View Full Version : [WIP] BREST rebuilding
Kendras
06-14-17, 06:29 AM
Hi,
In agreement with gap (http://www.subsim.com/radioroom/member.php?u=272959) and HanSolo78 (http://www.subsim.com/radioroom/member.php?u=216107), I'm going to start to create a new harbour for Brest, based on the real one.
Here what it's going to look like, compared to the actual SH3 harbour (in red the current U-Boot bunker, in blue the actual one ; the small black crosses show the land squares which have to be deleted) :
http://i.imgur.com/7OX7C0J.png
Kendras
06-14-17, 07:56 AM
The harbour :
http://i.imgur.com/kI6EhJz.png
Kendras
06-14-17, 10:37 AM
... once imported into S3d it will look okay again :up:
Thank you very much for this tutorial ! :up: I didn't know the "Image plane" function. So, all went well, until I tried to import the object in S3D. Error message : "The file contains quads or polygons. Only triangles are supported." So I tried to triangulate the model, but now the S3D error message is : "The file has 12 uvwmap indices while the main obj-file has 36 vertex indices. This number must be equal."
Thank you very much for this tutorial ! :up: I didn't know the "Image plane" function. So, all went well, until I tried to import the object in S3D. Error message : "The file contains quads or polygons. Only triangles are supported." So I tried to triangulate the model...
Sure, my bad for not telling you that you had to triangulate faces before exporting the model. :doh:
The quickest/safest way to do it, is to selct the whole object in body selection mode, switch then to face selection mode, right click, and choose Tessellate => Triangulate. This way you wont miss any face :yep:
...but now the S3D error message is : "The file has 12 uvwmap indices while the main obj-file has 36 vertex indices. This number must be equal."
Never had this message before :hmmm:
Can you upload somewhere obj, mtl and dat files that you are working with and give me the link?
Kendras
06-14-17, 02:48 PM
Never had this message before :hmmm:
Can you upload somewhere obj, mtl and dat files that you are working with and give me the link?
Here : http://www.mediafire.com/file/phi8zz8y9q5mygy/brest_map_obj.7z
Okay, I got it :up:
When Wings creates an image plane, the plane is actually a flattened 6-faces polygon whose sides are so small that you dont even notice them. Those faces are not UV mapped, but S3d requires all the faces to have UV coordinates.
The quickest "fix" for your map polygon is as follows:
- select it in body selection mode, switch to face selection mode, right click, Tesselate => Untriangulate.
- Press space bar to unselect all and in face selection mode select one of the big faces (the one pointing down, whose texture is mrrored)
- Press the "F" key on your keyboard. Doing this will extend the face selection to all the faces sharing an edge with the face originally selected (i.e. to the flattened, non-UV-mapped faces encircling the map polygon). If all worked correctly, at this point you should have 5 faces selected (check it from the left corner of the top info bar).
- Unselect the lower face if you want to keep it, right click and select "Hole" to remove all the faces still selected. This should leave you with a geometry with only 1 or 2 faces.
- Select all the remaining faces, triangulate them again and export to obj file :03:
Kendras
06-14-17, 03:40 PM
So, here are the different parts to create :
http://i.imgur.com/VNIhwH0.png
So, here are the different parts to create :
:up:
Please make sure not to miss post #6 in this thread :salute:
Kendras
06-14-17, 04:06 PM
Okay, I got it :up:
When Wings creates an image plane, the plane is actually a flattened 6-faces polygon whose sides are so small that you dont even notice them. Those faces are not UV mapped, but S3d requires all the faces to have UV coordinates.
The quickest "fix" for your map polygon is as follows: ....
OK, it works. Now, I have the map in S3D !
http://i.imgur.com/JxmfTiX.png
:Kaleun_Applaud:
the_frog
06-14-17, 04:22 PM
Hmmm, there is always something new to learn when reading those threads. I wasn't aware of the 6-face nature of image planes. Gentlemen, you keep me well entertained :up:
Kendras
06-14-17, 05:07 PM
First elements to be placed ! The hard part will be to connect all elements and to correct textures ... :hmmm:
http://i.imgur.com/WZlXmgf.png
OK, it works. Now, I have the map in S3D !
