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Old 09-13-17, 06:31 PM   #31
gap
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Quote:
Originally Posted by VonDos View Post
Up to date pic...

far from release... but still working..

Best regards,
Vd

ps windows are 3d objects in this model..
Looks good, but I would need to overlap the new superstructure mesh with a blueprint, to tell you how accurate it is

Quote:
Originally Posted by Kendras View Post
Great !

What do you think about new colors ?
The funnel colour looks more similar to the one used by Cunard:



The black band on the hull looks a bit too dark though. It should be darker than it currently is, but not so dark that detail/rust/dirt on it gets lost

Quote:
Originally Posted by the_frog View Post
... and please consider longitudinal planking for all decks ...
Seconded
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Old 09-14-17, 07:51 AM   #32
VonDos
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Hi everyone!

Planking is longitudinal, but ugly textures + graphic effects make really poor this effect. New textures will improve this, i'm looking for this.

@the_frog love those colors, if i send you the original tga, can you modify a little the file with this "Cunard" orange please?

@everyone if you want i can send a beta with the WIP unit.

Best regards,
Vd
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Old 09-14-17, 09:50 AM   #33
gap
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Quote:
Originally Posted by VonDos View Post
Planking is longitudinal, but ugly textures + graphic effects make really poor this effect. New textures will improve this, i'm looking for this.
Do the new decks have their texture mapped on the main unit texture or on a separate tga file?

Quote:
Originally Posted by VonDos View Post
@the_frog love those colors, if i send you the original tga, can you modify a little the file with this "Cunard" orange please?
I think Kendras was suggesting the new funnel colors with Cunard "scheme", not The_Frog.
Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz.../NPPQ__T01.tga

Let me know how the new colors will look in game
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Old 09-14-17, 12:12 PM   #34
VonDos
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Quote:
Originally Posted by gap View Post
Do the new decks have their texture mapped on the main unit texture or on a separate tga file?



I think Kendras was suggesting the new funnel colors with Cunard "scheme", not The_Frog.
Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz.../NPPQ__T01.tga

Let me know how the new colors will look in game
About suggesting the new funnel colors, sorry Kendras, you're right!
Testing now, just a moment!

ps For decks, separate tga file, like original QM 2,01
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Old 09-14-17, 12:52 PM   #35
Kendras
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Quote:
Originally Posted by VonDos View Post
@everyone if you want i can send a beta with the WIP unit.
Ok, send to me.

Quote:
Originally Posted by gap View Post
Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz.../NPPQ__T01.tga

Let me know how the new colors will look in game
Looks good ! Will try this ASAP.

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Originally Posted by VonDos View Post
About suggesting the new funnel colors, sorry Kendras, you're right!
No problem.
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Old 09-14-17, 01:10 PM   #36
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Old 09-14-17, 04:04 PM   #37
VonDos
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Quote:
Originally Posted by gap View Post
Let me know how the new colors will look in game
Voilà, with also a new wooden deck, maybe not definitive, but better than previous. I've also darkened windows and oblos:






Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):



Quote:
Originally Posted by Kendras View Post
Ok, send to me.
PM closing with WIP link; don't be surprised if a ton of bugs is included, just a work in progress

Best regards,
Vd
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Old 09-14-17, 08:16 PM   #38
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Quote:
Originally Posted by VonDos View Post
Voilà, with also a new wooden deck, maybe not definitive, but better than previous. I've also darkened windows and oblos:
Nice ! Here is the same texture with tweaked colors (real in-game colors) :





Quote:
Originally Posted by VonDos View Post
Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):

The_Frog would solve this easily !

Quote:
Originally Posted by VonDos View Post
PM closing with WIP link; don't be surprised if a ton of bugs is included, just a work in progress
Thank you very much !

Last edited by Kendras; 09-14-17 at 08:30 PM.
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Old 09-15-17, 05:38 AM   #39
gap
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Quote:
Originally Posted by VonDos View Post
Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):
Quote:
Originally Posted by Kendras View Post
The_Frog would solve this easily !
That's something I can hopefully fix too.

VonDos, can you please upload here the hull parts that need to be welded?

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Old 09-15-17, 08:08 AM   #40
VonDos
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Quote:
Originally Posted by Kendras View Post
Nice ! Here is the same texture with tweaked colors (real in-game colors) :

Thank you very much !
Please can you send me this texture file? =)
Thanks!

Quote:
Originally Posted by gap View Post
That's something I can hopefully fix too.

VonDos, can you please upload here the hull parts that need to be welded?


https://www.sendspace.com/file/4w9hvg

Voilà, parts to rework are stern (massive problem), forward superstructure (minor problem) and inserted stern's superstructure part from QM2.01 (if you can, please).

Here's a file with funnels obj also, maybe you can do same work for them, in order to give them a "rounded" design:
https://www.sendspace.com/file/r2pnl0

Best regards,
Vd
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Old 09-15-17, 08:30 AM   #41
gap
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Quote:
Originally Posted by VonDos View Post
parts to rework are stern (massive problem), forward superstructure (minor problem) and inserted stern's superstructure part from QM2.01 (if you can, please).

[...]

Here's a file with funnels obj also, maybe you can do same work for them, in order to give them a "rounded" design
Can you please upload a picture showing the edges that need to be welded, for me to quickly do the job without messing up?
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Old 09-15-17, 09:46 AM   #42
VonDos
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Hi Gap!

Here's related screenshot (I use gray ghost tga because in Cunard version those bugs aren't really noticeable):

Stern and stern's superstructure:



Forward superstructure (and first funnel):



All funnels:



Best regards,
Vd
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Old 09-15-17, 11:54 AM   #43
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Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic?

cheers
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Old 09-15-17, 11:59 AM   #44
VonDos
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Quote:
Originally Posted by nik112 View Post
Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic?

cheers
Hi nik!
Multitexture: NPPQ_T01 & NPPQ_T02
(01 for Cunard colors, 02 for gray ghost)

Best regards,
Vd
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Old 09-15-17, 12:43 PM   #45
gap
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Quote:
Originally Posted by VonDos View Post
Hi Gap!

Here's related screenshot...
Okay, I see the problems. I will see what I can do

Those meshes are from SH5 I suppose; for some reason granny-format geometries are broken along the edges of their UV-projections.

In SH5, as in other games of the series, split edges are treated as hard edges, but I think face normals are also considered. If two adjacent faces have normals pointing in the same direction (with some tolerance angle), their common edge will still look smooth, no matter if the edge is actually two coincident edges. By the way: did you import normals when you impiorted the model in S3d?
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