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HundertzehnGustav
03-03-08, 08:09 AM
Good morning Lads!
I have a Question:
WHAT IS A DD MADE OF?
I ask that with my newly aquired modder hat on-i do not understand the concept, or at least am not shure how it all works together.

the main Hull
the broken hull, front and rear end.
The Superstructures, as far as they are not included in the hull.
the masts and antennas.
the the small towers for the searchlights
the cranes
the security boats
the propellers
the prop shafts
the funnels

a question that i have:
when opening the various parts, they seem to have a ZERO point, the point where they are to connect to the main hull.
That ZERO point so far always made sense, and is okay.
How do i find out that particular attachment point on the main hull?
-how do i call such an attachment point properly, in mdoeling or SHIII language?
how would i go about moving the thing on an particular axis(once i have found it?)

Nodes...one of these WTH things.

Nodes are like Gunstations, like underwing Pylones on modern Fighter Planes.
Wich in fact, is similar to the "attachment points" above.
How do i "see" them, where do i find them and how to manipulate?

Damaged Hull;
HullnameF.obj and HullnameR.obj Parts of a DDs Hull are originally made from the main hull,(i loaded em both, and checked the ZERO point) and if i modify the main hull but not the front and rear parts, i will see this in the game - when torpedoed, the hull will break up and the two parts will return to their original status- not a thing that i like.
Will i have to complete the Main Hull in its normal Status,
copy the objectfiles twice
-delete the front part + model the torpdo impact zone->giving the rear half sinking
-delete the rear part + model the torpdo impact zone->giving the front part sinking
?

These are all things that i THINK i understand, so feel free to correct me if i am wrong.
Ah, an other request: KISS

K eep
I t
S imple, (i am)
S toopid

yea that was all, so thanks for reading.

-edit 90 minutes later
Other than that, i have the usual noob trouble with modeling... vertices not doing what i want, and how do i go about deleting polygones in Wings3D...?!

-edit 8 hours later
Texture troubles how the blue funk am i supposed to re-align the paint on the DDs main Hull? its all fudged up now, and uses the Deck Texture for the Hull?
Damn... MAPPINGit is i have to learn, innit?

Echt Scheisse eh

PPPPPS
what software should i take a look at?
Gmax i cannot seem to register, and Wings3D is doing an OK job for now.
but i will shure need something more complex soon, or not?

HundertzehnGustav
03-03-08, 08:20 AM
Ah yes, i would like to insist on the mapping question...
i have removed the central AAA Platform (near the second funnel) and created a new one for Z-35.
http://steinarweb.com/dykking/zerstorer.jpg
(similar but not equal)
so, the NEW central gunstation platform needs to be included in the texture, and as you see, i need to create a few new nodes for the two 20mm cannons on the rear part of the Platform.
of course the security rails are to be modified to the new shape of the platform too.

I am also considering removing the rails and installing a metal/wall protection instead. Or maybe some canvas protection for good weather. its all polygones, that can be painted... GRIN

HundertzehnGustav
03-03-08, 08:42 AM
I'm lost in your torrent of questions :lol:

For the positionning of various objects on the main hull the easiest way is S3D + your 3D program.
I do it this way, not sure if it works with all 3D progs (I use 3dsmax):
-open the modified hull in wings3D
-then on top of it import let's say a funnel, it will appear on x-y-z 0
-move the funnel in the desired part of the hull without ever moving the hull itself, when the funnel is in position copy the x-y-z values in the .dat using S3D.
When you're done of course you don't save anything :lol:

mmmh, i can do that.
only select the funnel polygones and move y+(up), move Z+(forwards)...
yes, that is most defnitely possible.

That way i can also move the life saving boats to a different position.
Or take other lifeboats all together.
Good.

-edit-
who said i cannot do my own lifeboats?
damn the FPS bring on the picture quality!
LOL

HundertzehnGustav
03-03-08, 08:53 AM
If you need to remap, it seems like a big deal but actually it's quite straight forward, only damn time consuming. I don't have a clue how to this in wings3D, but here's a 3dsmax tutorial that even I understand (and I'm kinda stupid too :D ) http://www.oman3d.com/tutorials/3ds/unwrap_uvw_mapping/

It's a bit messy but I hope it helps somehow. Also It's the same as you, these are my findings/thinkings, some may be totally/partially wrong.

In wings3D i have this UVmapping button, wich opens a new window(after freezing 15 seconds).
In that Window i can see the future texture layout, all the polygones are "flat on paper".

I can recognise the polygones, the hull side, the deck, the central gunstation, and all.
The parts are cut in half, so i can only see the left side of the ship- i suppose they will be mirrored like all our ships hull textures, and ships deck textures.

I can then move these groups of polygones around- and arrange them. That would give me a new layout for the whole ship. all in one texture.

I have only started to move the first polygones on Saturday, after finding the CLONE button in Pack3D :D so....

It is an amazing world, this modeling, and i am SO glad i have the original ship to work on. I constantly see new Plans and it is hard to make a choice wich one to do.

Thank you for the tips!

BTW time consuming is not a problem; CORRECTLY moving Polys and vertices is, too, and i have no job and i hate sleep...:rock: :hmm: :rotfl:

still flabbergasted as to the possibilities.:D