:Kaleun_Applaud:
First elements to be placed ! The hard part will be to connect all elements and to correct textures ...
Brilliant! :yeah:
Hmmm, there is always something new to learn when reading those threads. I wasn't aware of the 6-face nature of image planes.
I have just discovered it lol :O:
Gentlemen, you keep me well entertained :up:
So you do with us :subsim:
Kendras
06-14-17, 05:30 PM
The hard part will be to connect all elements and to correct textures ... :hmmm:
For example, in the harbour_kit.dat, there is a basic element which is 300x150 meters. I need 900x557 meters. The textures applied on it will be somewhat distorted ! :doh:
Kendras
06-14-17, 05:56 PM
Could you remind me how to make a symetrical dock ? :hmmm:
http://i.imgur.com/qDK2JrL.png
Kendras
06-14-17, 06:36 PM
U-bunkers, based on HanSolo's superpens.
http://i.imgur.com/Zu17V2V.png
http://i.imgur.com/y3KjHMo.jpg
HanSolo78
06-15-17, 09:12 AM
This will be my new favorite thread :Kaleun_Applaud::Kaleun_Wink:
Great work everyone!
If I can help, just ask!
Kendras
06-15-17, 05:37 PM
If I can help, just ask!
I need to find precise historical plans of the U-bunker's interior. Else, as I have resized your own work, all the internal elements have to be re-arranged/resized.... :D
Also, the above strutures (for flak guns) have to be modelled.
hauangua
06-15-17, 11:09 PM
I need to find precise historical plans of the U-bunker's interior. Else, as I have resized your own work, all the internal elements have to be re-arranged/resized.... :D
Also, the above strutures (for flak guns) have to be modelled.
Maybe this is little help:
https://www.kilroytrip.fr/detail.asp?id=244#company-tabs-portfolio-4
https://de.m.wikipedia.org/wiki/Datei:Bundesarchiv_Bild_146-1975-014-33,_U-Boote_im_U-Bootbunker.jpg
https://www.uboat-bases.com/fr/brest/plan.html
Kendras
06-16-17, 11:06 AM
Maybe this is little help:
...
https://www.uboat-bases.com/fr/brest/plan.html
Thank you very much ! It would be perfect to have this plan in high resolution ! :yep: But I didn't find any ... :(
Kendras
06-17-17, 04:07 AM
OK. I've tried to model the main dock. What I've done :
a) imported a basic rectangle from harbour_kit.dat
b) de-triangulated it
c) selected both edges (top and bottom) to cut them into several parts
d) moved the new vertices to the correct place
e) connected each vertices (top and bottom)
f) triangulated again
And how it looks like :
http://i.imgur.com/fw7RczJ.png
But now, when I try to import the model into S3D, an error message says : "One or more vertices is not mapped to a texture coordinate."
Kendras
06-17-17, 07:24 AM
Teasing view with Bismarck in the large dock, Hipper at anchor, and a type IXC u-boat sailing outwards.
http://i.imgur.com/qh6Hoig.png
Kendras
06-17-17, 05:47 PM
http://i.imgur.com/swX6R78.png
Now these models have to be textured. And then the harbour devices have to be added on them. Requesting permission to use LSH harbours stuff (trains, vehicles, buildings, etc.) ! :D
Also have some difficulties in modelling the U-bunker.
Kendras
06-18-17, 07:54 AM
http://i.imgur.com/PfF7F4z.png
Kendras
06-18-17, 10:14 AM
I need to put a texture on both new harbour bases and on the new seawall, to import them into S3D, in order to test placement in game. It doesn't require to be precise at all, I will probably change the shape again.
So, can anyone do this for me, or explain me how to do ?
Also, gap, could you change the terrain as shown on the first post of this thread ?
Kendras
06-18-17, 12:15 PM
Two questions about Wings :
- There are plane surfaces which are subdivided. How can I remove the connexions in order to have polygonal surfaces containing only one face ?
