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Old 05-10-16, 07:23 PM   #31
HW3
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Very good VonDos!!!
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Old 05-11-16, 03:28 AM   #32
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Old 05-11-16, 05:43 AM   #33
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Quote:
Originally Posted by VonDos View Post
New AA: now she's more aggressive
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
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Old 05-12-16, 04:33 PM   #34
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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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Last edited by VonDos; 05-12-16 at 05:05 PM.
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Old 05-13-16, 03:16 AM   #35
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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...
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Old 05-13-16, 12:08 PM   #36
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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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Old 05-13-16, 01:03 PM   #37
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Quote:
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Is there a node\guns expert who is reading this post? If yes, please, help!!
Yes, send me the files, i will try to find the problem. I sent you my mail in a PM.
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Old 05-13-16, 01:24 PM   #38
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Files sent; thanks!
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Old 05-13-16, 02:21 PM   #39
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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.
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Old 05-13-16, 03:10 PM   #40
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Quote:
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Thanks a lot, Gap!
Ho, this is just a "improved" version of a very old model. No more.
Well, from your screenies it doesn't look that old. Did you use a stock SHIII ship as base for your original model?

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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..
There are several programs able to generate a self occlusion map based on the geometry of a given 3D model. The one I use more often is Softimage Mod Tool (a free version of Autodesk Softimage). AO maps are baked on an UV unwrapping of the model, just like any other texture. In theory the same UV map as the diffuse channel could be used, but commonly a second UV map is used, because diffuse UV maps are usually "overlapping", which gives poor results with AO maps. This is why SHIV and SH5 support multi UV maps for each 3D mesh. S3ditor and GR2 Editor automatically recognize and import them.

Quote:
Originally Posted by VonDos View Post
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!!
Sure enough, that's a weird bug. I see Fahnenbohn is already looking into it. I hope that with his help you will finally track down the cause.
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Old 05-13-16, 04:22 PM   #41
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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.
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Old 05-13-16, 04:51 PM   #42
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@gap
Quote:
Well, from your screenies it doesn't look that old. Did you use a stock SHIII ship as base for your original model?
Yes, but model it's a chimaera from different units (sh3 graf zeppelin's planes, deck, masts and funnel, sh4 conte verde for main hull, sh5 ark royal ecc ecc)


@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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Old 05-14-16, 03:08 AM   #43
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Quote:
Originally Posted by VonDos View Post
also show_restr is, i think, useless ingame.. right?
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.

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Old 05-14-16, 04:14 AM   #44
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Quote:
Originally Posted by Fahnenbohn View Post
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.

Indeed fire restriction angles do matter in game. Fahnenbohn is talking about something else though. The show_restr parameter can be set to either true or false. It is probably there for develipping purposes, and in stock files it is always set to "false". As far as I can understand, setting it to "true" should provide a visual reference, something like a cone, showing the effect of elevation/traverse restrictions, but to be honest I have never tested it in game.
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Old 05-14-16, 06:20 AM   #45
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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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Last edited by VonDos; 05-14-16 at 07:06 AM.
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