Log in

View Full Version : [WIP] Town Class DD, and a Question


Kafka BC
12-24-11, 02:21 AM
When I have time, I've been working on a Town Class DD as a replacement for the British and Canadian Clemsen Destroyers. The ex-USN flushdeckers as used by the Royal Navy and the RCN in the game are completely ahistorical, many changes had to be made before they were usable as convoy escorts, chief of which was the reduction of topweight and changes in armament.

Armament varied in stages until 1943 when it generally consisted of:

1 x 4"/50 single
1 x 12 pounder (3"/40 Mk.V) dual-purpose AA single
4 x 20mm Oerlikon AA
1 x Triple mount 21" torpedo tubes
2 x DC Rails
4 x MK.I DCT (K Guns)
1 x Hedgehog ASW mortar

Maximum speed was generally reduced to 28 knots due to age. A few had a boiler and funnel removed to increase fuel storage as they were inefficient steamers at convoy speeds. These were known as Long Range Escorts and had a maximum speed of 25 knots.

Since I don't know how to use 3D modeling software, this is a mash up using skwas' Silent 3ditor and parts from other in game warships. Sadly, I cannot put canvas dodgers or splinter mats on the superstructure stanchions and rails like there should be.

Still to do: Positioning tweaks, reflections for the added parts, a redone skin, equipment and sensor files.

http://img210.imageshack.us/img210/3262/townclasswip.jpg


http://img213.imageshack.us/img213/7568/hmsgeorgetown1943.jpg
HMS Georgetown (ex-USS Maddox DD-168) 1943



As there is no 12 pounder AA guns in the game I have been using the 40mm single AA as a substitute, however I am fairly certain that I can make a reasonable approximation using the game's gun models.

What I need to know is what determines the amount of damage from a gun's shells. I have looked through the gun files in the library folder and can find no reference to hit points or damage inflicted.

If anyone can enlighten me on this matter or point me to the correct files, it would be greatly appreciated.

EDIT: Question solved thanks to CCIP. Now to figure out how it all ties together.

Kafka BC

CCIP
12-24-11, 02:52 AM
If anyone can enlighten me on this matter or point me to the correct files, it would be greatly appreciated.

I believe that's all in shells.zon

urfisch
12-24-11, 07:01 AM
nice work so far!!!

:up:

Kafka BC
12-24-11, 08:49 AM
I believe that's all in shells.zon

Oh for Pete's sake. Right in front of my face and I didn't see it.:damn:

Thanks CCIP for helping out an old blind man.:salute:

Kafka BC
12-24-11, 09:21 AM
nice work so far!!!

:up:

Thanks. Don't expect it to be ready soon. I'm learning as I'm going and I don't have a lot of time to spend on it. I'll pick it up again after the new year.

Jimbuna
12-24-11, 05:49 PM
Good work thus far...wishing you a successful outcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Madox58
12-24-11, 06:24 PM
@ Kafka BC,
Nearly everyone started by 'Kit Bashing' new Units.
I think your doing a VERY nice job thus far.
:up:

If you can show me an example of those parts you'd like made?
I could make time to do them for you if you'd like.
:yep:

Kafka BC
12-25-11, 09:48 PM
Good work thus far...wishing you a successful outcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

@ Kafka BC,
Nearly everyone started by 'Kit Bashing' new Units.
I think your doing a VERY nice job thus far.
:up:

Sorry to respond so late...the holiday and all that.

Thanks for the great encouragement, and a belated Merry Christmas. :woot:

If you can show me an example of those parts you'd like made?
I could make time to do them for you if you'd like.
:yep:

Gosh, that would be bloody grand if you are sure it is no trouble. :)

I can PM you the details later this week if that is okay. Monday and Tuesday I am occupied with a family get together and another appointment.

Kafka BC

Madox58
12-25-11, 11:11 PM
When ever you have the time is fine with me.
:yep:
I just finished up a project for SWTOR 'Investigators'.
:03:
So I have open time for lending a hand.
:up:

the_frog
12-28-11, 04:51 AM
Hello kafka bc!