- The top face is not connected to the sides of the model. How can I connect it ? Is it necessary ?
:hmmm:
Could you remind me how to make a symetrical dock ? :hmmm:
What do you mean exactly?
I need to put a texture on both new harbour bases and on the new seawall, to import them into S3D, in order to test placement in game. It doesn't require to be precise at all, I will probably change the shape again.
So, can anyone do this for me, or explain me how to do ?
Are those models UV-mapped already? If not, you can create a quick UV map by using Wings's AutoUV function:
select an object in body selection mode and right click on "UV mapping" (by using the rmb you are forcing a new UV map to be created for all the faces in an objects; useful when working on a modified object which may have some faces already UV mapped).
An AutoUV Segmenting window will pop up. Right click on it, click on "Segment by" and choose any segmenting method ("Projection" or "Feature Detection").
Faces in the AutoUV window will become colored. Each color corresponds to a group of contiguous faces which will be part of the same UV surface. You can change the color of any face or group of faces by selecting it/them (selection/unselection is made as in the 3D modelling window), richt clicking, and selecting the wanted colour in the following contextual menu. If need be, you can also force the splitting of an edge shared by two faces of the same colour: slect the edge, right click and select "Mark Edges for Cut".
Once you are satisfied, right click, choose "Continue" and select a projection method. Usually for complex/irregular objects with "jagged" UV maps, "Unfolding" gives the best result.
At this point a new window will pop up with the resulting UV map. By default, Wings creates non overlapping UV maps, i.e. separate UV regions will be arranged and scaled to to avoid mutual overlapping and to maximize their size by still keeping the right proportions among them. In most of the cases, UV maps created with such a quick method are far from perfect though: some distorsions are still present, straight groups of edges/vertices can be bended, and horizontal/vertical lines become askew, but since, at this stage, you are not looking for perfection, I think you can close the UV window, triangulate the object if you have not already done it, export it and import it in a dat file.
Two last notes before you export your model:
When a new UV map is created, a standard checkered texture gets assigned to it, for easing up the process of detecting distorsions within the map. You can replace it any time both in Wings (import an image from the menu "File" and in the "Outliner" palette drop it on top of the meterial assigned to your object), or directly in S3d.
If I rememeber correctlty, objects as seen in Wings are not the same as we see them in game or in S3d. You need to invert their x axis before exporting them, for them not to look flipped in game. In order to do so, select one or more objects, right click and choose "Flip"=>"X". If your selection contains multiple objects and you want them to keep their right position relative to each other, you should click on the "X" selection using the middle mouse button. Doing this, will result in Wings asking you to select a point along the chosen axis that the object(s) will be flipped around. You can select a single vertex or a group of vertices, faces or objects, in which case the calculated middle point of selection will be used as reference.
Also, gap, could you change the terrain as shown on the first post of this thread ?
Do you mean the terrain/water RAW mask?
Two questions about Wings :
- There are plane surfaces which are subdivided. How can I remove the connexions in order to have polygonal surfaces containing only one face ?
Simple: select all the faces that you want to "merge" and click back space on your keyboard. Doing so will create a single face and remove all the edges and vertices within it, except for the redundant verices along its edges. A quick way to get rid of them too, is selecting the object containing the new face, right click, select "Cleanup" using the righ mouse button, uncheck "Short Edges" and confirm. If all went well, the vertex count displayed on the top info bar should change (decrease) after the process. Ideally you should do it before you UV map the model, because under certain conditions the merging of adiacent faces and the deletion of vertices can mess up the existing UV map.
- The top face is not connected to the sides of the model. How can I connect it ? Is it necessary ?
:hmmm:
It depends. Editing complex objects when their faces are not connected can be a PITA, and an over-splitted models can increase innecessarily the size of a model and, lastly, the memory usage once it is imported in game. For this reason, I always keep edges in the working versions of my models as connected as possible. Yet, as discussed a few months back by VonDod and The_Frog, edge splitting can be necessary before importing models in game, because the game engine tends to smooth edges even at sharp angles, and there is no other way to make some edges hard than splitting them before importing the desired model in game.
