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iowa101
08-13-10, 02:00 PM
hi, i've started this topic to keep them seperate so i do apologize.

i have this model on my comp.

http://a.imageshack.us/img541/4435/cvn6908jpg5f6cbf89611d4.jpg

http://a.imageshack.us/img191/2394/cvn6903jpga06af639cfa54.jpg

http://a.imageshack.us/img839/1855/cvn6901jpg2963e6e6b8df4.jpg


im trying to get this as a playable ship in the US campain, but i feel im not up to the task which is why im asking for help with it.

http://a.imageshack.us/img408/5235/errorai.jpg

this is the error message i get when i try importing the obj file into the NCV_USearlywar dat to replace the model in that file.

what i need to know is how to match this or if it's to big and if so, how do i lower this to suit game sizes.

miner1436
08-13-10, 02:27 PM
If that is the same model from turbosquid http://www.turbosquid.com/3d-models/uss-dwight-d-eisenhower-3d-max/422031 , and it has 2 million+ polygons, im not sure there is a way to put it in game.

iowa101
08-13-10, 02:30 PM
your right turbosquid, is there a way to drastically lower that amount without losing the models detail all that much

miner1436
08-13-10, 02:33 PM
I don't think it is possible with a model that has that many polygons. SH4 can only take up to a 30-40k model at the most. And I don't think it would be possible to scale that model down to size limits and keep any details.

iowa101
08-13-10, 02:39 PM
dont know until we try i mean you guys dont have any models ready to go and i though what the hell so how do i reduce them and we'll see
besides i really want a carrier if i have do what ever to get one i would

iowa101
08-13-10, 03:18 PM
im in the proccess of reducing vertices so i'll let you know how it turns out, im hoping to get it down quite abit and wouldn't mind if any one else knows some tricks on how to bring it down

Marka Ragnos
08-13-10, 03:45 PM
I'm sorry i cant help you but i really hope you succeed. Very nice model.

anyway the title says nimitz carrier you mean the nimitz class then?

CVN 69 is the Dwight D Eisenhower.

68 is the Nimitz

Karle94
08-13-10, 03:52 PM
I'm sorry i cant help you but i really hope you succeed. Very nice model.

anyway the title says nimitz carrier you mean the nimitz class then?

CVN 69 is the Dwight D Eisenhower.

68 is the Nimitz

You will have to loose a lot of vertices to get that model ingame. I have a modern Iowa class with like 300-400 000 vertices. That one was a bitch to get it in S3D.

iowa101
08-13-10, 05:50 PM
can you select parts of the model in s3d to delete because it has alot of un needed crap

haozhibof1
08-13-10, 11:11 PM
That message means the obj and uv2.obj are not from the same file. It may not occur for 3DS MAX. BTW, how to make aircrafts available? Or this will just be a giant target.

iowa101
08-14-10, 12:01 AM
look, im not being funny but you guys really are annyoing lol.

please stop with the this and that wont work and start giving me ideas on how to make it work.

i can significantly reduce the number of polygons down to 600k without damaging the model, which is close the number needed in the error message yes, so why not help me from their.

iowa101
08-14-10, 12:59 AM
im having trouble with my lightwave, does anyone know a decent polygon reduction tool that doesnt ruin the model

Mescator
08-14-10, 01:25 AM
look, im not being funny but you guys really are annyoing lol.

please stop with the this and that wont work and start giving me ideas on how to make it work.