Nice work! Some comments, suggestions:

- historically, the Clemsons emerged into the Towns by "kit bashing" -- which justifies your approach :yep:
- some of the RN and RCN Towns (including the Georgetown) were transferred to the SU in '44; consider to add them to the Russian roster
- SH3's 3inchSingle seems modelled after the 3"/45 20 cwt QF HA (= 12 pdr) but has no shield
- GWX came with nice skins for the Towns; to use them, you may set the model to accept external textures / multiple textures
- Ubisoft failed in modelling flushdeckers ... :hmmm:
- fitting splinter shields to objects is possible, some basic skills in 3D editing given. So, if privateer runs out of time, I could offer you some assistance, too.

the Frog

Kafka BC
12-28-11, 11:01 PM
Hello kafka bc!

Nice work! Some comments, suggestions:

- historically, the Clemsons emerged into the Towns by "kit bashing" -- which justifies your approach :yep:
- some of the RN and RCN Towns (including the Georgetown) were transferred to the SU in '44; consider to add them to the Russian roster
- SH3's 3inchSingle seems modelled after the 3"/45 20 cwt QF HA (= 12 pdr) but has no shield
- GWX came with nice skins for the Towns; to use them, you may set the model to accept external textures / multiple textures
- Ubisoft failed in modelling flushdeckers ... :hmmm:
- fitting splinter shields to objects is possible, some basic skills in 3D editing given. So, if privateer runs out of time, I could offer you some assistance, too.

the Frog

That is a very nice offer. I might take you up on that.

I knew about the transfers to the Soviet Navy and I have considered adding them to the roster.

I was not planning on making it multitexture. I like to keep my mods as lightweight, simple, and modular as I can get, in this case, having one skin only. In the majority of photos that I have seen of the Town class they sport either a "Western Approaches" scheme like the Georgetown above or an "Admiralty Distruptive" scheme, so it will have to be one or the other.

I have tried out the GWX skins and although some have possibilities, I find that most are either too "clean" or too bright for my tastes. I happen to really like the "Atlantic Workhorse" grimy look of the stock skin and I may just use that after some editing and change the skin of the USN Clemson so they won't match.

The mod is being built on a stock installation, so if I ever get it finished and people would like to use it in GWX or other Supermods, it would have to be adapted for them. As it stands now, it is already turning out to be a bigger project for my meager talents than I thought.

As for Ubisoft failing in modelling flushdeckers, that is a definite given. It looks like they consulted a 1919 volume of Jane's Fighting Ships.

Kafka BC :salute:


PS. Did you create the guns_USN.dat files in your SH4 US Cruisers Refitted mod or is it from SH4? I would really like to use the USN 21" Triple Torpedo mount, it is a waaay better and more detailed model than the one in SH3.

the_frog
12-30-11, 12:03 PM
Kafka_BC,

the guns_USN material is a mixture of re-textured and editted SH4/5 meshes plus some own creations; the torpedo launchers are made up from a re-worked SH5 model, converted by Rowi58. Make use of them, that's what are for.

Just keep on trying. The more you do the more your skills increase (sadly, ambitions, too :DL)

the Frog

chrysanthos
12-30-11, 01:16 PM
is this playble ship please?

USS Drum
12-30-11, 01:35 PM
is this playble ship please?

Your answer http://www.youtube.com/watch?v=1MLry6Cn_D4.

Kafka BC
12-30-11, 02:32 PM
Kafka_BC,

the guns_USN material is a mixture of re-textured and editted SH4/5 meshes plus some own creations; the torpedo launchers are made up from a re-worked SH5 model, converted by Rowi58. Make use of them, that's what are for.

That is great. I think I will try to use the Triple with some changes in the texture for use with the town.

Privateer is working on the 12 lbr.

I made a what I hope will be a passable 4"/50 for the beam guns by joining the barrel of the 4.7 inch single to the base of the Russian 102mm that I found in another dat file (gunsVaa_Liliput.dat). The barrel is a tad too long but I think it might work in place of the ridiculous turrets they had there. I tried just using the 4.7 inch single alone but it was too high, the breech on the real gun was only about chest height.

Sheese! All this because the Clemson's irritated me so much, the Flowers too, but there is already a better model for them.

Just keep on trying. The more you do the more your skills increase (sadly, ambitions, too :DL)

the FrogIf I get this done, I think my ambitions will be sated for a looong while. ;)

Kafka BC

Kafka BC
12-30-11, 02:40 PM
is this playble ship please?

I am sorry, it is not. It would have to be modified by someone else to use in that manner. It would probably be no fun to play with since it is very underarmed.