That said, there is not an easy way to weld adjoining edges or an authomatic function for splitting hard edges in Wings3D. There might be workaronds, but those tasks are performed much more efficently by other freeware programs such as Blender, Softimage Modtool or MeshLab.
The edges that you are talking about should be hard anyway, so my suggestion is you to keep them splitted rather than having to learn other programs :salute:
Kendras
06-19-17, 04:31 AM
Are those models UV-mapped already?
Yes they are. So, is the procedure the same as described by you ?
Do you mean the terrain/water RAW mask?
Yes.
Yes they are. So, is the procedure the same as described by you ?
If all the faces of your model were already UV-mapped, you would't need to do anything but adding to the Brest harbor dat file as many materials as the subsets (materials) used by your 3D object, and binding those materials to the node containing the 3D model chunk (under the 'Linked 3d model' field) before you actually imported the new model.
But...
when I try to import the model into S3D, an error message says : "One or more vertices is not mapped to a texture coordinate."
...the error message above tells me that not all the polygons in your model are UV-mapped. Since during the modelling of the dock you added new faces to the basic shape you used as template, it is possible that the existing UV map got corrupted. Scrap it and create a new one the way I explained: body selection mode => select the object => right click in the geometry window => right click on "UV Mapping"
Yes.
So what do you need from me? Can you be a bit more specific?
Requesting permission to use LSH harbours stuff (trains, vehicles, buildings, etc.) ! :D
Also have some difficulties in modelling the U-bunker.
Let me know if you need help with those models :salute:
Kendras
06-19-17, 10:40 AM
So what do you need from me? Can you be a bit more specific?
http://i.imgur.com/7OX7C0J.png
Where there are some black crosses on this pic, there are land squares in game, and they must be converted into sea squares.
Kendras
06-19-17, 10:51 AM
An AutoUV Segmenting window will pop up. Right click on it, click on "Segment by" and choose any segmenting method ("Projection" or "Feature Detection").
This is what I get (wings version = 1.4.1) :
http://i.imgur.com/hR8dJwu.png
Where there are some black crosses on this pic, there are land squares in game, and they must be converted into sea squares.
Okay, I have GWX Gold installed on one of my old hard disks. Can I do the changes on its terrain files?
http://i.imgur.com/swX6R78.png
Now these models have to be textured. And then the harbour devices have to be added on them. Requesting permission to use LSH harbours stuff (trains, vehicles, buildings, etc.) ! :D
Also have some difficulties in modelling the U-bunker.
Dear Kendras
What e great idea to redesign Harbor Brest!
Shure i give you permission to use elements of LSH3 Edition 2015 for this project.
Supermod Edition 2015 is just a collection of greatfull single artworks done by lot of great modder of the worldwide SH3 community.
Be shure you give the right guys credits who done the elementary prework of elements you like to add in your project.
Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)
Maybe you shoult contact Subsim user Rowi58 to.
He is the guy with the biggest knowledg about L/SH3 contents in the german comunity and he wrote most of the LSH3 manual.
Please contact me anytime by mail "urmel@lsh3.com".
My biggest respect to you Kendras!
Greetings from LSH3-Urmel from Switzerland :Kaleun_Salute:
Kendras
06-19-17, 11:10 AM
Okay, I have GWX Gold installed on one of my old hard disks. Can I do the changes on its terrain files?
No. HanSolo sent to me the WAC terrain folder. Let's work on it. I can send you the link, maybe it's better by PM ?
Dear Kendras
What e great idea to redesign Harbor Brest!
Shure i give you permission to use elements of LSH3 Edition 2015 for this project.
Supermod Edition 2015 is just a collection of greatfull single artworks done by lot of great modder of the worldwide SH3 community.
Be shure you give the right guys credits who done the elementary prework of elements you like to add in your project.
Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)
Maybe you shoult contact Subsim user Rowi58 to.
He is the guy with the biggest knowledg about L/SH3 contents in the german comunity and he wrote most of the LSH3 manual.
Please contact me anytime by mail "urmel@lsh3.com".
