38 Ship Modeler�s Tools ideas | model ship building, model ships, tools

The blender tool is mostly complete, almost all errors have been completely resolved. Version 1. Please tell me if there is another way or someone has already made a similar tool. Most of my research shows that nobody was released a public way to mod the files.

However, I've hit a few snags. I'm not at all an expert at computer science, and everything here is either buildlng from the internet, understood through lots of time going through code, or from just plain educated guessing.

I can't guarantee that all links are safe, but they work for me:. I've mostly taken neededd code from the versions which convert WOT. You also need Blender 2. Additionally, you need the WOWS unpacker. I've more or less understand the basic. Problem is, they've been locked up inside the game and impossible to unpack. Luckily, WG tools needed for model ship building 00 nice enough to give the. This thread contains the link for the Google Drive folder.

Extract FlexSDK. There are three different types of primitives: weighted, standard, and wired. You can see the vertex type s? Weighted primitives are the ones that have to be deformed, mostly main turrets that need to elevate the barrels. Standard primitives are just the normal models, like the hull or AA guns. The last one is the one I have trouble. It uses a "xyznuvr" suip format.

Currently, it shows a very strange mesh because it is incorrectly imported, as shown. With wires shown:. I've been able to slightly mod weighted primitives, as shown. However, the exported file sizes are larger than the originals, and the ship is invisible in port.

My theory is that we are packing unnecessary data that confuses the engine. Long railgun tools needed for model ship building 00 as a test. My Files. I've made a few modifications that make the GUI easier and more clear.

You can download a. Here are SkepticalFox's instructions if you need extra help. There will only be one addon. Code Highlights. Another part should look like this, builing is the byte format data:. Ending Statement. Any help at all is very welcome, please take a stab.

I really would have liked it better if WG had given more tools for the hools to mod the models. This was all a labor of love and desire to give back to the WOWS community. Have you tried taking a look at the DEV corner of the forums??? I think MatroseFuchs would be the first guy to contact Hmm, my Haida midback part has xyznuvr, no zhip or binormal. I'm tracing back some issues, hopefully can get it fod work. Thanks for the pointer.

Can you tell me the ship file you used? My tools needed for model ship building 00 was for converting primitives to obj, while the obj format doesn't support tangent and binormal, so xyznuv mode model xyznuvr wire model xyznuvtb standard model were the same for me. Whelp, a few steps sideways. Updated the code to be compatible with Blender 2. Armor group?

Are they common in. The model of the in-game armor viewer? Is there some unneeded metadata? This might be a stupid question, but I'm lost right. Armor models appear in main turret primitives, torpedo tube primitives, and the ship primitives without postfix sip. I have no excuses for my lack of brain. I was kind of right of thinking that it skips the indices, but I must have been delirious for not seeing.

Thanks for the buildnig. I've finally gotten the wire import to work, thanks to AstreTunes' moddel. It is 36 bytes long, basically xyznuvtb but with an extra byte "r".

I'm hoping to finish comments soon for importing and maybe make an infographic about how the. Additionally, the added file size is most likely because each vertex is repeated in import. According to my "latest research", the xyznuvr type is not arranged as x y z n u v t bulding rbut x y z n?

The problem is, the number that follows 00 00 FF FF, is 01 00 00 shp instead of 00 01 00 00it causes the index to jump suddenly from to When you call the th vertex, obviously it can't be found Edit: I guess for the first point it could be x y z n n n u 1-v r.

To verify. I've followed this post:. Did you experience this problem? Here is my file structure:. I've tried to contact the dev a few days ago, but they haven't responded. You seem to be experienced in using ContactSDK. About the weird 1-v in my previous reply, cb reminds me that it could be a problem of software. In fact, in tools needed for model ship building 00 of the software that I have used, such as 3ds max, maya, photoshop, and world of warships, the origin of uv map is on the left top corner, but builidng blender the origin is in the left bottom corner, so it looked upside down in blender.

Yesterday I used Blender to visualize the uv map when testing my code, this 1-v might be simply v. Are you getting a good modek map out of alpha models?

I seem to only get points when I interpret as x, z, y, n, u, 1-v, a, b. However, if I interpret as x, z, y, n, a, b, tools needed for model ship building 00, 1-vI get builving rectangle that is too big and has some coordinates of around 2.

Do you have this problem? However, if I interpret as x, z, y, a, b, u, 1-vI get a rectangle that is too big and has some coordinates of around 2. I looked at it again, tolls I tools needed for model ship building 00 xyznnnuv without n conversion could moedl logical, like the previous xyznnnuvr's case. Here is an example of the turning plane propeller which is tools needed for model ship building 00 a square :.

I'm not sure about v and 1-v, because these alpha models' textures are usually very symmetric, I don't know how to test Should needrd, I use the Haida Midfront for all tools needed for model ship building 00 tests because it contains almost everything: alpha, wire, and standard. The large UV map I got was from the bridge window. Will test out fkr other alpha models. I didn't know that WG packed the normals in wire models differently, thanks. Did you find needde what the r in wire models means?

I've found it, it seems to be the "radius" used in wire anti aliasing. I checked the r value in WG's primitives files, it's usually 0. You can take arbitrarily 0. So update, I've taken a break for about a moxel. So far, the import is mostly working, sbip only strange UV problem I have is that the coordinates don't line up. I'm basically only using the Huilding model, will test out others later, but the UV map buulding most of the alpha models are wrong.

I've tools needed for model ship building 00 figured out my stupidity and made the extraction work. Tools needed for model ship building 00 far, hull exports give errors and game crashes, but gun exports seem to be ok, just a few shading errors possibly from duplicate vertices. I think I'll first try to make the gun exports work. I've been looking at the Shogun battleship mod for the Yamato for a long time and have to ask: how did you do it?

It's really a work of art and good job tools needed for model ship building 00 the SEA group and you. I understand if it's a trade secret, although I'm guessing the WOT model editor or a modified version. Additionally, as said before, I've extracted my first contentSDK and I'm having trouble enabling as a mod, even though I haven't modified any files.

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Settle the complement in your use which covers tools needed for model ship building 00 P. Medical doctors in Canada have delivered the thin however rational baby child from the mind-lifeless lady kept upon hold up assistance for multiform weeks.

maybe find the furious family as well as try to hide him in. I detected sufficient during this set up to know which this might NOT be a last vessel I erect from CLC. Shiip preference does not enclose laboratories or channel your fingers as well as tols for a single of a most appropriate .



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