Some uniforms put together using photoshop and the few references I can find. One officer & one crewman. Eventually I may create an actual 3d cap bage model with improved resolution. I have added shoulderboards and a necktie to the officer figure. The color of the crewman's jacket is basically a guess, so if you can correct it please let me know.
http://i33.photobucket.com/albums/d5...life/Unis1.jpg http://i33.photobucket.com/albums/d5...life/unis2.jpg http://i33.photobucket.com/albums/d5...life/unis3.jpg |
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Nice uniforms, but if you read real life accounts of commanders (F.e. Max Valentiner) you'll see how they were actually in even worser condition than their WW2 counterparts LOL. Valentiner describes themselves upon boarding an enemy merchat as looking like a horde of indians, with faces painted orangeish by the oil and grease, half nude because the clothes did not withstand well so much humidity, and red eyes popping out.:haha:
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I suppose I can add some dirt/grease textures to overlay onto the uniforms & bodies. BTW, good news - last night I managed to get ships to launch boats with the torpedo launcher. Now it's just a matter of cloning the launcher, adding different boat types, texturing, and so on. |
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could you pm me the hows to do that for our Japanese Campaign : we need IJN uniforms not german there ! Great work, I am still looking at what WWI sub to model, RL is busy and I work on the IJN campaign first. I might go to the army museum in Brussels soon (this week ?) , tell me if I can photo / copy anything you can't get your hands on ok ? Keltos |
IAMBL,
You might want to consider contacting Deamon/Heinrich. He was/is working on an WWI indie subsim and had produced some good Uboat models. He might also be able to help with other information from his research. |
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Open the file with S3ditor and expand node #3 - it expands into a huge list of all of the heads, bodies, and legs that the game uses. The models can be exported and imported using Wings3d, etc. The textures are under Data\Textures\Tnormal\Tex. I edited them using Photoshop. Thanks for your offer. I would appreciate any information on Belgian ports during the war, as well as all kinds of pictures of clothing. Naval uniforms (especially German), dockworkers' clothes, & doctors' & nurses' uniforms, maybe. |
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The two others might have cleaned up a bit for the picture or be officers, but undoubtedly there is lots of dirt and grease in that engine room. |
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keltos |
your ships look absolutely stunning, but I'm missing AO maps (the shipname_O01 textures). You might want to consider adding them as it makes them much better looking.
A good tutorial for automatically creating them using the free 3d editing program Blender: http://www.katsbits.com/htm/tutorial...ng_terrain.htm Looking forward to this mod:up: |
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As I mentioned, the merchant ships' boats are appearing successfully when I designate them as torpedoes. The problem is that I have to overwrite one of the torpedoes with the boat model. What I need is a weapons node exclusively designed to launch/fire boats, so that the torpedoes and the boats etc. can coexist. Preferably several different nodes, so that I can spawn different types of boats & passengers. I have been trying for hours to clone the torpedo launcher or create a gun with a boat model as its "shell" - so far, no luck. |
wonderful work..that dazzle paint job is spot on. Uniforms are great as well. They started out clean at start of cruise :) surface ships were hard too, as they were coal fired many of them.... coaling ship was a dirty dirty dirty job, my grandfather used to describe it saying for 3 days everything would be black on board and on all hands. :)
great great work going on here. that idea of the torps triggers is just wizard!. |
And yet another great mod in the making, and from the looks of it a keeper too! Brilliant work guys :rock:
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I understand how you will make the merchant spawn a boat that brings papers to the U-Boat, what I don't get is how you will make then a trigger for the merchant to stop and send the boat, and most important, for us to check wether it has contraband or not and decide if sink it :hmmm:
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The one thing I might not be able to get around is the merchant stopping; however, the player should be able to position his sub in front of most merchants to trigger the collision avoidance "stop/reverse" routine. I will also tweak vessel acceleration values so that a merchant can't flee like a sports car once it has stopped its engines - hence there should be plenty of time to take care of business. Some ships will have their behavior modified so that they slow & spawn boats; others will maintain stock enemy merchant behavior and try to escape from you - the latter will mostly be fair game. I am thinking about using particles.dat and a water interaction controller instead of a torpedo clone to spawn the boats - more news later. |
Just managed to make the 4.7" gun "fire" a boat. :DL
This means that there is no need to use the torpedoes as boats, which had been very problematic. If someone could tell me how to copy entire nodes & subsections using S3ditor, I'd be grateful - this will speed up the process immensely. |
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The main problem is that so far all SH series (SH1 I'm not sure however) have insisted in making the convoys turn in a completely unnatural way. They pretend the ships to the sides to suddenly speed up hugely and make the long way around a semi-circle to keep their position any time. However, the logical way to do a turn with a formation of miscellaneous merchant ships IMHO is in to turn unsimultaneously X degrees (Not much more than 45) and then the sides slowly speed up to regain the original position and spacing. In real life convoys, the outmost columns were not occupied by the fastest ships, but simply by the less valuable ones, which normally weren't also the fastest. |
Great idea!
Very impressing :rock: With Best Regards Stary Wuj |
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