My biggest respect to you Kendras!
Greetings from LSH3-Urmel from Switzerland :Kaleun_Salute:
Roger that ! Thank you very much for the answer ! :yep:
This is what I get (wings version = 1.4.1) :
Why v. 1.4.1? Current versios is 2.1.5, and it is much better :03:
Anyway, at first glance your UV map doesnt look right. Try untriangulating the model and dissolving the resulting top faces so to obtain a one or two big surfaces, and the try to repeat the process step by step. Maybe if you switch Wing's interface back to English, it will be easier for you to follow my instructions...
Kendras
06-19-17, 11:36 AM
Why v. 1.4.1? Current versios is 2.1.5, and it is much better
Yeah, but much slower too ! And now program doesn't answer ... :damn: (I've just downloaded v2.0)
Use this e-mail address ... make sure that you take note of it
Done.
Read more about in our LSH3-Manual here:
http://www.lsh3.com/dl/v15/LSH3-Handbuch-2010_DE.pdf
(125 Pages, start maybe by page 65, german only)
P 102 and next ! :yep:
Kendras
06-19-17, 11:59 AM
PM sent with WAC terrain link.:salute:
PM sent with WAC terrain link.:salute:
:up:
Kendras
06-19-17, 12:03 PM
Just send me the modified parts, and I will repack the terrain file myself.
Deployment of the Modifications
As the terrain file is huge its rather difficult to distribute it over the net, so I’ve write a program to do that, SH3Repacker, to share you’ re modifications you need to put in one directory subdues created when you repack the 3x3 grid, along with the program.
When you start the program it scans for the subdues and replace the modified parts in the original terrain files, this allows to release from 1 square to the number you’ve modified, just be sure that all the directories contains two files, with the same name as the dir plus MK.RL2 one files and RS.RL the other, it should look like this:
PM sent with WAC terrain link.:salute:
Just send me the modified parts, and I will repack the terrain file myself.
I didn't receive any terrain file, the one e-mail I have from you, contains a link to your 3D work :hmm2:
By the way I had a look into it. I can help you with it, but I need to know what will be its use. Will those meshes be in game, or you want to import them in S3d just for visual reference?
Depending on your answer I will suggest you the best workflow and I will optimize the model for easing your work :salute:
Kendras
06-19-17, 02:15 PM
I didn't receive any terrain file, the one e-mail I have from you, contains a link to your 3D work :hmm2:
I'm going to send you again the link.
By the way I had a look into it. I can help you with it, but I need to know what will be its use. Will those meshes be in game, or you want to import them in S3d just for visual reference?
Depending on your answer I will suggest you the best workflow and I will optimize the model for easing your work :salute:
I would like to have both main models (A2 and A3) to import in a .dat file, place them with the Brest harbour placement file, and see how it looks in game. It allows me to have a 3D in-game preview, to see how it interfers with land and sea, and to tweak position. For now, I don't care about textures. It's just needed to import the 3D models into S3D. Precise textures, we will see that later.
The main struture will be this one :
- a .dat file containing all parts of Brest harbour : A1 (seawall), A2 and A3. On each part, placement nodes refering to buildings, cranes, factories, trains ....
- a .dat file containing 3 placement nodes for each part ; this is the one which will be placed into the Locations.cfg file.
Kendras
06-20-17, 01:18 AM
It allows me to have a 3D in-game preview, to see how it interfers with land and sea, and to tweak position.
Don't modify the terrain before I have a first look on the aspect of the new harbour in game. I could decide to do other modifications to the land. :hmmm:
Don't modify the terrain before I have a first look on the aspect of the new harbour in game. I could decide to do other modifications to the land. :hmmm:
Okay. Please check your MediaFire account :Kaleun_Wink:
Kendras
06-20-17, 02:40 PM
So, I finally managed to import the 3D models into S3D. By the way, your one pixel textures make S3D crash, so I resized them to 30x30 pixels.