Kafka BC

Hitman
12-30-11, 04:14 PM
Well, yes answer and video can be respectively considered impolite and stupid, but they might also be funny. Actually I had a laugh with it :), so I think it can be considered as a joke (Against the usual "When is it done, is it ready yet?" questions in any WIP thread) with no bad intentions implied, even if admittingly some people might consider it stupid -will depend on your sense of humour.

I don't want to further hijack Kafka's thread and his nice wip mod, but I would encourage everyone to take all comments so far with good spirit and see the funny part of it if they are intended as jokes. We'll have a better time that way, and don't worry I will be at hand if something really crosses the red line.

Returning to topic, I think I remember how to delet and reposition stuff in Silent Editor, so if you still need to delete a funnel or such, I might also be able to help :up:

Madox58
12-30-11, 04:55 PM
The 12pdr was nearly completed for a project I haven't finished and your Mod seems like a nice place to put it to use.
:yep:

I can check the zoneing if you'd like, since I have the needed files here already. They can be a bit scary and confusing when you first look at them.

And The other Barrel can be shortened at any point.
You might want to see the 12pdr 1st.
It will probably make you want the other Guns 'adjusted' a bit.
:03:

Kafka BC
12-30-11, 09:24 PM
Returning to topic, I think I remember how to delet and reposition stuff in Silent Editor, so if you still need to delete a funnel or such, I might also be able to help :up:Thanks for offering, I think I will be fine in that area. Actually, it has become easier the more I do it, including adding nodes the more I understood their use and relationship with other files. Importing and aligning the reflection files for the parts I used has proved to be more difficult, but I'll get it sorted out.

Regards,
Kafka BC

Missing Name
12-30-11, 11:15 PM
Ahhh, I love the flushdeckers. This looks like a great improvement over the stock model!

the_frog
12-31-11, 06:13 AM
privateer,

a model of the 12 pdr would be great!
What became of the corresponding Bathurst?

Kafka BC,

a detailed model (some 20.000 polygons) of the 4"/50 (wet mount, without shield) came with SH4. I considered reduction to a lowpoly thing but building from scratch seems more efficient. The Russian 4", portraited in guns_VaaLiliput, has a barrel of similar lenght but a rather different mounting and breech/counterweight; the barrel's balance is more forward.

You didn't change the hull, so re-working the hull's damage zones ( can be tricky) is not necessary. However, if you delete/change submodels it could be an idea to delete/change the respective damage zones. So, upon replacing a boat by a platform, the models damage box may be changed from 20 (boat) to something else (perhaps antenna [14] or mast [15]; defining codes are in the "zones.cfg" file, which is at toplevel of the "data" folder) plus the box size can be adjusted to the size of the new item.

Kafka BC
12-31-11, 01:13 PM
The Russian 4", portraited in guns_VaaLiliput, has a barrel of similar lenght but a rather different mounting and breech/counterweight; the barrel's balance is more forward.

That is why I switched the barrel to the 4.7 inch model, the breech is further back, more traditionally shaped, and makes it look closer to the 4"/50.


You didn't change the hull, so re-working the hull's damage zones ( can be tricky) is not necessary. However, if you delete/change submodels it could be an idea to delete/change the respective damage zones. So, upon replacing a boat by a platform, the models damage box may be changed from 20 (boat) to something else (perhaps antenna [14] or mast [15]; defining codes are in the "zones.cfg" file, which is at toplevel of the "data" folder) plus the box size can be adjusted to the size of the new item.I only just figured out how to view the damage zones in S3D and I think you are right where the hull is concerned.

What I have done so far to make this model is:

- Replaced the forefunnel model with the fourth
- Replaced the third funnel model with the first
- Replaced the boat models with ones from the V&W and moved them forward.
- Moved the generator to the rear half of the ship to beside the third funnel where it should have been
- Removed the aft mast and some rigging and replaced it with one of the masts from the Bogue
- Lowered the Searchlight platform
- Moved some vents around
- Added Carly Rafts from the HuntI and the Radar Structure from the River class
- Added duplicate models of the Searchlight platform for the 2 lbr and 20mm Oerlikon AA guns
- Eliminated and added nodes for the weapons

so I guess these will have to be checked.

Kafka BC
12-31-11, 01:38 PM
Ahhh, I love the flushdeckers. This looks like a great improvement over the stock model!

