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09-15-17, 01:16 PM | #46 |
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09-15-17, 01:27 PM | #47 | |
Admiral
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If and only if (make me know) you've not started this work, can you please use this hull in place of previous posted please? https://www.sendspace.com/file/rta3uc This solve a couple of small vertex bug =) You're welcome! Best regards, Vd edit: i'm going to the mountain now, so if reply will be late in next 2 days, you know why =)
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09-15-17, 03:14 PM | #48 |
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Join Date: Nov 2010
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Hello,
using normals in SH3 is no good idea ... I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October. Cheers |
09-17-17, 09:47 AM | #49 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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@ VonDos Opening your files now. I hope to post an update before dark |
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09-17-17, 12:41 PM | #50 |
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09-17-17, 03:25 PM | #51 | |
Admiral
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Quote:
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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09-17-17, 04:05 PM | #52 |
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A link for wartime appearance : https://www.boatbuilding.xyz/queen-mary/a-naw.html
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09-17-17, 04:12 PM | #53 |
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I'm going to re-work the damage boxes as on this plan :
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09-18-17, 02:23 AM | #54 |
Admiral
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Thanks, Kendras!
About wartime appearance, i can add those tons of nodes (!) but i see a radar and degaussing coils on the side. This require a couple of idea about how to represent this ship (split in 2 different ships, add parts to both Cunard and Gray version, as a library, from 1942; create a "timeline unit" like Queen of Bermuda, with a pre 1942 Cunard e and a post 1942 Gray Ghost)... BTW i'm working on detail on actual model: you can see the new rudder and rigging... Best regards, Vd ps Nice tga! I'm testing it now!
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09-18-17, 07:23 PM | #55 |
Navy Seal
Join Date: Jan 2011
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At last
After sleepless nights I can finally switch off my manifold welding machine
Here is the result: https://www.mediafire.com/file/zoh60...MSQueenMary.7z Each of the two obj files stored in the package contain all of the parts that you sent to me. For ease, I have regrouped the meshes as follows: one object for each funnel, one for superstructure and decks, one for the hull and one for the portholes. You might want to further group them before importing them in unit's dat file. Each object has only one material, except for the superstructure which has three materials: one for the vertical surfaces, one for the decks, and one for the railings. One of the obj files contains meshes whose vertices/edges have been conveniently merged. This should fix the unwanted hard edges seen on stern, funnels, bridge and elsewhere on the model. It should also sensibly reduce file size (lesser vertex/edges coordinates stored on file). Meshes stored in the second object file have been subsequently edge-splitted where hard edges were needed. This implies an increase in vertex/edge coordinates (their final count should still be lesser than it was in th eoriginal files though), but it should fix the weird lighting effect seen on the rear superstructure. My suggestion is you to use meshes from this file. In addition to that, I have remapped deck's UV projection and added in the zip file a new wooden deck texture. Feel free to scrap it or to edit it at wish. Furthermore, there were some small topological errors and overlapping faces in the model. I fixed those errors as much as I could, but there still are some redundant faces (that shouldn't be visible in game, being totally occluded by other faces), missing faces, and what I think are misaligned objects. See the spoiler below for an example of what I am talking about: Last: included in tbe package is a version of the main unit texture with better 2D portholes (in case they are still needed) and intermediate funnel/hull colors between Kendras' and my last version (exactly 50-50). With Kendra's colours the ship looks as if she was fresh from shipyard: very shiny/saturated, but a bit flat and too much glaring (especially the red funnels); on the other hand I like dirty textures with a lot of 2D/3D detail painted on them (maybe too much at times). Let me know what you think about this third version, and we will eventually find a good balance between the two extremes |
09-18-17, 08:31 PM | #56 |
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Great work !
By the way, did you compare this SH5 model with original blue prints ? The hull is especially wrong at the bow and at the stern if you look at it from above. I think it is the proper time to correct this 3D model. |
09-19-17, 03:50 AM | #57 | |
Navy Seal
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Was the original hull version more accurate? If yes, maybe it could be combined with SH5 superstructure, but let's listen to VonDos first |
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09-21-17, 05:14 AM | #58 |
Admiral
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@gap: THANKS! You do it!!
I've modified a little your planks file, adapting this file to enalrged original tga. Mixed result appear to be: @for both: if we can improve stern and bow, let's do it. About militarized version method of illustration, any idea?
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09-21-17, 09:09 AM | #59 | |
Navy Seal
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For a complex object such as the ship you are workin on, the polygon-merging process is a tedious one, but I am always glad to help
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I have not seen any top view plan of the ship. Let's see what Kendras says |
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09-21-17, 09:19 AM | #60 |
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