Because experienced modders voicing their knowledge about the game's limitations is "annoying" :nope:

iowa101
08-14-10, 01:30 AM
well im not being funny but experienced modders should be able to come up with better solutions.

im not good at anything and atleast im trying to do something about it rather than throw in the towel because the models to detailed.
it's called reduce the detail and poly-count then go from there but as of yet no one but me seems to be interested in using this model.

but fine what ever suits you :shifty:

iowa101
08-14-10, 02:07 AM
i'll make you a deal.

if we try and fail then ok i'll try and find a less detailed model to use but this model cost 185 pound and would be a shame not use it.

if we could just try to get the model down to a decent size and detail, then we can delete whats not needed to bring it down further.
all i need is some help.

haozhibof1
08-14-10, 02:36 AM
The model is not the most important reason why thy gave up to make a carrier, but a giant target being unable for aircrafts. Just limits of the game engine.:DL

iowa101
08-14-10, 02:43 AM
actually my ideas was the modded torpedoes on ohio class sub.

have 4 launch tubes from the fore and 2 from aft.
and have a storage of say 30
have some flack guns around the sides, im sure someone can model in some platforms.

the armour would have to be pretty decent aswell.
so all in all it's pretty easy to do but i think they just wont.

all im asking for is some help getting the model sorted so we can get started but as of yet no one wants to help with it.
all that needs doing is the useless stuff needs removing, the size needs changing, the poly-count lowered and
then we can begin to get it ingame but im not wasting or giving it to anyone who wont help.

iowa101
08-14-10, 03:49 AM
right i have idea but i'll need some help with it.

how do i get the the error message sorted out, it says i need to match the two, how do i do that??

peabody
08-14-10, 04:03 AM
so all in all it's pretty easy to do but i think they just wont.


all that needs doing is the useless stuff needs removing, the size needs changing, the poly-count lowered and then we can begin to get it ingame but im not wasting or giving it to anyone who wont help.

If you go back and read some of your posts, there are a LOT of people helping you but you keep saying nobody will help you.
One person showed you how to change the textures on a ship. Then when you tried it, you found out it is not as easy as you thought it would be. So you said you were going to try it with Blender and asked for some tutorials, so someone gave you information on Tutorials, and you tell him that is useless because it shows how to texture in Blender. That is what you asked for.
So you skipped from the textures to this Carrier and were told by a man that has built many, many ships and subs that you may not be able to do it because of the vertices count. I told you that would not be the only problem, now we are annoying. You say you will get it to 600K, NOT even close to how low you have to go, which someone also tried to help by telling you it needed to be 30 or 40K at the most. He is just annoying, this is easy, 'we' can do it.
Helping is not just giving you the answer you want to hear. Helping is also telling you what 'we' think will be a problem for you as a beginner. For us to help you have to be willing to listen and learn, one step at a time. And I still consider myself a beginner. I don't know anywhere near as much as these guys building ships.

I think it is great that you want to learn how to do things, but you jumped into water over your head and you can't swim and you blame it on everybody else. Making a ship playable is a long process, and you are staring with a ship that you can't even get into the game.

Karle offered some carriers he is working on. But you keep asking is it done yet, can you hurry up, is it done? If you look at how many ships he has built and what you asked for it not done yet, that should tell you it is not a simple process. He has built a LOT of ships, and if it takes him days to do it why would you think this carrier is so easy?

Here is a thread for you to read if you would like to see part of what has to be done. LT asked for help to make a Akizuki Destroyer. He used my playable Asashio to start with. So he already had a playable destroyer, he just needed to convert it to an Akizuki. Read the posts that are by me and you will see some of the stuff that needs to be done. It was never finished because LT had to quit and has not gotten back to it. You may consider this me being annoying again, but it will show you the amount of files involved and we started with a ship that was already playable, and never got to the end. But it will give you information about making a ship playable.

http://www.subsim.com/radioroom/showthread.php?t=170464&highlight=akizuki

If you choose not to read it that is up to you.