I hope it will be.

Madox58
12-31-11, 05:54 PM
privateer,

a model of the 12 pdr would be great!
What became of the corresponding Bathurst?


The 12pdr is nearly finished. The Mount is about all I need to complete
before UV and textureing.
I'll be sending a preview to Kafka BC for his opinion before posting images here.

The Bathurst is still a WIP. I do little things for it from time to time.
A recent addition is proper Mark II DC throwers and a different DC rack.
Both with animated crew working them.
Reaper7 also re-UVed the Hull as I was never happy with my UV's.

Madox58
01-01-12, 12:41 PM
OK. Here's the first public preview of the 12pdr for Kafka BC
A few more details to finish, some adjustments here and there,
and I'll start the texture work.
Feedback is welcome.
:yep:

Scaleing check with a stock SH3 Weapons Man
http://i108.photobucket.com/albums/n12/privateer_2006/12pdr-4_SH3.jpg

View from behind
http://i108.photobucket.com/albums/n12/privateer_2006/12pdr-2_SH3.jpg

and for a special Bathurst preview for 'the frog'
:up:
http://i108.photobucket.com/albums/n12/privateer_2006/Bathurst_2010.jpg

Kafka BC
01-01-12, 01:41 PM
and for a special Bathurst preview for 'the frog'
:up:


I was going to tell him to ask you for one. She is a beauty.

the_frog
01-02-12, 05:44 PM
privateer,

the Bathurst's going to become a true cutie. I really hope to see it riding the waves one day.

The 12 pdr looks great, too!

The guy you used for scaling is no stock gunner; he wears a different tin hat :DL

the Frog

Kongo Otto
01-02-12, 05:55 PM
OK. Here's the first public preview of the 12pdr for Kafka BC
A few more details to finish, some adjustments here and there,
and I'll start the texture work.
Feedback is welcome.
:yep:

Scaleing check with a stock SH3 Weapons Man
http://i108.photobucket.com/albums/n12/privateer_2006/12pdr-4_SH3.jpg

View from behind



Well if i take a look on the Original 12pdr and then take a look to yours, there is just one thing to say: WOW you did an exact replica from that gun!! Outstanding!!!
:salute:

http://www.abload.de/img/399px-qf12pounder12cwohrpz.jpg

Madox58
01-02-12, 07:27 PM
You can get a better look at the 12pdr here.
Note that there is a shameless plug at the end.
:03:
http://www.youtube.com/user/PrivateerGWX?feature=mhee#p/u/6/bTocWElirjM

I was wondering who would be the first to spot the helmet change.
:haha:

Madox58
01-05-12, 05:20 PM
@Kafka BC
I started the UV and texture work and have a quick question.
Should I keep the colors close to standard SH3 Gun colors so it blends in with everything.
Or would you prefer historic colors?
It makes the 12 pdr appear lighter then other Guns in Game if I do historic colors.
As close to historic as I can actually find information on anyway.
:hmmm:

I'll finish the mount part and send you a copy to look at with both SH3 and best guess historic colors.
This is YOUR gun so don't be worried about wanting things your way Mate!
I'm working for you on this just as I did for the Guns for VonDos.

the_frog
01-05-12, 06:21 PM
privateer,
an idea -- most guns were painted to fit the ship's finish. In order, to make guns fit most textures, I use the lightest colour possible. Since a British gun, that would be 507C (a light grey, approx. html #bdc2c9). Hope that helps.

kafka bc,
the changes to the 3D model of the Town I did/do are just a small additions to your work -- as privateer stated, that is your project, the rest of us just contributes.

cheers

Madox58
01-05-12, 06:36 PM
That's very close to the color I have started with as my base.
I do use lighter and darker colors to 'scratch' and 'wear' things.
Along with added effects where needed.
I should have a quick preview ready come Sunday or Monday.

Kafka BC
01-05-12, 06:49 PM
@Kafka BC
I started the UV and texture work and have a quick question.
Should I keep the colors close to standard SH3 Gun colors so it blends in with everything.
Or would you prefer historic colors?
It makes the 12 pdr appear lighter then other Guns in Game if I do historic colors.
As close to historic as I can actually find information on anyway.
:hmmm:

I'll finish the mount part and send you a copy to look at with both SH3 and best guess historic colors.
This is YOUR gun so don't be worried about wanting things your way Mate!
I'm working for you on this just as I did for the Guns for VonDos.

