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Old 11-18-08, 06:46 AM   #841
skwasjer
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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.

Last edited by skwasjer; 11-18-08 at 06:52 AM.
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Old 11-18-08, 10:33 AM   #842
keltos01
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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

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.

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Old 11-18-08, 11:29 AM   #843
peabody
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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

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.

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Last edited by peabody; 11-18-08 at 11:32 AM.
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Old 11-18-08, 12:04 PM   #844
keltos01
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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 !!!!

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Old 11-18-08, 02:09 PM   #845
skwasjer
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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.
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Old 11-18-08, 02:50 PM   #846
keltos01
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cheers

keltos
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Old 11-18-08, 05:00 PM   #847
keltos01
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Thanks a bunch for your help Skwasjer !

Olympian you are !

thanks again for the file.

keltos
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Old 11-20-08, 11:22 AM   #848
UBOAT234
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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
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Old 11-20-08, 02:28 PM   #849
skwasjer
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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.
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Old 12-04-08, 11:51 PM   #850
Rowddy
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maybe a noob question but was does this MOD do exactly??:hmm: and is it compatable with the latest RFB version?
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Old 12-05-08, 12:05 AM   #851
peabody
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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
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Old 12-05-08, 12:34 AM   #852
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Ah Ok interesting to see how MODS are made i'll look at it in the weekend to see if i can figure it out :p

Last edited by Rowddy; 12-05-08 at 12:35 AM.
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Old 12-07-08, 10:16 AM   #853
skwasjer
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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.
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Old 12-09-08, 02:15 PM   #854
skwasjer
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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.
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Old 12-10-08, 10:20 PM   #855
skwasjer
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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.

Last edited by skwasjer; 12-10-08 at 10:22 PM.
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