Quote:
Originally Posted by Targor Avelany
yeah, it's very painfull. One of this days when I have a bit of time I intend to sit down and really go through exported versions of meshes and see what is going on.
Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho 
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That is odd. I am sure that stock flags are animated dat object attached on GR2 units, and even TDW managed to do the same with his u-boat flag mod. I suggest you to...
- double check that your animated dat tubes are set correctly and that their animations play normally in s3d;
- have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats.
Quote:
Originally Posted by Targor Avelany
And yeah, I'll see if I can get very good meshes. Mines must look good
Even if the captain would not see them and dies :P
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Just had a look myself; stock mines (on the left) vs. OH's mines:
stock mines:
- are smaller (main diameter: ca. 1 m);
- their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere;
- their texture is more detailed with bolts and scratched coating painted on it;
- got detailed normal, reflect and ambient occlusion maps.
OH's mines:
- are much bigger (main diameter: ca. 2.3 m);
- their 3d model is better, with more detailed spike horns and regular spherical body;
- lesser detailed diffuse map (just some featureless rust);
- misses other maps.
If it was just on me I would adopt the following workflow:
- get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough);
- get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below);
- redo the UV mapping for both diffuse and AO.
- bake a new AO map;
- optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign;

- retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations);
- if needed, resize the model according to historical sizes. HNSA got a digital copy of the American
Mine Identification Manual, with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc.
Eventually, with the time, we can rework both 3d models for use with OH