Peabody

iowa101
08-14-10, 04:19 AM
first of all,

texture i have gotten the hang of, so thats alright.
second the tutorials that i found where done by people who go way to fast
forgetting that it's a tutorial.
thirdly i have the carriers karl gave me, but he's working on a different one to me and i was asking his progress.
fourthly i know the limit and as i did explain i could get it down to 600k.
then all i needed someone to help with was getting rid of all the useless crap on the model like the guns, fire hoses etc theres alot.

and yes i may have jumped in but when a beginner asks for an experienced modders help with it, they dont expect to be alone in the development.

now is anyone going to help sort the model out. i've tried but can t find decent polygon reduction tool thats worth using.
and my lightwave keeps crashing out.

i will post a link to the model if anyone wants to help, but please i paid 185 for it.

use it :wah:

iowa101
08-14-10, 04:23 AM
that's brilliant, i'll bookmark it, but it's no use just yet until i have sorted the model.

or if the model is to big and it really would take a while or for ever, will anyone be able to make one to the game sizes, i've tried using karl's but they wont work for some reason.

im trying to use balancerlite, but the ships to big lol, theres a file size limit
i have gotten it down to 610k using the demo but couldn't save it.
if someone is willing to use it to work on the model to get it small enough to then take out some of the crap in it. i would use s3d but you cant delete parts of the ship in it so it's a bit of a bother.

does anyone know a good software that allows you to pick parts of a model an delete them with out corrupting the file once you save.

sergei
08-14-10, 04:42 AM
the tutorials that i found where done by people who go way to fast forgetting that it's a tutorial.

Pause the video, and replay the relevant bits?
Just a suggestion.

and yes i may have jumped in but when a beginner asks for an experienced modders help with it, they dont expect to be alone in the development.

Maybe what you are asking for is just not possible. That's why no-one has told you how to do it?
Have you considered that possibility?

Also, don't forget that you've only been asking about this model for what, a day?
Not everyone check in on this forum every day.
In fact there's plenty of members who may not check in every week.

Don't just assume that experienced modders have decided not to help you.

iowa101
08-14-10, 05:03 AM
should i leave it for a few or, try to get my hands on a program that will allow me to try and lower the models vertices and poly-count

haozhibof1
08-14-10, 05:22 AM
I said the obj and uv2.obj must be from the same file just with different uvmap. I do not know what it is for 3DS MAX, but it is so for blender.

iowa101
08-14-10, 05:39 AM
I said the obj and uv2.obj must be from the same file just with different uvmap. I do not know what it is for 3DS MAX, but it is so for blender.

what do mean, from the same file, can i do that with lightwave or would i have to be blender,

because im having trouble with python

iowa101
08-14-10, 05:43 AM
OMFG

im a twat, :har: look at this lol

http://www.turbosquid.com/FullPreview/Index.cfm/ID/357662
it's the new RN carrier coming into service in 2016, it's around our size and everything, but the price is a bit to high.

godam it all

haozhibof1
08-14-10, 07:24 AM
what do mean, from the same file, can i do that with lightwave or would i have to be blender,

because im having trouble with python
If you do uv in blender, you've got to use the same model. Make one UV, and save it as obj. Then make another uv and save it as uv2.obj. I do not know how to use 3DS max but I think that would be easier.

Maverick342
08-14-10, 08:20 AM
The Final Countdown Movie was a blast from the past.

iowa101
08-14-10, 11:27 AM
i get that i need to do that but the problem is my blender doesn't work the python wont install on my comp
would i be able to do it with lightwave 3d

ETR3(SS)
08-14-10, 12:09 PM
I may sound like a dick and chase you off from Subsim, but that's not my intention (to chase you off). Patience. You could use some, actually a lot. Your choice to spend £185 on a model of a Nimitz carrier, that you didn't even know if it would work in game, is foolish to say the least. I'll be the first to say it, you probably won't get your model down to the required amount of polys and still have it look decent. So your £185 model will look like a £5 model in the end, if you manage it.

That being said, your drive to learn about 3d modeling and modding SH4 is admirable. However there are very few tutorials around here that give you step by step directions of what to do. I'd say those of us that are modding have learned by trial and error, and that takes a considerable amount of time on its own. Once you have learned then you start this cycle:

I don't think very many people realize just how much you have to reload the game as a modder when doing certain things. You make a tweak, save the file, start the game, wait for it to load to the menu, start a mission and wait for loading, see the result. exit game, make tweak, start the game, load.. etc etc.