I have no preference. I think you should do it the way you would like to see it. The colors can be changed by the folks who may not like it.

I have never considered it my gun, only yours, and it was going to get its workout on my mod. The video you did shows the impressive work that you have done and I think you should release it as yours for the community to use.

It is going to look very nice on the town. The Frog has modified the model a bit to add more of the Town's character to it.

I am taking a break from the model for a bit and working on the hull and deck textures. I found this neat plugin in a plugin package (Eye Candy 4000) called HSB Noise that is great for making textures look not so shiny and new. If I get ambitious I may try to make a skin that looks something like this:

http://www.steelnavy.com/Images3/2011May/monGS04.jpg

As I said before, don't rush for me. :yeah:

Regards,
Kafka BC

Madox58
01-06-12, 03:12 PM
Roger all the above Mate.
I'll include a .psd file of the texture in case anyone would want to change colors from what I'll go with.

I'm in no rush by the way.
It's a Hobby to me although I may put the final 3D work up for sale at some point.
The version that will be released here is of course free for use in SH Games.
:yep:

I've also added options to the model.

There will be 4 versions one can use.
1. no shield or turret mounted on a pedestal,
2. as shown in the images above,
3. with the more common full over head shielding,
4. mounted in a CP Mk XXIII turret (Because I've had it done for a long time)

All files will be stand alone so it should work with any Mod.
:salute:
One will need to edit .cfg files for any Unit they want them mounted on of course.

Kafka BC
01-10-12, 06:25 PM
Just an update to let you all know that I am still working on this.

Here are some shots of it with a GWX skin that I use for color testing. In this test I have modified the white to reduce its chalky appearance and the too greyish shadows.

Will be doing more color tests and creating a metal deck before I do a complete texture. Much more to do, as I said, I am learning as I am going and free time is limited.

Cheers.

http://img845.imageshack.us/img845/9630/shot1326232983.jpg


http://img97.imageshack.us/img97/3933/shot1326228559.jpg


http://img33.imageshack.us/img33/2535/shot1326228704.jpg

Madox58
01-11-12, 12:30 PM
Looking GOOD Mate!
:up:

Many started just the way you are doing it so don't fret.
:03:

Myxale
01-11-12, 02:34 PM
I agree! Looks quite nifty:salute:!°

Madox58
01-11-12, 03:20 PM
The main thing I like about this?
It's not just a convert from SH4/5
We have a new Modder adjusting what He wants to create a better Unit for SH3.
:rock:

Kafka BC
01-14-12, 11:34 AM
Looking GOOD Mate!
:up:

Many started just the way you are doing it so don't fret.
:03:

I agree! Looks quite nifty:salute:!°

Thanks guys. More to come, 'the_frog' has made some great changes to parts that will give it more of that "British" look for fans of the "Towns".

I finally managed to finish ransacking the NavSource Online: Destroyer Photo Archive (http://www.navsource.org/archives/05idx.htm) for all useful pictures to start doing the deck. It was painful, their server is bloody slow. The ones from Mare Island Navy Yard are the most interesting for finding what the USN did with their flush-deckers in WWII. May think of doing them if this works out, skinning will be easier, they plated over all the hull portholes.

http://img193.imageshack.us/img193/2237/0526114.jpg


Regards, :salute:
Kafka BC

Madox58
01-15-12, 12:29 AM
Placeing the rivets test render.
http://i108.photobucket.com/albums/n12/privateer_2006/noname-1.jpg

reaper7
01-15-12, 03:31 PM
Placeing the rivets test render.


Looking great Mate :up:

Madox58
01-15-12, 07:28 PM
More Rivets!!
http://i108.photobucket.com/albums/n12/privateer_2006/Rivets_2.jpg

Rivets are finally done and small details are being finished on the Mount.

http://i108.photobucket.com/albums/n12/privateer_2006/noname-2.jpg

Missing Name
01-17-12, 11:32 AM
It looks like the progress here is beautiful!