So, first preview in game :
http://i.imgur.com/V6dhV02.png
Nice, but there is one problem : there are strange shadows on a lot of sides :
http://i.imgur.com/f2nlMjK.png
And also in S3D :
http://i.imgur.com/bAaSy9o.png
Do you know where it comes from ? :o
So, I finally managed to import the 3D models into S3D. By the way, your one pixel textures make S3D crash, so I resized them to 30x30 pixels.
Well done :up:
Nice, but there is one problem : there are strange shadows on a lot of sides :
....
Do you know where it comes from ? :o
the game engine tends to smooth edges even at sharp angles, and there is no other way to make some edges hard than splitting them before importing the desired model in game.
:03:
Kendras
06-21-17, 05:53 AM
Gap, could you send me the .raw picture of Brest area terrain converted in .png ? I've found topographic maps, and I will try to improve the SH3 terrain map around Brest harbour.
Kendras
06-21-17, 06:27 AM
I assume that in order to change altitudes, you just have to change colors of each squares ?
Kendras
06-22-17, 04:13 AM
http://i.imgur.com/PzmM42C.png
http://i.imgur.com/uhOLgiF.png
http://i.imgur.com/QX6Aqzc.png
Kendras
06-22-17, 04:22 AM
I would like to add this building to the harbour :
https://3dwarehouse.sketchup.com/model/7ad48c7bac61efed2e6bb79016ffe396/Tour-TANGUY
Could you convert it for me ? :D
Kendras
06-22-17, 06:19 PM
The game crashes, again and again, and I don't see any reason !!! I'm starting to be very very angry !!!
:Kaleun_Mad:
propbeanie
06-22-17, 08:02 PM
Can you split your "Brest DAT" into pieces (or have you already??), and add them in one at a time? I'm not sure how much of the game's memory allocation a landscape DAT file like that would take up, but it can't be just a little. Split it into two at the river, add the sea walls in separate. Besides the fact that one mistake and the shtinking thing crashes on you, and you're left to wonder "so, is it in the South end, the middle or the North end?" - you know?...
Kendras
06-23-17, 12:20 AM
I finally solved the problem. I undid the 2 last actions (I realised that both were making CTD), and did them again exactly the same, and it worked. :hmmm: I just lose one hour. :damn:
http://i.imgur.com/wiqAKUM.png
Kendras
06-23-17, 03:08 PM
I really would like to try to model the fortress, but I've found no precise plan of it ...
I would like to have something like that :
http://brest3d.free.fr/imgs/news/chateau-7.jpg
Kendras
06-24-17, 05:17 AM
Yes, I'm crazy ! :D
http://i.imgur.com/ypzFiRx.png
mikey117us
06-24-17, 11:50 AM
Someone will need to make the Camoflage Netting for Scharnhorst and Gneneisenau? Their stay in Brest until the Channel Dash was NOT uneventful for the Port of Brest. Hidden in the furthest corners out of sight and well camoflaged ( and both excellent Flak Ships ) as a result of Night One of their Arrival. Docked in their Berths the Commanders and Officers Met for Dinner with the Kreigsmarine Admiral and Staff of Headquarters at the 5 Star Hotel Procured as their Headquarters Building. Sitting down to their meal it was interrupted by Air Raid Horns ( aooga ) and Sirens. Enter Bomber Harris and the R.A.F. Bomber Command. That first sorte did little damage to the ships that were to become the obsession of Bomber Harris, but a direct hit on the Hotel killed most of the Staff Officers of both ships and headquarters. Up to 10% of the entire Bomber Command Aircraft ( including the short lived Avro Manchester which had its teething in combat at Brest ) Blenheims, Beuforts, Hampdens, Wellingtons. What ever they had flew up to 1,705 Sorties a month for at least a year. Air Raids happened round the Clock. Brest Countered by First Sending one Staffel of JG26 in BF109
E-7s to Maintain Air Defense over Brest. This was short lived as JG26 was Flying one Staffel at a time back to Germany
For Conversion Training into the new BF109F-2. Enter JG2 Richthofen Geschwader. Which eventually converted to ****e-Wulf 190 A-0 ( the Butcher Bird ) which had horrible engine fire problems until the FW190A-5 Luftwaffe Defense of Brest and the Bay of Biscay was Weak at best, and non existent at worst. It was up to the Flak Batteries at Brest and every armed vessel and down to the gefreiter grabbing a rifle to defend attacks from the air. Doubling the Amount of workers on building the U-Boat pens was ordered with prority shipments of Steel and Concrete being diverted from the Atlantic Wall . The Pens themselves had plenty of rooftop space to accommodate Light Flak Units. When the Flakvierlengs were ordered for U-Boat Armaments on the Failed Turm VIIc/IV U-Flak Boats that escorted boats into Biscay, were converted back to regular turms, they added each extra Gun to the Harbor Defense. Brest was not just a Naval Port and Harbor captured intact, it was the Jewel of the Crown!