Keep in mind that this isn't a job for any of us either. It's a hobby that we have to split our time between modding, playing, and support for the mod we've created.

iowa101
08-14-10, 12:26 PM
i know i come across a very eager and often idiotic, but i've wanted a carrier in game for some time wether it's able to launch planes or not.
the reason i brought the model was because of two things.

1. i have never been good at anything, be it modelling or anything else. i want to be able to model my own ships, but to do that i need to know the software im using, and i have said before that i have a problem with learning things other people would pick up easilly. (which is why i always jump into the deep end like i did with this carrier)

2. i hate being told i cant do it because it make me feel like im useless and that my lack being able to learn at a steady rate like everyone else, i guess in a way this model was a way to prove i could do something and not just watch as everyone else got praised for what they do.

all i wanted was to add my own mod, but as you say it's most likely impossible to do.

and i have tried to model my own carrier i just cant because i dont understand what i need to, to be able to create one.
so i apologise if i pissed anyone off, and thankyou for being honest with me.

peabody
08-14-10, 12:38 PM
If you do uv in blender, you've got to use the same model. Make one UV, and save it as obj. Then make another uv and save it as uv2.obj. I do not know how to use 3DS max but I think that would be easier.

Iowa,
Haozhibof1 is right Blender only supports one uv unwrap. I don't have 3DS Max but Keltos has sent me some files and there is ONE obj with 2 or 3 UV files. So the disadvantage to that is when you delete some of the junk in Blender you have to delete the exact same vertices in two separate objects. (One for the 'texture' and one for the " Ambient Occlusion". If you make even one mistake with one vertex, it will not load into the game with S3D.
[/URL]I don't know if that is a limit of Blender or the Wavefront object format. I have not used Blender much, I like it, but it has a strange interface and I am not going to buy a $1000 (US) program to model a ship for a game. Some people love to do 3D and they would get a lot of use out of it. I would not.

Here is a quote from another forum for Max:

Select an object. > Modify panel > Modifiers List > Object–Space Modifiers > MultiRes

Make a selection. > Modifiers menu > Mesh Editing > MultiRes

The MultiRes modifier reduces the memory overhead needed to render models by decreasing the number of vertices and polygons. This is useful not only within 3ds Max but for content creators who export models for use outside of the program, such as in Web-based 3D applications. MultiRes offers several advantages over the Optimize modifier, including faster operation and the ability to specify reduction as an exact percentage or vertex count.

or....

Select an object. > Modify panel > Modifier List > Optimize

Select an object. > Modifiers menu > Mesh Editing > Optimize

The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change.


BUT. I agree with what has already been said, it is better to re-build, as the results of either the multires or optimize or often KRAP

And this is a web site for a plug in for lightwave but I have never used it.

[URL]http://amber.rc.arizona.edu/lw/qemloss.html (http://amber.rc.arizona.edu/lw/qemloss.html)

Now is it the fact the Python will not install, or Blender can't find it? There are several different versions of both programs. I installed a new version of Blender (not the newest which at the time was still Beta) and needed to install an older version of Python.

Unfortunately I do not know if there is an 'easy' way to reduce polygons in Blender. I have read about scripts, but they are useless without Python. Also someone mentioned the Decimate modifier but it destroys your model.
Do a google search for Blender reduce polygons.
Also with Blender don't forget to convert polys to triangles and export as Wavefront object.

Peabody

iowa101
08-14-10, 12:54 PM
right im downloading blender 2.49 that built with python 2.6 is that what i need or older version

Nisgeis
08-14-10, 01:20 PM
I don't know if that is a limit of Blender or the Wavefront object format.

OBJ files can only have one UV mapping. It happens if you export from Max as well. You also get similar problems and have to jump through hoops to avoid the mismatched vertices after deleting or adding to the geometry.

And I still consider myself a beginner.

I suppose the pope considers himself somewhat religous?

