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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#541 | |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
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#542 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
Downloads: 15
Uploads: 0
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Tomi,
OT: What water mod are you using? The water colour looks amazing! |
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#543 |
A-ganger
![]() Join Date: Nov 2007
Posts: 80
Downloads: 0
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As I understand, exterior improvements are finished? Maybe it's time for small beta-release to test new model fully?)) 'cause making water streams from hull ports can became a long and hard task...
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#544 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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Quote:
To grief it is not so far!! I still have some if the attached bargains must become, my biggest problem Were itself of the SKIN with 3D Max fixeren does not leave. Functioned earlier without problems with MAX-3D. Then the axes must be raised by the air-screw something. In addition the demanding oar comes a little bit forwards must. And in the end the snorkel must be brought in the correct position. Actually, I had to do this (OK the next step we given him the water from the holes, like SH4 ) At the end do. But all that is Hexa-Work, therefore it is no matter what I too only does. Except I get support. ----------------------------------- Leide ist es nicht so weit!! Ich habe noch einige dinge die Fixiert werden Müssen, mein größtes Problem Ist das sich der SKIN nicht mit 3D-Max fixeren lässt. Das funktionierte früher ohne Probleme mit MAX-3D. Dann müssen die Achsen von den Propeller etwas angehoben Werden. Dazu kommt das das Fordere Ruder etwas nach vorne Muss. Und zum Schluss muss der Schnorchel in die Korrekte Position gebracht werden. Eigentlich sollte ich das (Ok the next step we given him the water from the holes, like SH4) Am Schluss machen. Aber das alles ist Hexa-Work deshalb ist es egal was ich zu erst mache. Außer ich bekomme Unterstützung. |
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#545 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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Come on! Surely someone out there in Subsim land knows enough about hex code to help Tomi add the features he wants, such as the water draining from the vent holes when the u-boat surfaces!
![]() I suppose you might have to go without some of those features, Tomi, if nobody steps forward to help. ![]() I've been meaning to learn assembly programming, but I doubt you can afford to wait for however many months it would take for me to get the neccessary skills to make the schnorchle and other effects possible. *sigh* ![]() Addendum: Perhaps the water draining effect can be achieved in a way similar to how Racerboy added exhaust smoke effects. Take an existing "drain" animation node from another part of the u-boat, clone this and attach it to the vent holes. It may be possible to do the editing needed in the u-boat '.val' file with Silent 3ditor. The .tga textures for the draining water could then also be compiled inside the .val and assigned the proper Direct3D particle parameters.
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Still sailing the high seas, hunting convoys with those who join me. |
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#546 |
Ace of the Deep
![]() Join Date: Jan 2008
Location: Pacific Northwest United States
Posts: 1,146
Downloads: 41
Uploads: 2
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Very complex effects can be achieved by combining even simple elements properly.
If you set the particle density, life, trail, and quads correctly it would have an approximation to water that's close enough. To make it look even more like water, you could create some textures that are almost clear like glass while others would be the typical "foam" generated by the turbulence of the water rushing out. (I'd better shut up or else I'm going to find myself in the middle of learning how to do all this after being elected to work on it. :p)
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Still sailing the high seas, hunting convoys with those who join me. |
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#547 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
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Tomi,
I am very interested with the 3d modeling after reading your post. What software tool are u using to create this awesome work?:hmm: one more thing, the *.dat file in the relavent ship folder is the 3d model file? what tool can open it? Last edited by schnorchel; 02-08-08 at 11:21 PM. |
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#548 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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I've also PM'ed RB but he seems to be missing. The is DD but he's busy with GWX 2.1 I believe. I don't know who else is a master of Hex editing, maybe someone can convince Serbuto to help?
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#549 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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Mod-corner
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#550 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
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#551 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
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Tomi_099,
Do you enjoy teasing us ![]() |
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#552 | |
Grey Wolf
![]() Join Date: Sep 2006
Location: Pasadena, Ca
Posts: 852
Downloads: 0
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#553 |
Soundman
![]() Join Date: Feb 2006
Posts: 144
Downloads: 99
Uploads: 0
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Oh, My god. I can not connect with the Tomi's web site
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#554 |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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schnorchel check my Filefront site. look under Tomi's work you will find his mods. But they don't work for GWX 2.0 yet. There on his todo list.
Tomi's mods work for Stock and GWX 1.3! Good hunting all |
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#555 |
Stowaway
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All the info to add the water draining can be found by looking at the
Particals Generators used on the SH4 Subs. You need only plant the correct nodes and adjust positions. |
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