Kendras
06-24-17, 12:02 PM
Someone will need to make the Camoflage Netting for Scharnhorst and Gneneisenau? Their stay in Brest until the Channel Dash was NOT uneventful for the Port of Brest. Hidden in the furthest corners out of sight and well camoflaged ( and both excellent Flak Ships ) as a result of Night One of their Arrival. Docked in their Berths the Commanders and Officers Met for Dinner with the Kreigsmarine Admiral and Staff of Headquarters at the 5 Star Hotel Procured as their Headquarters Building. Sitting down to their meal it was interrupted by Air Raid Horns ( aooga ) and Sirens. Enter Bomber Harris and the R.A.F. Bomber Command. That first sorte did little damage to the ships that were to become the obsession of Bomber Harris, but a direct hit on the Hotel killed most of the Staff Officers of both ships and headquarters. Up to 10% of the entire Bomber Command Aircraft ( including the short lived Avro Manchester which had its teething in combat at Brest ) Blenheims, Beuforts, Hampdens, Wellingtons. What ever they had flew up to 1,705 Sorties a month for at least a year. Air Raids happened round the Clock. Brest Countered by First Sending one Staffel of JG26 in BF109
E-7s to Maintain Air Defense over Brest. This was short lived as JG26 was Flying one Staffel at a time back to Germany
For Conversion Training into the new BF109F-2. Enter JG2 Richthofen Geschwader. Which eventually converted to ****e-Wulf 190 A-0 ( the Butcher Bird ) which had horrible engine fire problems until the FW190A-5 Luftwaffe Defense of Brest and the Bay of Biscay was Weak at best, and non existent at worst. It was up to the Flak Batteries at Brest and every armed vessel and down to the gefreiter grabbing a rifle to defend attacks from the air. Doubling the Amount of workers on building the U-Boat pens was ordered with prority shipments of Steel and Concrete being diverted from the Atlantic Wall . The Pens themselves had plenty of rooftop space to accommodate Light Flak Units. When the Flakvierlengs were ordered for U-Boat Armaments on the Failed Turm VIIc/IV U-Flak Boats that escorted boats into Biscay, were converted back to regular turms, they added each extra Gun to the Harbor Defense. Brest was not just a Naval Port and Harbor captured intact, it was the Jewel of the Crown!
:up:
About camouflage nets, why not, good idea ! :yep: But not a priority for now.
Kendras
06-24-17, 12:03 PM
Not so bad for a beginner, what do you think ? :D Big thanks to Gap who helped me to take off ! :salute:
http://i.imgur.com/9caEjj7.png
Kendras
06-28-17, 03:39 AM
Hi,
1. I really have to know how to cut an object into 2 separated objects. I didn't find explanation on the internet. Could you explain me how to do this please ?