Iowa, I can't suggest anything specific, as I use Max, which you said was useless. As others have said you need to balance the UV maps for the second UV map. If you haven' changed the model I'm not sure how you've managed to do that. The one thing that springs to mind is did you choose any optimise option when you exported the maps? That will weld close vertices together and give you a mismatch in the vertex count, which S3D won't like. Or possibly the model is a multi part model and you've not exported the UV map for the same parts?

iowa101
08-14-10, 01:27 PM
no i unzipped the file didn't do anything with tried uploading and it said didn't match.

if you want i will post a link and yo can try for yourselves as i said my rate of learning is very low and so i cant pick things up like normal ppl might.

it took me three months to learn how to use a mobile, i know it's pathetic but that is what i have to live with.

Nisgeis
08-14-10, 01:36 PM
no i unzipped the file didn't do anything with tried uploading and it said didn't match.

if you want i will post a link and yo can try for yourselves as i said my rate of learning is very low and so i cant pick things up like normal ppl might.

Hmmm... I'm not surprised that didn't work too well. If you post up a link to what you received, I should think a few people will try to help out. It sounds as if you got a model in a multiple format package, which could explain why they don't match up. That's just a guess though.

peabody
08-14-10, 01:43 PM
maybe you didn't read my last post, this is confusing to me but i will give it a go.

Apparently I was typing a response and looking up links for info while you were typing your "last post". If you look at the timestamp on the post it is only 12 minutes apart and I was doing a google search for info.

1. i have never been good at anything, be it modelling or anything else. i want to be able to model my own ships, but to do that i need to know the software im using, and i have said before that i have a problem with learning things other people would pick up easilly.

Let me give you a clue.....NOBODY picks up 3D modeling easily!!!!!! Every one works different, everyone has a different interface, and it takes time to learn the interface and what the specific program can and can not do. Some people are better than others and learn it faster, but if they have NO prior experience, no one learns it easily.

2. i hate being told i cant do it because it make me feel like im useless
You misunderstand what people are saying, and probably the reason for your frustration. We are NOT saying YOU can't do it, we are saying it may not be possible for ANYONE to do it. Which does not mean it can't be done, only that there are a few that feel you will not have a good model by the time you get it down to a level you can use. There are several forums I read asking this question about reducing polygons and almost always the FIRST answer is "Don't bother, rebuild it".

If you have 3DMax try what I posted and see what happens.

First thing so everyone is on the same page, let us know the programs you have. I know you have Blender, Gimp,and Lightwave. Old version or new? I know you mentioned Max but am I wrong? Sometimes I get it wrong because Max is 3DS max and the program to get it into the game is S3D, so sometimes I get the 3DS and S3D mixed up.

Peabody

iowa101
08-14-10, 01:51 PM
i have blender 2.49 with python 2.6, i did have 3dsmax but i kept getting kicked off, lightwave i have but it's a little confusing, and you said rebuild, i dont know how to model in 3d so it would be a great help if i sent a few ppl the model see what they can do if they cant get it down then maybe i can start a post to get info on how to model ships using blender or light wave.

can i upload it to this site or not

wont let anyone download
from rapidshare

peabody
08-14-10, 02:25 PM
OBJ files can only have one UV mapping. It happens if you export from Max as well. You also get similar problems and have to jump through hoops to avoid the mismatched vertices after deleting or adding to the geometry.


Ok, didn't know about Max doing the same.
edit: (I did the New Mexico with 3 map channels.)
But I do not understand, (there's a news flash :shucks: ) if I export using UVW (Max) settings I get ONE obj file, ONE Mtl file and TWO uvw files.
If I export using the .Obj (others) setting I get THREE Obj files and three MTL files.
So when I make changes in Blender I have to change 3 separate objects since each one has its own uv map. I don't have Max, but does it somehow use the one obj to store the info for all three channels, or maybe the uvw or mtl file?
I don't want to highjack the thread but don't want Iowa to get incorrect info.

