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Old 02-11-17, 09:20 AM   #16
Kendras
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Quote:
Originally Posted by the_frog View Post
I just checked the position of the SH5 model in Wings3D and compared it with plans, drawing, photographs etc.. My conclusion: the positioning is correct. The version of the Flower as shown in SH5 had very little sheer forward.
You're right if you compare with this plan :

 


But look carefully where the water level is :

 
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Old 02-11-17, 10:49 AM   #17
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When I was adjusting these parameters, the first attempt the bow was underwater! Same inclination as all the flower class corvette plans I own on my PC. But in game To Far!!
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Old 02-11-17, 11:12 AM   #18
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Originally Posted by mikey117us View Post
When I was adjusting these parameters, the first attempt the bow was underwater! Same inclination as all the flower class corvette plans I own on my PC. But in game To Far!!
Yes :

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Originally Posted by mikey117us View Post
@Kendras I was able to make the Translation in the .Sim File and .Dat File.
.Dat The Node for NCO_FlowerMOD = Y Translation = 0.015, X Rotation = 0.005. in the .Sim, unit_Ship, obj_Hydro, Debug, Params =False, GC = True, SD = True, mass = 0, gc_height = 0.0, fr_ratio =0.5, Surfaced, displacement = 940, draught = 0, Submerged, draught = 0. all the 0's will put the Parameters like Gravity Center Height ( taken from half the Geometric bounding box ) and Draught for Surface and Submerged ( The object's draught[m]. If 0, then it is taken from the object's global position )
CORRECTION :


.Dat
The Node for NCO_FlowerMOD = Y Translation = 0.015, X Rotation = 0.005. : this changes nothing, you can set 0 for all, the result is the same.

The only thing that will change the inclination on X axis is to change it in Wings 3D.



.Sim, unit_Ship, obj_Hydro

Debug, Params = False, GC = True (you can set "False"), SD = True (you can set "False"),

mass = 940
gc_height = I advise you to set half the value of the surfaced draught. If less, the ship will be more stable . If higher, the ship is more likely to capsize when sinking.
fr_ratio = 0.5

Surfaced :
- displacement = 940
- draught = 0 : if you set a number here, you can control precisely the height of the hull in the water.

Submerged :
-
displacement=0
- draught = 0. or something higher than surfaced draught. Not sure, but I think that the ship will sink only if her hull is deeper than this value ...
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Old 02-11-17, 03:07 PM   #19
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Ohoh, I see the point ...

... and it cannot be solved in a truely easy way. Turning the entire model along the X-axis bei -2 degrees will achieve the desired position but the texturing, especially the postion of the waterline will be wrong. That means, the hull needs to be re-mapped to new textures.
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Old 02-12-17, 12:41 PM   #20
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I will post some more screenshots soon. In a better beta test environment ( not Arctic with 7mps winds ) to show that I got the Flower to sit in the water better, and to show texturing efforts. I need time to focus on this, ( beta testing ) Stay Tuned.
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Old 02-12-17, 05:18 PM   #21
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I will post some more screenshots soon. In a better beta test environment ( not Arctic with 7mps winds ) to show that I got the Flower to sit in the water better, and to show texturing efforts. I need time to focus on this, ( beta testing ) Stay Tuned.
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Old 02-17-17, 03:52 PM   #22
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Any pics from your last tests ?
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Old 02-17-17, 11:22 PM   #23
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A few shots of a Single Mission Beta Test set in late 1941, Halifax-Bristol Convoy with the Mid Ocean Escort Force. Test of Re-texturing and how she sits in the water. More to come! The Flower Class is only half done! Meanwhile I need to finish the playable Type IIb Mod!!!! and several others...
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Old 02-18-17, 02:59 AM   #24
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Quote:
Originally Posted by mikey117us View Post
A few shots of a Single Mission Beta. Test of Re-texturing
Textures are great ! But it seems that light and shadow are interverted !

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Originally Posted by mikey117us View Post
and how she sits in the water.
Well, I don't see any difference.

See how it looks from my own work :

 


Of course, the 3D model has to be remapped.
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Old 02-19-17, 11:11 AM   #25
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Quote:
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Of course, the 3D model has to be remapped.
I think it would be much more easy to modify the 3D model. You just have to put the vertices on the water level. And the texture will be correct.

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Old 02-19-17, 12:54 PM   #26
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Quote:
Originally Posted by Kendras View Post
I think it would be much more easy to modify the 3D model. You just have to put the vertices on the water level. And the texture will be correct.

...not really ... moving vertices without re-mapping will make the texturing look distorted. Also, it is not just moving vertices up and down, they need to be re-adjusted for correct appearance of the hull form.
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Old 02-19-17, 07:21 PM   #27
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@ The_Frog Is True Dragging vertices would leave bad results. I have been using textures for a different 3D Model. To even get few distortions by doing this I am Lucky, but not happy at using an inferior method ( not new textures unique to the Model in 3D ) as an alternative to the textures as Imported into SHIII. Not to worry, all in time will be made right. I believe it was iambecomelife that made many textures for the original NCO_Flower, and at some point I will approach the question of all new textures for the multiple versions of the Flower Class Corvette, RN and RCN ( if he/others are willing ) Western Approaches, Arctic, and The Mediterranean/Gibralter. Yesterday I was rebuilding the cos, all day. ( Funnel ) consolidating added parts and details and creating new Fore and Back stays, and finishing the Tall Galley Vent, and the Depth Charge Stern Hatches. ( I all most added the rivets but stopped short as if I add rivets to the Stern DC Hatches then I would rivet the whole ship! ). Today if I have time I will be adding the missing Catarg ( Mast ) Fore and Back stays which are numerous ( 11 ). I have also been consolidating Nodes that were for Beta Testing to one Node for all Fittings and Fixtures, Handrails and Portholes. This consolidation is for ease of importation into Wings 3D and the Rotation of the X axis as a whole model. I am not worried about re-mapping so much as I have had the same Plans for K80 for 6 months and use it for my image plane in Wings 3D, and reference to the Parts I need. I have a folder of images also which help me make decisions on whats was on board. I will add more screenshots soon as I change things. i need to fix the splinter mats! They are too small! I need a Fire Axe x2 ! I need to Make 3" Canvas Fire Hose in a Housing! Name Placards for the engine room casing walls. Signal Flag Locker, 20mm gun ring mounts, twin-lewis gun shields. rebuild the 271 radar ( lighthouse ) it could at least be cylindrical, right? A few more parts like 4 inch shells, and their chocks that ring the 4 inch platform. Mark VII DC Chocks for the throwers ( they are just sitting on the deck ) Mark VII DC ( heavy ) chocks for the Mark II DC rails. Porthole Transfiguration will take time as I study the Pictures I have not liked the passed results I have made. ( more to come on Portholes later ) They will seal the deal on realism I want to get! ( I wanted a 1/72 Revell Flower Class Platinum Edition Model with Brass detail parts, but alas I no longer build models! )
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Old 03-16-17, 12:11 PM   #28
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Hi guys

any progress?

cheers
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Old 03-16-17, 01:06 PM   #29
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As far as the Flower Class Corvette it progresses slowly because I'm working on 4 or 5 mods intended for release in 2017! I will start a WIP thread soon on the corvette.
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Old 03-16-17, 03:59 PM   #30
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As far as the Flower Class Corvette it progresses slowly because I'm working on 4 or 5 mods intended for release in 2017! I will start a WIP thread soon on the corvette.
Thanks pal
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