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Old 04-22-23, 05:22 AM   #1066
VonDos
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radar

Hi everyone!

Early idea for a new WIP; Type 23 "Möwe" \ Type 24 "Raubtier" torpedo boat



Best regards,
Vd
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Old 04-24-23, 06:57 AM   #1067
gap
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Quote:
Originally Posted by VonDos View Post
Hi everyone!

Early idea for a new WIP; Type 23 "Möwe" \ Type 24 "Raubtier" torpedo boat



Best regards,
Vd
Wunderbar
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Old 04-25-23, 06:28 AM   #1068
VonDos
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radar

Quote:
Originally Posted by gap View Post
Wunderbar
Thanks, mate!

Sea trials with WIP unit are incoming; this is an up-to-date fast comparison between before and after reworks:



Best regards,
Vd
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Old 04-25-23, 06:48 PM   #1069
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Nice texture or should I say camo!
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Old 04-28-23, 11:33 AM   #1070
VonDos
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Quote:
Originally Posted by Gerald View Post
Nice texture or should I say camo!
Hi Gerald!

Thank you so much!
Consider texture as provisory, improved versions will follow, with shadows, camo schemes, details, guns' textures etc...

Up to date pic:



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Vd
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Old 04-28-23, 06:12 PM   #1071
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Hello. Could you attempt to make the Castle Class corvettes?
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Old 04-28-23, 07:11 PM   #1072
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Hello. Could you attempt to make the Castle Class corvettes?
Hi!

There are plans for a british fleet when Kriegsmarine will be completed.
Stay tuned!

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Old 04-29-23, 06:08 AM   #1073
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Hell yeah i will wait until you Finish The Krieg And change to Royal navy
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Old 04-29-23, 03:26 PM   #1074
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Quote:
Originally Posted by Tigerzhunters View Post
Hell yeah i will wait until you Finish The Krieg And change to Royal navy
Thank you so much.
For now, please enjoy this pre-release poster:



Textures, for both ship and guns, by flush_deck!

Release soon...

Best regards,
Vd
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Old 04-30-23, 02:19 AM   #1075
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Icon14

Very very nice !
The gun turrets are a bit too small in my opinion, but I may be wrong.

It would be very appropriate if the texture of the ship also applies to the turrets, in order to avoid strange color contrasts... To do so, I think that you have to put the turrets directly into the ship.dat.
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Old 04-30-23, 04:07 AM   #1076
Tigerzhunters
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Quote:
Originally Posted by VonDos View Post
Thank you so much.
For now, please enjoy this pre-release poster:



Textures, for both ship and guns, by flush_deck!

Release soon...

Best regards,
Vd
Woah now you was using Ambient Oclusion right?
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Old 04-30-23, 06:15 AM   #1077
flush deck
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Quote:
Originally Posted by Mister_M View Post
Very very nice !
The gun turrets are a bit too small in my opinion, but I may be wrong.

It would be very appropriate if the texture of the ship also applies to the turrets, in order to avoid strange color contrasts... To do so, I think that you have to put the turrets directly into the ship.dat.
Thanks for your word and your support Mister_M

The best way would be probably to delete this all dark blue scheme from the package. I guess it will be difficult to have just one texture for the gun of this one. That mean that we must make same thing for all the over ships as this gun is used on another units. I must say that usually I'm focus on those details, but I've forgotten this problem on this scheme. Usually I change a bit the historical scheme to be adapted to the "one for alll" texture guns file.

@ Tigerzhunters, thanks for your support.
There's no oclusion map, the shadows are on the deck texture
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Old 04-30-23, 06:47 AM   #1078
VonDos
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Quote:
Originally Posted by Mister_M View Post
Very very nice !
The gun turrets are a bit too small in my opinion, but I may be wrong.
Thank you so much, mate!

Only think i can add, weel, Type 1934 destroyers were armed with single 5" guns (12.7 cm SK C/34 naval gun), who really appear small in their shield.
This is what i can see into pics and schemes:







For comparison, Type 1936A twin forward gun appear a little huge (and heavy, with related stability problems):




PS @flush deck and @Mister_M, thanks a lot. Well, i like the "all blue" scheme too... I guess everyone doesn't like the effect will delete it, but for me is good too. Times ago i studied the idea to have library object who change colors in order to adapt to ship's multiskin textures. Result give us, for example, the A\A supports for Soldati, Navigatori, Poeti and Dardo classes italian destroyers, who are included into specific library files. I guess the idea of have similar variable guns outside the dat will work in similar way, but will require more study btw (add guns in every dat\sim\zon etc could eat a lot of memory, i guess, i remember a similar work in latest the_frog work, with great results i must say). Maybe in future... :P


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Vd
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Last edited by VonDos; 04-30-23 at 07:16 AM.
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Old 04-30-23, 04:03 PM   #1079
Mister_M
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Quote:
Originally Posted by flush deck View Post
The best way would be probably to delete this all dark blue scheme from the package. I guess it will be difficult to have just one texture for the gun of this one. That mean that we must make same thing for all the over ships as this gun is used on another units. I must say that usually I'm focus on those details, but I've forgotten this problem on this scheme. Usually I change a bit the historical scheme to be adapted to the "one for alll" texture guns file.
Yes, it's strange to see a ship all painted in blue but with grey turrets...

The solution could be this one :

1. You reserve a place on the ship's texture for the turret's texture.
2. You re-do the uv-mapping of the turret 3D model.
3. You add the turrets directly in the ship.dat (no more need of special entries in the guns library file and in the ship.eqp file), linked to the same texture as the ship's texture.
4. Of course, you add some proper nodes in the ship.sim file for the turrets to work properly.


Quote:
Originally Posted by VonDos View Post
Type 1934 destroyers were armed with single 5" guns (12.7 cm SK C/34 naval gun), who really appear small in their shield.

This is what i can see into pics and schemes
Yes, you're right. I said that because the ships' turrets are generally too small in SH3.

Quote:
Originally Posted by VonDos View Post
Well, i like the "all blue" scheme too...
I like it too !

Quote:
Originally Posted by VonDos View Post
Times ago i studied the idea to have library object who change colors in order to adapt to ship's multiskin textures.
I don't think it can work, but I may be wrong.

Quote:
Originally Posted by VonDos View Post
I guess the idea of have similar variable guns outside the dat will work in similar way, but will require more study.
This can work if you want to have different textures for the same gun mounted on different ship classes. And it doesn't take much memory. You have to duplicate the guns and link each of them to a different texture. No need to duplicate the 3D models, you can just link the ID number of the 3D model you want to duplicate...

Quote:
Originally Posted by VonDos View Post
i remember a similar work in latest the_frog work, with great results i must say).
Yes, me too, it was a british cruiser, maybe the Town class, with more than 10 camo skins. The effect is stunning ! I think the_frog used the method that I've described a few lines above.
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Old 04-30-23, 04:07 PM   #1080
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By the way, is there a plain grey texture too (no camo) ?
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