Peabody

iowa101
08-14-10, 02:27 PM
dont worry lol, can i upload my zip to this site because rapidshare wont let me upload it .

Nisgeis
08-14-10, 02:43 PM
The object format with hold one set of UV mapping co-ordinates, which will default to channel 1. If you export three texture channels as OBJ format, then you need three OBJ files, each one containing one set of UV Mapping co-ordinates. In Max, you can export the UV co-ordinates independantly of the object data as mapping co-ordinates only (with no corresponding mesh data), so you will get one object file (which has the texture co-ordinates from channel 1) plus two UVW files (which will contain the data from channels 2 & 3).

OBJ file contains the mesh data plus the mapping data for that mesh
UVW contains just the mapping data

Why do you need three channels though? The game only uses two texture channels, the first for diffuse and the second for AO (and associated specular if that option is enabled). The in game models use four channels, but the last two aren't used, which was confirmed by skwas a while ago. It's just extra data.

iowa101
08-14-10, 02:46 PM
http://www.youtube.com/watch?v=Y56hq-P8Jyw

heres a tutorial on blender i found for ship modeling, and also an example at how unhelpful the thing is at the same time, how do all this all i know how to do is add meshes.

p.s how do i upload a file to the download section, or do i have to put it on another site.

Nisgeis
08-14-10, 02:49 PM
http://www.youtube.com/watch?v=Y56hq-P8Jyw

heres a tutorial on blender i found for ship modeling, and also an example at how unhelpful the thing is at the same time, how do all this all i know how to do is add meshes.

That's not a tutorial, that's someone's vanity project. The official blender website will have link to tutorials, but with blender they like to change the UI all the time so the tutorials don't always match what you have.

p.s how do i upload a file to the download section, or do i have to put it on another site.

You won't be able to immediately, you'll have to ask to become a 'modman'. Sailor Steve can help with this if you PM him. Failing that, you can use filefront, which seems to work well, unless the file is insanely large - how big is it?

peabody
08-14-10, 02:50 PM
The object format with hold one set of UV mapping co-ordinates, which will default to channel 1. If you export three texture channels as OBJ format, then you need three OBJ files, each one containing one set of UV Mapping co-ordinates. In Max, you can export the UV co-ordinates independantly of the object data as mapping co-ordinates only (with no corresponding mesh data), so you will get one object file (which has the texture co-ordinates from channel 1) plus two UVW files (which will contain the data from channels 2 & 3).

OBJ file contains the mesh data plus the mapping data for that mesh
UVW contains just the mapping data

Why do you need three channels though? The game only uses two texture channels, the first for diffuse and the second for AO (and associated specular if that option is enabled). The in game models use four channels, but the last two aren't used, which was confirmed by skwas a while ago. It's just extra data.

Ok, I get it. As for the three channels, that is the 'in game' model, so I don't know why there are three. In fact some of the ones that have 3, the unwrap image does not seem to match with any of the textures, materials or AO images. So I don't even know why they are there. I did one obj and only used the first two because of that and it looked fine.

Peabody

iowa101
08-14-10, 06:14 PM
any luck with the model, dont worry if you haven't tried yet, answer when you can, im trying to find a decent program to lower the poly count and vertices enough to get it down a little atleast.

haozhibof1
08-14-10, 10:15 PM
Maybe you can try intergrating uvmaps into one single object. I have tried that on some planes for SH3, and it worked well.:D

iowa101
08-14-10, 11:11 PM
if you want yeah, i dont know where to uplaod the model for you to download it tho, i was thinking on this site in the downloads section but i dont know how

haozhibof1
08-15-10, 02:43 AM
if you want yeah, i dont know where to uplaod the model for you to download it tho, i was thinking on this site in the downloads section but i dont know how
Filefront is a good website.:DL But remember to use a password!:D

Nisgeis
08-15-10, 03:06 AM
p.s how do i upload a file to the download section, or do i have to put it on another site.

