Copying cockpit models from .3do files?

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piloticle

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Aug 12, 2017
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Does anybody know which part of a 3do file contains the cockpit model and how to copy it into another 3do?

Long story short, I'm not a huge fan of CWS15's cockpit (the high dash and the camera height aren't doing it for me)
and I'd like to copy the original PWF CTS cockpit over, if it's at all possible.
 

piloticle

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IT not with out all the files to make the mod
I'm aware of that, but I know programs like 3DSimED can split the make_a.3do into separate models, cockpit included. I was wondering if it's possible to extract the cockpit model and replace another make_a's cockpit model with it

EDIT: Finally got the other models out of the way, I'm gonna see if I can merge these together
 
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JNorton (WKC)

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I'm aware of that, but I know programs like 3DSimED can split the make_a.3do into separate models, cockpit included. I was wondering if it's possible to extract the cockpit model and replace another make_a's cockpit model with it

EDIT: Finally got the other models out of the way, I'm gonna see if I can merge these together

If it was that easy we would have started doing that 20 years ago.. ;)
 

Knucklehead62

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It will be interesting to see how you relocate the gauges. I am the one that did the dash textures for the CWS14 and CWS15 mods and still have the dash and gauge templates that I made.

 
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Mystical

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Short answer: You can't.

You would need the original 3ds max source files of the cockpit meshes and textures, then you'd need the original 3ds max source file AND the PSG scriptig code to recompile it. The make_a.3do file can't be decompiled. Sure, you can try and use a program like 3dsimed3 to take the mesh apart but its usually a jumbled mess and would be literally impossible to get the proper meshes. Even then, without the scripting for the mod you want to add the meshes too you wouldn't be able to add it to it.
 

piloticle

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Aug 12, 2017
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Short answer: You can't.

You would need the original 3ds max source files of the cockpit meshes and textures, then you'd need the original 3ds max source file AND the PSG scriptig code to recompile it. The make_a.3do file can't be decompiled. Sure, you can try and use a program like 3dsimed3 to take the mesh apart but its usually a jumbled mess and would be literally impossible to get the proper meshes. Even then, without the scripting for the mod you want to add the meshes too you wouldn't be able to add it to it.
Yeah, I figured that out pretty quickly. I tried deleting and replacing the meshes sorted by materials (I technically got the cockpit replaced) but it unsurprisingly didn't work in Nr2003. Thanks for the insight!
 

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