Madox58
01-17-12, 03:25 PM
I did a quick import to check scale, look for problem faces, and see the texture in Game. Notice the Crew needs some training on the new Gun.
http://i108.photobucket.com/albums/n12/privateer_2006/12_In_Game_test.jpg

Some SERIOUS training needed!!
They had a bad Misfire!
:haha:

http://i108.photobucket.com/albums/n12/privateer_2006/MisFire.jpg

Myxale
01-18-12, 08:22 AM
Lol, that look cool.:salute:

Kafka BC
01-18-12, 09:53 AM
Some SERIOUS training needed!!
They had a bad Misfire!
:haha:



Well, Blow Me Away (http://www.youtube.com/watch?v=flpD27M3oEE). :DL

Madox58
01-18-12, 05:23 PM
Test version sent to you.

http://i108.photobucket.com/albums/n12/privateer_2006/12pdr_Alpha_test.jpg

Madox58
01-18-12, 11:30 PM
In all there will be 6 versions of the 12pdr.
3 MK I versions on pedestal mount.
No shield, Small shield, Large shield.

3 MK V versions on the HA/LA mount.
Small shield, Large shield, Turret.

12pdr MK I with Small Shield.

http://i108.photobucket.com/albums/n12/privateer_2006/12pdr_P_Mount_2.jpg
http://i108.photobucket.com/albums/n12/privateer_2006/12pdr_P_Mount_1.jpg

Missing Name
01-19-12, 07:24 AM
[QUOTE=privateer;1823002

Some SERIOUS training needed!!
They had a bad Misfire!
:haha:

[/QUOTE]

"Dammit, Jones! How many times must we go over this? The end with the HOLE points at the ENEMY!"

Kafka BC
01-19-12, 10:44 PM
privateer's 12 pdr

Test of the 12 pdr in my mod for the Town class DD.
Blends in really well with my water.

I've got to start another career so I can get to see it on a clear day.

http://img688.imageshack.us/img688/5447/shot12pdr01.jpg

http://img31.imageshack.us/img31/2002/shot12pdr02.jpg

Using another skin where I adjusted the color slightly and modified a couple of things. Worked on the lifeboat texture last night, except for the recolored boat cover it is a nearly complete rework, fairly happy with the result. Testing a texture for the Carly rafts, doesn't look as good as I hoped, will have to go back to the old one and work on it.

Sailor Steve
01-19-12, 11:43 PM
Looks good.




No, looks GREAT! :rock:

Madox58
01-20-12, 02:02 PM
Your test copy of the 12pdr has a little purple tint that won't be in the final version.
I use that color as it helps show any face smoothing issues better for me.
The shield parts really show this type issue bad if you don't work them right.

Now this area I am really happy with!
http://i108.photobucket.com/albums/n12/privateer_2006/Main_Gun_Adjusted.jpg

I needed the spring look as just a texture. I built it in 3D and did a render of it.
Then added it to the main texture with needed work.
I think it looks really good!
:yep:

Kafka BC
01-21-12, 07:38 PM
Your test copy of the 12pdr has a little purple tint that won't be in the final version.
I use that color as it helps show any face smoothing issues better for me.
The shield parts really show this type issue bad if you don't work them right.

Didn't notice the purple until you mentioned it, but I notice the tinge in the barrel in the images now...didn't see it in game.


I needed the spring look as just a texture. I built it in 3D and did a render of it.
Then added it to the main texture with needed work.
I think it looks really good!
:yep:Does it ever. :up:

It is going to look better than any gun in the game.

Missing Name
01-22-12, 01:08 AM
I'm guessing this model could be applied to other things? The tugboat guns, or armed merchants...

Kafka BC
01-22-12, 03:38 AM
I'm guessing this model could be applied to other things? The tugboat guns, or armed merchants...

Sure can.

The Mark V was used on Armed trawlers, Minesweepers, some River class frigates (mostly Canadian), and various other patrol and escort vessels. Some destroyers had them in the early years of the war. British submarines used the earlier Mark IV version.

BUKER
01-22-12, 08:18 AM
Hello privateer!
Excellent work!:up:
Knowing Your ability in an area design armament, want to offer an idea. Do you can to create Squid or improve the model of Hedgehog?