You won't be able to immediately, you'll have to ask to become a 'modman'. Sailor Steve can help with this if you PM him. Failing that, you can use filefront, which seems to work well, unless the file is insanely large - how big is it?

i dont know where to uplaod the model for you to download it tho, i was thinking on this site in the downloads section but i dont know how

Filefront is a good website.:DL But remember to use a password!:D

I can see a pattern developing here.

haozhibof1
08-15-10, 04:24 AM
I can see a pattern developing here.
Er...I didn't notice that. Maybe I can change to mediafire:haha:
Back to the point, someone made AI aircrafts available to land on AI carriers. Can we make aircrafts able for operable carriers?

iowa101
08-15-10, 12:25 PM
that was peabody right, im sure he can tweak it lol, also the model is still very highly detailed so it might not get into game.

but saying that i hope theres someone out the willing to attempt to empty the mode of the interior areas, and the un-needed parts the model has.
peabody i think downloaded it somehow, but i dont know if he's been able to do anything with it.

tater
08-15-10, 12:31 PM
Er...I didn't notice that. Maybe I can change to mediafire:haha:
Back to the point, someone made AI aircrafts available to land on AI carriers. Can we make aircrafts able for operable carriers?

It's pointless. No planes will engage targets beyond render range. As silly as this is for WW2, it's even more silly for a modern CV. Heck, it's silly in ww2 as that is with gunnery range, lol.

I'm only just learning the 3d aspect of things. It has a long learning curve. That said, my goal is to figure out useful projects I can do myself. I'd buy a 3d model, say a useful ww2 era merchant. Heck, even a warship not in game.

Dunno, seems like a lot of effort for a unit that is effectively useless with the SH4 engine---you might as well add the ship in, then line the deck with 18 pounder muzzle loaders and put her "at pistol shot" with your target and batter them. :)

iowa101
08-15-10, 12:42 PM
check page 2 theres a carrier thats perfect for this game

the RN carrier, it's light model but detailed beautifully, is within our size limit. it cost about 350+ pound, $600+ or we can model our own somehow lol i haven't gotten that down to a t, at all.

planes can stay on deck.
we can add, the ohio sub's torpedoes the come up out of the water for somewhat of a main armament, give it about 30 or more backups.
http://a.imageshack.us/img132/5585/34993576.jpg

also about 12 of these could be added, and a few 50cal's for anti-air defence.
i know before you moan at me, im just throwing out ideas of what i would do, i think the nimitz is a little to high in detail and size to be added without damaging the model.

bare i mind im not giving up, with your help i hope to model an RN carrier, don't worry i wont ask for much, just some pointers and a helping hand here and there.
but for the idea above how does that sound as a substitute for no aircraft.

tater
08-15-10, 01:06 PM
check page 2 theres a carrier thats perfect for this game

No carrier is perfect for this game unless it's one that doesn't use aircraft as a weapons system.

The SH4 engine doesn't do planes well. Heck, it doesn't do them passably. It does air stuff poorly at best. It cannot do CV ops realistically AT ALL. On a scale of 0-100% realism, carrier ops, if massively modded might approach 5-10% realism, IMO.

I'm all for new modders doing their thing, and I'd never try and stop you (not that I could, lol)---modders mod for their own reasons as I well know.

That said, as someone new to this, I thought I'd point out that the game engine and CVs as anything but targets for torpedoes are mutually exclusive.

A better first project might be something less complicated, that can actually be used in game even vaguely like the real unit :)

iowa101
08-15-10, 01:26 PM
heres the nimitz's model
(had to take off link until i can find a better upload site)

it's password protected so if you wish to download and work on it, the password is as follows

Sh1V, please dont put on any other sites and dont take credit for the model.

p.s tarter did you read my post lol. does that suit what your saying.

tater
08-15-10, 01:34 PM
No. A carrier has aircraft as the primary weapons system. No aircraft, and it's not a carrier.

