards just yet.


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