SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-23-16, 09:19 PM   #1
VonDos
Admiral
 
Join Date: Mar 2007
Location: Italy
Posts: 2,227
Downloads: 75
Uploads: 49


Default

@Gap thanks a lot mate!

Talking about mimic a gray-painted wooden deck, what about this?




Best regards,
Vd
__________________

Those, others and WIP ships are avaiable in my SHIPYARD here:
http://www.subsim.com/radioroom/showthread.php?t=136508

Last edited by VonDos; 12-24-16 at 10:18 AM.
VonDos is online   Reply With Quote
Old 12-24-16, 11:33 AM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by VonDos View Post
@Gap thanks a lot mate!

Talking about mimic a gray-painted wooden deck, what about this?
Yes and no, in theory wood veins and the edges between adjoining planks should be barely visible under the paint coating. As you got it now, it looks like the guys at the RN shipyard had run out of paint and had to thin it down with their precious grog ration

In my opinion the base texture you are using looks a bit too disomogeneous, and too low-res. A quick search on the web gave me many alternatives that are probably better suited

P.S: the new stern island looks
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-24-16, 01:21 PM   #3
VonDos
Admiral
 
Join Date: Mar 2007
Location: Italy
Posts: 2,227
Downloads: 75
Uploads: 49


Default

I'll save grog rations as soon as possible =) while waiting, an "up to date" general pic, with all progress put togheter in the same unit in musem (as you can see, this is wath you can found choosing different years..).



Quote:
Originally Posted by gap View Post
Yes and no, in theory wood veins and the edges between adjoining planks should be barely visible under the paint coating. As you got it now, it looks like the guys at the RN shipyard had run out of paint and had to thin it down with their precious grog ration

In my opinion the base texture you are using looks a bit too disomogeneous, and too low-res. A quick search on the web gave me many alternatives that are probably better suited

P.S: the new stern island looks
A question for everyone: do someone know rigging configuration between masts in ww2? There was something, 3, 4 cables, antennas or nothing?

edit: Civil \ Military flag added..
__________________

Those, others and WIP ships are avaiable in my SHIPYARD here:
http://www.subsim.com/radioroom/showthread.php?t=136508

Last edited by VonDos; 12-24-16 at 02:45 PM.
VonDos is online   Reply With Quote
Old 12-24-16, 03:04 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by VonDos View Post
Amazing work!

I see that the AMC version flies the White Ensign now. Did you use the workaround I had suggested a while back, or how else did you manage doing that?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-25-16, 05:54 PM   #5
radiator
Electrician's Mate
 
Join Date: Jan 2012
Location: Leningrad
Posts: 138
Downloads: 78
Uploads: 0
Default

Quote:
Originally Posted by VonDos View Post
Excellent work!
radiator is offline   Reply With Quote
Old 12-26-16, 04:07 PM   #6
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

Hello,

the masts carried the radio antennas. These are the 6 to 8 cables usually running from the top yardarm of the fore mast to top yardarm of the main mast (= aft mast in this case).

The changing of the flag is nice. Just a comment on the placement of the flag -- the flag is at the aft flagpole only when in (or entering/leaving) harbour; at sea, it is at main mast. That's why the main mast usually has a longitudinal yardarm.

Cheers
the_frog is offline   Reply With Quote
Old 12-26-16, 05:38 PM   #7
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by VonDos View Post
Very good work ! Are the textures changed with SH3 Commander ?

A small thing : the walls under the red funnels are very white compared to the hull, could it be corrected perhaps ?
  Reply With Quote
Old 12-26-16, 08:21 PM   #8
VonDos
Admiral
 
Join Date: Mar 2007
Location: Italy
Posts: 2,227
Downloads: 75
Uploads: 49


Default

Quote:
Originally Posted by gap View Post
Amazing work!

I see that the AMC version flies the White Ensign now. Did you use the workaround I had suggested a while back, or how else did you manage doing that?
Three solution has been tested for obtain this.
Finally i choose different library object for different years.

Quote:
Originally Posted by radiator View Post
Excellent work!
Thanks a lot!! :-)

Quote:
Originally Posted by the_frog View Post
Hello,

the masts carried the radio antennas. These are the 6 to 8 cables usually running from the top yardarm of the fore mast to top yardarm of the main mast (= aft mast in this case).

The changing of the flag is nice. Just a comment on the placement of the flag -- the flag is at the aft flagpole only when in (or entering/leaving) harbour; at sea, it is at main mast. That's why the main mast usually has a longitudinal yardarm.

Cheers
Huge thanks mate! I'll create different nodes for different main masts in different dates ;-)

Quote:
Originally Posted by Kendras View Post
Very good work ! Are the textures changed with SH3 Commander ?

A small thing : the walls under the red funnels are very white compared to the hull, could it be corrected perhaps ?
Thanks! No, textures and model details are changed using library objects and eqp file.
White walls are so white just in museum, btw lights problems will be correct soon.

Best regards, Vd
__________________

Those, others and WIP ships are avaiable in my SHIPYARD here:
http://www.subsim.com/radioroom/showthread.php?t=136508
VonDos is online   Reply With Quote
Old 12-27-16, 05:52 AM   #9
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

Hello,

the light issues result from 3D objects either not edge splitted or imported with vertex normals. I case of imported vertex normals just re-import the 3D object and un-tick the vertex normals in the import dialogue.

Cheers
the_frog is offline   Reply With Quote
Old 12-27-16, 08:07 AM   #10
VonDos
Admiral
 
Join Date: Mar 2007
Location: Italy
Posts: 2,227
Downloads: 75
Uploads: 49


Default

@the_frog Thanks a lot!!

Here's an up-to-date pic with nw flags position, cables\antennas and a timeline of unit during war's years:



1) Neutral unit: civil livery, lightened windows and red\green signals, unarmed, red civil insigna. PRE WAR

2) Darkened unit: unlightened windows and signals, unarmed, again red insigna. FIRST MONTHS OF WAR

3) Converted AMC: grey livery, unlightened, heavy armed, different model with 2 funnels only, scout plane, island, added small command deck, different masts and pipes... white military insigna. FROM 1940
__________________

Those, others and WIP ships are avaiable in my SHIPYARD here:
http://www.subsim.com/radioroom/showthread.php?t=136508
VonDos is online   Reply With Quote
Old 12-28-16, 01:52 PM   #11
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by the_frog View Post
the light issues result from 3D objects either not edge splitted...
A quick addition to the tip by the_frog: Silent3ditor spits automatically edges which are contiguous in the 3D mesh, but separated in the UV map (if you don't believe it, just import/export a model to/from S3d and reload it in your 3D editing program), so you don't need to modify your model's geometry directly, i.e. edges which are split in the UV map act anyway as "hard edges"

Quote:
Originally Posted by the_frog View Post
...or imported with vertex normals. I case of imported vertex normals just re-import the 3D object and un-tick the vertex normals in the import dialogue.
...and a question for the_frog: do you mean that unticking "import vertex normals" is always a good measure, or it should only be done in case of weird lighting issues?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply

Tags
kriegs marine, ocean liners, regia marina, royal hellenic navy, warships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 12:16 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.