2. How to link the vertices 1 to 3 (instead of 1 to 2) with a perfect alignment with the axis 1-4 ? The vertice number 3 doesn't exist yet.
http://i.imgur.com/y7XoMPa.png
3. I also would like to cut all the edges at the exact location of the red arrow I have drawn on the picture. How to do this ?
http://i.imgur.com/sVvkxwr.png
Kendras
06-28-17, 11:35 AM
Hehe, I've found a nice map. This will help me to place buildings at the correct place, and create all the railroad system.
http://www.kartengruppe.it/immagini/okm/1001-1100/1043G.jpg
mikey117us
06-28-17, 02:14 PM
The easy way to cut. Is not cut. Cut = Tesselate -triangulate. Easy way select faces of one half. Export selected as part 1, then Hide selected object. Select remaining faces and export as part two. The single cut on you need to make is easy too. Select that face. Select plane cut, highlight with mouse until the vertice appears. You must select which
X Y Z for the correct direction. If wrong select edit undo, and try again. After plane cut select the face and right click the menu, select tesselate, sub menu triangulate. Done.
iambecomelife
06-28-17, 04:24 PM
Absolutely amazing work! No disrespect to the SH3 team, but the "cookie cutter" harbors you see in SH3 and its successors can't hold a candle to real harbors, made with real maps.
To cut objects, have you also tried the following?:
-Left click the object you want to cut
-Right click so the menu comes up
-Left click on "Plane Cut"
-Choose which directional axis you want to cut the object into. For instance, plane cut via "Y" is what I use to add another hull strake to a ship, running horizontally from bow to stern and cutting it in two. Plane cut via "Z" adds a vertical frame division from keel to upper deck, also cutting it in two...
Sorry if I misunderstand you.
Kendras
06-28-17, 04:59 PM
The easy way to cut. Is not cut. Cut = Tesselate -triangulate. Easy way select faces of one half. Export selected as part 1, then Hide selected object. Select remaining faces and export as part two. The single cut on you need to make is easy too. Select that face. Select plane cut, highlight with mouse until the vertice appears. You must select which
X Y Z for the correct direction. If wrong select edit undo, and try again. After plane cut select the face and right click the menu, select tesselate, sub menu triangulate. Done.
Well, I didn't understand your explanation. Nevermind, I've found another solution myself :
1. I create a cube parallel to the plan where the vertices must be.
http://i.imgur.com/SQXQEZJ.png
2. Then, I select the edges.
http://i.imgur.com/kAvZ5CJ.png
3. I right click on "Intersection" command, and choose the face of the cube.
http://i.imgur.com/nFOmv64.png
4. "Execute".
http://i.imgur.com/DKXnqux.png
Done ! :rotfl2:
http://i.imgur.com/OKAtU4k.png
So, I managed to create this :
http://i.imgur.com/Rsgkz0g.png
But when I switch to smooth view, I get this :doh: :
http://i.imgur.com/tdxeB3v.png
Is it a problem ? How can I correct this ? Meshlab ? :06:
the_frog
06-29-17, 01:21 PM
I have been telling this several time before and I won't stop doing it :03::
... all conntected edges are rendered as "smooth" edges; to have hard edges those edges need to be deconnected ("splitted") ...
There are several ways to achieve edge splitting. The easiest is using the respective moderator of Blender.
Hi,
Any progress on this?
Regards,
MLF
Kendras
08-20-17, 10:58 AM
Hi,
Any progress on this?
Regards,
MLF
No. This mod is on 'stand by' for now. I have other priorities ...
Kendras
08-24-17, 08:41 AM
Gap, could you send me the .raw picture of Brest area terrain converted in .png ? I've found topographic maps, and I will try to improve the SH3 terrain map around Brest harbour.
Bump. :)
Yesterday, after belatedly reading your request on the WIP Brest harbour thread, I started working on the Tour de Tanguy. The model that you pointed me to is nice, but I decided to use it as template for creating a better model, with 3D details (windows, doors, stairs, eaves, etc.) but simplified base geometry (for keeping poly count acceptably low). This is what I've got so far:
http://i.imgur.com/5M0i323.png
- https://3dwarehouse.sketchup.com/model/f3d1c4373a368935238b65ffb0dd04b1/Tour-Vauban-%C3%A0-Camaret-sur-Mer
Good model! You read in my mind: I was looking exactly at it just last night :yep::up:
Any progress on these models ? :hmm2:
Any progress on these models ? :hmm2:
Let us finish the first release version of our lighthouse project, possibly including the La Vieille lighthouse first :up:
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