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05-10-16, 07:23 PM | #31 |
Navy Seal
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Very good VonDos!!!
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"Some ships are designed to sink...others require our assistance." Nathan Zelk |
05-11-16, 03:28 AM | #32 |
Ace of the Deep
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05-11-16, 05:43 AM | #33 |
Navy Seal
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Excellent! BdU will be happier with the Italian allies now
P.S: the new bow and flying deck look much closer to the original design |
05-12-16, 04:33 PM | #34 |
Admiral
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Thanks everyone!
According to blueprints, i've modified a little again the flying deck: here's the new: I've also add some wires to masts and fixed minor UV map's problems. Work in progress...
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 Last edited by VonDos; 05-12-16 at 05:05 PM. |
05-13-16, 03:16 AM | #35 |
Navy Seal
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With all the goodies you have recently added, the detail level of your model is so far comparable to the one of SH5 ships.
The one thing it is missing now, is the addition of a good ambient occlusion map. Dunno if it is possible in SHIII though... |
05-13-16, 12:08 PM | #36 |
Admiral
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Thanks a lot, Gap!
Ho, this is just a "improved" version of a very old model. No more. I don't know how ambient occlusion system works (i know what is, just this, a theory) and i don't know if is this implemented in SHIII.. At moment all my attention is on two turret nodes (M01 and S12, for specify); i've checked ID's, numbers, orientation, ecc ecc but they shot into ship's hull. And if i try to delete them for replace, voilà a CTD.. Is there a node\guns expert who is reading this post? If yes, please, help!!
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
05-13-16, 01:03 PM | #37 |
Ace of the Deep
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05-13-16, 01:24 PM | #38 |
Admiral
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Files sent; thanks!
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
05-13-16, 02:21 PM | #39 |
Ace of the Deep
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About the 2 gun nodes, i don't see any errors. I'll try in-game after changing id number.
F. |
05-13-16, 03:10 PM | #40 | |||
Navy Seal
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Quote:
Quote:
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05-13-16, 04:22 PM | #41 |
Ace of the Deep
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In my game, M01 and S07 don't follow the rules of the .sim file. Why ? I don't know ...
Ah, by the way, you were not obliged to set any values under "fire" (fire restrictions) in the .sim file. |
05-13-16, 04:51 PM | #42 | |
Admiral
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@gap
Quote:
@Fahnenbohn S07? That's ; in my game, they're S12 and M01.. btw, that's the point: why are them "rebels?" I set fire restrictions just for try an idea for solve this, only a few are really used for something (A\A near the island, if i well remember); also show_restr is, i think, useless ingame.. right?
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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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05-14-16, 03:08 AM | #43 |
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Not at all ! Fire restrictions parameter allows to forbid fire in a specific space into the space covered by the general elevation and traverse parameters.
For example, if traverse = 300 to 60 and elevation = -5 to 40, if you set a fire restriction in traverse = 350 to 10 and elevation 10 to 40, then fire will be forbidden in traverse = 350 to 10 and elevation = -5 to 10. |
05-14-16, 04:14 AM | #44 | |
Navy Seal
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Quote:
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05-14-16, 06:20 AM | #45 |
Admiral
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That's right gap!
I've tested them ingame... no effects at all; don't know if debug command has been implemented for a different applicaton.. I'm trying again to solve node's bug, but at moment without succes. I'm thinking to rebuilt .both *dat and *.sim files.. EDIT: M01 is POWNED! Got it!
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 Last edited by VonDos; 05-14-16 at 07:06 AM. |
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