Nevermind that SH4 is a poor engine for the modern era anyway...

Best of luck.

iowa101
08-15-10, 02:04 PM
how do you convert .dae to obj format, i can't upload to blender because python is giving me trouble.

peabody
08-15-10, 02:18 PM
Er...I didn't notice that. Maybe I can change to mediafire:haha:
Back to the point, someone made AI aircrafts available to land on AI carriers. Can we make aircrafts able for operable carriers?

I don't know of any way to make an 'real' aircraft land on a carrier, so if someone did it, find it, I have not seen it. I made one take off, but it was an illusion.
There basically are three types of aircraft in the game.

1. Planes that are treated as 'Cargo', that are just object placed on the carrier.
2. A float plane in the water which is considered a ship and will move but can not take off.
3. Planes that fly and bomb, torpedo etc. If they touch ground, water, or a ship they crash/explode.

So my plane that takes off from the aircraft carrier is just a 'type 1" with an animation attached. When it gets out of site, the animation ends and the planes disappears.
You can also simulate a landing with an animation but it would be at certain intervals, and sometimes not at appropriate times. A carrier could be listing and almost ready to sink and the planes will continue to take off and land, even though it would be impossible for them to do. They stop only when the carrier is considered 'Destroyed".

Each carrier has a squadron attached to it, those are the planes that encounter when you get close to a Carrier. They have a certain radius around the sub that they fly. But these can not land or take off and you can't control them as to where they fly. The squadron is made up of selected planes from the type 3 list above.

@Iowa
You may be able to use that Carrier as a 'pattern' to build another ship but it is HUGE. It not only has too many polys, it is also bigger than most Task Forces I have seen in the game. It looks like a lot more work to try to make it useable than to just use it as a pattern to build a new one.

Peabody

peabody
08-15-10, 02:31 PM
how do you convert .dae to obj format, i can't upload to blender because python is giving me trouble.

What do you have that is .dae? Blender should import .dae, but I haven't tried it. Possibly there is no .dae script with the version you have. I know some things are imported using python scripts, possibly just a matter of searching for one. Just suggestions, I don't know for sure.

You are now doing an RN carrier? I assume that is Royal Navy? You don't stick to one project long enough to do anything.....:haha:

Peabody

iowa101
08-15-10, 03:50 PM
no not changing project just yet, it's a back up incase this model real is a bust.
and it is a dae, but aparently python wont install on my comp

peabody
08-15-10, 04:20 PM
no not changing project just yet, it's a back up incase this model real is a bust.
and it is a dae, but aparently python wont install on my comp

I never did get an answer from you about Python.
Is the problem that Python will not install or is it a problem that Blender can't find it? Did you download the "Window" version? There are other versions and it's easy to grab the wrong one.

I mentioned that I had one version of Blender and the 'newest' Python and Blender could not find it. I now have Blender 2.48 and Python 2.5.

Peabody

iowa101
08-15-10, 04:25 PM
i have blender 2.49 and python 2.6, the problem is that i says 'please install a full version of python'

so i go to the site, because im running windows vista premium, and the only versions i can find a 86-64 i get those but it wont install it.

where is the 32 version of it.

peabody
08-15-10, 04:34 PM
i have blender 2.49 and python 2.6, the problem is that i says 'please install a full version of python'

so i go to the site, because im running windows vista premium, and the only versions i can find a 86-64 i get those but it wont install it.

where is the 32 version of it.

I don't have Vista, is the Premium a 32 bit version. The python you downloaded is the 64 bit version.

Click below to get the 32 bit version:

Python 2.7 Windows installer (http://www.python.org/ftp/python/2.7/python-2.7.msi) (Windows binary -- does not include source)

Peabody

iowa101
08-15-10, 04:38 PM
yeah i think it is a 32 version, i never been sure but i guess we'll find out.

before i forget any advice on how to model a ship, because i feel that the nimitz will never be, so i was gonna leave it to someone to work on while i get a hang on how to model the outer hull.