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Old 11-29-10, 04:21 PM   #76
keltos01
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thanks will do ! and no I didn't know that, I use 3ds but it's a long learning process...



I just changed the bow torp doors and fixed their animation.

I still need to reset two stern tubes and set the other two where the middle torp turret is, unfortunately SH4 doesn't allow for revolving torp turrets, otherwise the DDs would have had them from the start...

keltos
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Old 11-29-10, 06:44 PM   #77
Madox58
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Quote:
unfortunately SH4 doesn't allow for revolving torp turrets, otherwise the DDs would have had them from the start.
Do you mean as a Player controlled revolve?
Or an AI controlled revolve?
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Old 11-30-10, 03:17 AM   #78
keltos01
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Quote:
Originally Posted by privateer View Post
Do you mean as a Player controlled revolve?
Or an AI controlled revolve?
player controlled revolve

as you noticed I kept the base of the guns turret and both torpedo turrets as separate objects so that they could be animated in some way.

What I would really like is this :

you swivel the scope

find a target - lock it in the scope - the torpedo turret swivels towards target.

fire : the torpedo leaps out of the turret (wishful thinking as I am pretty sure that torpedoes can only fire at 0 and 180 degrees angle) and speeds off towards the target.

after firing / changing to another tube : the torpedo turret swivels back in place.


feasible ?

keltos
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Old 11-30-10, 04:17 AM   #79
keltos01
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Default normals

here is the Surcouf :



Uploaded with ImageShack.us

above : Privateer's recomputed normals for the hull and tower

below : Keltos' submarine without normals


Even if I have to agree that the shadows look better in Privateer's version, it means that I have to recompute the normals for all objects with mesh lab (tuto please !) and I am not too happy with the blue tinge it adds.

what do you think ?

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Old 11-30-10, 07:51 AM   #80
Schwieger
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Maybe its just me, but I prefer the "No Normals" version.
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Old 11-30-10, 07:57 AM   #81
keltos01
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Quote:
Originally Posted by Schwieger View Post
Maybe its just me, but I prefer the "No Normals" version.
me too but there are some weird shadows effects..

Surcouf blueprints :

http://www.servicehistorique.sga.def...ato.php?id=472
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Old 11-30-10, 09:53 AM   #82
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loadout picture :



periscope depth :









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Old 11-30-10, 08:10 PM   #83
Swabbie
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Wow, this looks like its going to be another awesome mod. Can't wait to turn her loose on some unsuspecting merchantmen.

I remember building the Surcouf kit as a kid ......... and playing with it in the bathtub.

There is also a book about a fictitious sister boat of her's that I read some 30 odd years back. Wasn't a bad read as I remember it.
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Old 11-30-10, 08:15 PM   #84
Schwieger
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Quote:
Originally Posted by Swabbie View Post
Wow, this looks like its going to be another awesome mod. Can't wait to turn her loose on some unsuspecting merchantmen.

I remember building the Surcouf kit as a kid ......... and playing with it in the bathtub.

There is also a book about a fictitious sister boat of her's that I read some 30 odd years back. Wasn't a bad read.
Bigger boat bigger target
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Old 12-01-10, 08:18 PM   #85
Madox58
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This has caught my attention for several reasons.
Mostly dealing with the Normals issues involved.
AirCraft have VNs but the Caustics are turned off
because of the 'Rainbow' effect.
Ships and Subs don't have VN's bacause they need Caustics effects.
The Surcouf proves Normals can improve overall looks of a Unit and avoid the Rainbow effect.
It does however amplify the ambient color from the sun!
Thus the blue tint you see in posted screenshots so far.
The tint changes with the ambient color of the Sun.
I have started work to eliminate this cause and effect.
But I need info on how the normals are computed for the original models in SH4.
Is it a flaw in Kashmir?
A programmed weirdness?
Or does 3Ds Max export to a different normals format?
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Old 12-02-10, 03:01 AM   #86
keltos01
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Quote:
Originally Posted by privateer View Post
This has caught my attention for several reasons.
Mostly dealing with the Normals issues involved.
AirCraft have VNs but the Caustics are turned off
because of the 'Rainbow' effect.
Ships and Subs don't have VN's bacause they need Caustics effects.
The Surcouf proves Normals can improve overall looks of a Unit and avoid the Rainbow effect.
It does however amplify the ambient color from the sun!
Thus the blue tint you see in posted screenshots so far.
The tint changes with the ambient color of the Sun.
I have started work to eliminate this cause and effect.
But I need info on how the normals are computed for the original models in SH4.
Is it a flaw in Kashmir?
A programmed weirdness?
Or does 3Ds Max export to a different normals format?
I'll ask elanaiba

keltos
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Old 12-02-10, 03:18 AM   #87
keltos01
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rear torpedo tubes turret :



So now i'll try and make it so that there are 3 stern tubes, two french 15 inch ones and one 21 inch in the middle, we'll see bout the extra rear tube then...

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Old 12-02-10, 03:54 AM   #88
keltos01
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Default Surcouf AA

loadout :



40 mm AA's




40 mm AA guns on tower


I set the AA guns to 40 mm bofors, since the real Surcouf had two 37 mm semi automatic AA guns (maybe we'll make the french AA guns later)
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Old 12-02-10, 04:46 AM   #89
keltos01
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I adjusted the bow wave etc.. moved the fore and aft diving planes and adjusted the anim

keltos

v 1.6
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Old 12-02-10, 07:34 AM   #90
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Surcouf v 1.6.2



three tubes per turret (aft) : two 18 inch and one 21 inch

this boat is nearly done


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