Squid
http://img10.imageshack.us/img10/1263/75154775.jpg
http://img803.imageshack.us/img803/3226/18822618.jpg

and Hedgehog
http://img339.imageshack.us/img339/2803/hedgehoge.jpg
http://img814.imageshack.us/img814/6656/hedgehogantisubmarinemo.jpg

Madox58
01-22-12, 11:02 AM
I could probably do those.
I do have a new DC thrower and a DC rack in progress.
The thrower is the MK II "ThornyCroft".
The rack is the smaller 2 barrel type seen on some Bathurst and other Ships.
I should start a new thread for weapons so as not to clutter up this one.
:hmmm:

the_frog
01-22-12, 05:22 PM
Privateer, the gun's pretty neat ... and I really like the way you created the spring texture :D

A thread on new weapons would be welcome

Madox58
01-22-12, 05:28 PM
I did start a new thread.
http://www.subsim.com/radioroom/showthread.php?t=191757

Kafka BC
01-23-12, 08:42 PM
Finally got a good day in the game to see how things looked. First thing I noticed was that I had to fix some reflections and add others. Still not finished (lifeboats).

Notice the redone searchlight platform with the flag, the foremast without the searchlight platform, and the radar tower with the ladder...all courtesy of 'the_frog'. :yeah:

And, of course, privateer's 12 pounder. :yeah:

http://img851.imageshack.us/img851/2403/shot1327362277a.jpg

http://img824.imageshack.us/img824/608/shot1327362277b.jpg


More to come and much more to be done, its coming along slowly, but I'll get there.

Kafka BC
01-29-12, 06:20 PM
Getting rid of the wood deck, laying out where I want deck plates.

I'm working from some old constrution and refit images and placing lines on the broken up bits and pieces of the deck in the targa file so that they line up smoothly...not easy and very tedious. Yes, I know I could just slap something a lot simpler there, but my days doing plastic models keep nagging me and demand I do more.

Still have to figure out how to texturize them and add a little bit of wear and rust spots on their edges. I don't have any ideas on how to do this yet, anyone have any good suggestions?

http://img813.imageshack.us/img813/5923/shot1327873836ab.jpg

Jimbuna
01-29-12, 06:49 PM
Coming along nicely.

Madox58
01-29-12, 08:08 PM
What program do you use to do textures?

I use different layers for each thing I do like rust and shadeing.
I also use a lot of different brushes.
The bolts and rivets on the 12pdr are brushes.

Kafka BC
01-30-12, 03:02 AM
Coming along nicely.

Thanks. She is coming along slowly, but yes, nicely.

I think, as I mentioned to 'the_frog', she is starting to look a little more "British".

Kafka BC
01-30-12, 03:26 AM
What program do you use to do textures?

I use different layers for each thing I do like rust and shadeing.
I also use a lot of different brushes.
The bolts and rivets on the 12pdr are brushes.

You will probably laugh, I use a very old version of Paint Shop Pro, version 5.01 from 1998 (before Windows XP came out). Yes, it supports layers, and alpha channels and I've installed useful filters like MuRa's Cloud filter and Mac's Remove White. If there is a brush I need, I know how to import them as a custom brush from Photoshop.

I also have a copy of Photoshop CS2 that was given to me. I find it too difficult to use, its interface and menus are non-intuitive and too cluttered. I only use it for the filters and artistic effects that my trusty old PSP doesn't have.

For making alpha channels I use TgaTool2 (http://www.btinternet.com/%7Emnwright/train/tgatool2.htm), a neat little tool that can create an alpha channel or an alpha template from an uncompressed targa file and send it to your graphics program for editing...easy peasy. Made by the same guy (http://fly.to/mwgfx/) that created DXTBmp (http://www.btinternet.com/%7Emnwright/programs/dxtbmp.htm).

I use layers a lot, I usually have to experiment with them. It was by applying a very slightly yellow off-white layer with some Noise at multiply 50% that made the white on the GWX skin I am using look more "natural". The base deck color was a surprise fluke when I accidentally applied an exclusion layer with the previously mentioned off-white over a light grey texture, a little RGB adjustment and I had what I wanted. The deck plates are also a layer. I use noise effects a lot also to fix textures that look too flat or shiny, and an unsharp mask is a wonderful thing when used with care.

It is the combination of brush type and size, opacity, and paper texture that I am really unskilled at. I can never get the right look no matter what I try.

Myxale
01-30-12, 04:42 AM
Coming along nicely.

What Jim said.

I have also to admit, that this is one of the most anticipated ships for me here on SubSim.

Keep it up! :salute:

Kafka BC
02-26-12, 07:15 PM
Finally, an update!

