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Looking very nice. :up:
My remarks in detail:
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... looks to me like it took a few hits from an 88mm deck gun there gap...
I am astounded by the amount of work you two do with this game. Excellent stuff. Don't forget that you can use the GWX Terrain Extractor to "level the playing field" (play on words) to help the "concrete" pad of the refinery fit the hill. In other words, you could do some digital "excavating" and / or "land-filling". You might even have to "dredge a channel" for the big tankers to come in and load... :salute: |
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If that was the case, the current smoke effect would be totally accurate, and my suggestion would be to add white smokes or pilot flames to some of the chimneys :up: Quote:
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http://i.imgur.com/fhmrcuV.png I have also to create the flames effect : http://i.imgur.com/K7a1h1Y.png https://www.youtube.com/watch?v=L8Cq7hUMPng But I think I will need to create a special animation effect (I know it's possible, as in SH4 effects mod for SH3). :hmmm: Quote:
http://i.imgur.com/59qDQGl.jpg Quote:
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See gap? He's pulling you in... :har:
As "coarse" as the SH4 GWX changes can be, is it even coarser in SH3? I forget... 255 colors? |
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You can look on the web for a ready-to-use animated flame texture, or you can look for two or more flame textures, crop/resize them so they have the same size, and interpolate the animation frames between them with a morphing program :03: Quote:
Don't forget flames on top of flare stacks. Should SHIII miss a model of them, I think that extracting them from one of the 3Dwarehouse models and importing them in game shouldn't be too complicated :D Quote:
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https://www.appginger.com/free-morphing-software/ :03: Quote:
- chimneys surmounting distillation columns (these should have white smoke) - fase flares (much thinner and higher than the former, these should have a flame on top): |
Hi Kendras,
Have you made any progress on the refinery? regards, MLF |
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