I have had even less time than normal as of late to work on the textures...some health problems, a transit strike, a deathly sick cat of mine and another of mine that tore open its paw to the bone requiring surgery, all combined to seriously disrupt my karma and schedules...but here are a few shots to show some of the work that I have done so far on the deck.

http://img252.imageshack.us/img252/8449/shotnewdeck01.jpg

http://img825.imageshack.us/img825/7127/shotnewdeck02.jpg

http://img526.imageshack.us/img526/962/shotnewdeck03.jpg

http://img7.imageshack.us/img7/1623/shotnewdeck04.jpg

The deck plates are laid out in as close an approximation as I can get from working with the old orthochromatic images of the ships.

The color of the steel deck is not the usual Royal Navy color, apparently when the flush deckers were delivered by the USN they came with complete on-board supplies of paint and the decks were left in their original US Navy dark grey until at least 1943.

From the images that I have it appears that areas of the high points created by the weld beads and rivets would wear lighter than the rest of the deck and so I have tried (with no small amount of effort) to simulate that so as to add more texturing and detail.

There is still more to be done to the deck, like shading, and certain parts are incomplete, like the deck on the midships superstructure, which is just a recoloring of a portion of the stock deck, I have left it for now to use as reference so that I can try to emulate the rusty staining on other sections of the deck, hopefully that won't take as long.

It has been a hair-pulling learning experience so far, but I will get 'er done...eventually.

u crank
02-26-12, 07:45 PM
Very nice Kafka. Looking good. :yeah:

Sorry to hear about your cats. Hope they're all right. And you to of course.

Regards.

Kafka BC
02-27-12, 11:17 AM
Very nice Kafka. Looking good. :yeah:

Sorry to hear about your cats. Hope they're all right. And you to of course.

Regards.

Thanks!

The cats are alright now, they just required a lot of time and care to allow them to heal.

I'm okay as well. I just have a banged up left ankle that I sustained from a fall a couple of years ago. It has caused me to limp and gets pretty painful if I put pressure on it or use it too much. Like lately since, because of the Transit strike, I now have to use my car which, of course, has a standard transmission. It is getting better, a year ago I could hardly walk some days. The Orthopedic Surgeon I saw thinks it can be fixed with a simple operation, I'll find out when I hear the results of the CT Scan I had last week.

As well I occasionally have mild recurrences of symptoms from some head injuries that I received five years ago, they come and go. No worries. :salute:

Myxale
02-27-12, 12:30 PM
Looks like a real beauty.
Thanx for the update.


I hope you karma and your cat's will get better soon.

Hold Fast, mate!

Magic1111
02-28-12, 05:24 AM
http://img7.imageshack.us/img7/1623/shotnewdeck04.jpg


Hi Kafka!

First let me say it looks very nice and thx for the update! :yeah:

And second Iīve an "Off-Topic" Question: What for an Env./Water-MOD do you use on the above screens? :hmmm: It looks very nice! :up:

If itīs an "own" creation, is it possible that you upload the needed files for me please? :oops:

Best regards,
Magic

Kafka BC
02-28-12, 05:03 PM
@Magic1111

Hi Kafka!

First let me say it looks very nice and thx for the update! :yeah:

And second Iīve an "Off-Topic" Question: What for an Env./Water-MOD do you use on the above screens? :hmmm: It looks very nice! :up:

If itīs an "own" creation, is it possible that you upload the needed files for me please? :oops:

Best regards,
Magic

Yes, it is my own creation and is a work in slow progress, but it is quite far from being finished so I am sorry I can't upload it for you yet. However, you have prompted me to start a new thread here (http://www.subsim.com/radioroom/showthread.php?t=192964), because I didn't think any one would be interested in it. You kind of made me feel warm and fuzzy that you did! :sunny:

Regards :salute:
Kafka BC

Magic1111
02-29-12, 04:17 AM
Yes, it is my own creation and is a work in slow progress, but it is quite far from being finished so I am sorry I can't upload it for you yet. However, you have prompted me to start a new thread here (http://www.subsim.com/radioroom/showthread.php?t=192964), because I didn't think any one would be interested in it. You kind of made me feel warm and fuzzy that you did!

Heyho Kafka!

Great Idea with the new Thread! :yeah:

Now I go to your Env.-Thread....:yep:

Best regards,
Magic:salute: