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View Full Version : [REL] "New" old unit: Queen Mary ocean liner \ troop transport (Reworked 2017 edition)


VonDos
09-03-17, 08:11 AM
Hi everyone!

Im glad to release my not-so-new unit: HMS \ HMT Queen Mary

https://image.ibb.co/fCx0zF/RMSQueen_Mary.jpg

This replace the original one released in 2008.

New features (many taken from SH5's huge european liner) includes reworked funnels, masts, command deck, new lifeboats, improved 3d stairs, 3d oblos\windows, reworked hull, with also different propeller position and reproportioned rudder, anchor chains, more details ecc ecc ecc..

Also, as a collaboration with Stefan Thimme, a totally new damage profile, improved .sim file and improved .sil.

Thanks to author of the original model, UBOAT234
Thanks to Stefan Thimme for .sim, .zon e .sil (angled and frontal view) files, beta tests and advices!
V2.01 Thanks to gap and Kendras for advices in improving bow design!

Download Link:

Queen Mary version 2.01 (https://www.sendspace.com/file/683kvy)

Both Cunard and grey ghost livery included!

Best regards,
Vd


PS REALLY IMPORTANT

09/07/2017 uploaded up to date version v2.01 - this replace previous version!

Stefan Thimme
09-03-17, 09:40 AM
Thank You for this unit. It is really very nice. :Kaleun_Applaud:

Anvar1061
09-03-17, 10:36 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Kendras
09-03-17, 10:58 AM
Thank you, nice work ! :up:

VonDos
09-05-17, 12:49 AM
Thanks you so much :Kaleun_Salute:
Best regards,
Vd.

gap
09-05-17, 01:57 AM
Ben fatto VonDos :up:

I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model :yep:

Kendras
09-05-17, 03:31 AM
I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model :yep:

Yeah, that's right, and also the angle with the sea was greater :

https://i.imgur.com/PgxXay1.png

VonDos
09-05-17, 05:20 AM
Hi!
I'm going at work now, this evening i'll work a little again on this.
I'm also reducing a little the draft of this model, hull ander water appear to be a little too big, looking again at blueprints...

https://image.ibb.co/dfGQUF/SH3_Img_5_9_2017_12_12_9_140.png

https://image.ibb.co/mbHcbv/SH3_Img_5_9_2017_12_13_6_424.png

Thanks for your suggestions,
best regards,
Vd


Ben fatto VonDos :up:

I have just a minor remark: if you look closely at your model's bow and compare it with pictures of the real Queen Mary, you will surely notice that the prow was sharper in reality than it looks in your model. If you want. you can correct this little inaccuracy by splitting the edges composing ship's prow in your model :yep:

Yeah, that's right, and also the angle with the sea was greater :

https://i.imgur.com/PgxXay1.png

gap
09-05-17, 10:50 AM
Yeah, that's right, and also the angle with the sea was greater :

https://i.imgur.com/PgxXay1.png

@VonDos

The drawing posted by Kendras brings another small issue to our attenction. Apparently, anchors were accomodated in a recess of the hull in their rest position, but these recesses are hardly noticeable in your model.
Once again, edge-splitting their borders, would make them more obvious :salute:

VonDos
09-05-17, 08:11 PM
Something like this?

https://image.ibb.co/doXErv/SH3_Img_6_9_2017_3_6_17_895.png

Best regards
Vd

gap
09-06-17, 01:46 AM
Something like this?

Exactly, but the anchor slot should look darker than the rest, because of shadows. Is its UV projection overlapping other areas of the hull? If it is not, you can draw those shadows directly on the texture or, even better, if you send me the mesh of the bow section and the texture, I can bake an ambient occlusion map for that section, and blend it with the diffuse texture :yep:

VonDos
09-06-17, 04:54 AM
..if you send me the mesh of the bow section and the texture, I can bake an ambient occlusion map for that section, and blend it with the diffuse texture :yep:

Mate, you've a PM =)

I've also refined bow design, more linear "\"

Best regards,
Vd

gap
09-06-17, 07:19 AM
Mate, you've a PM =)

I've also refined bow design, more linear "\"

Best regards,
Vd

Roger that, please check your inbox :up:

VonDos
09-06-17, 05:14 PM
Uploading update 2.01 version, here's a couple of pics explaining bow's differences from original:

https://image.ibb.co/g42Aya/SH3_Img_7_9_2017_0_5_45_588.jpg
https://image.ibb.co/kJuerv/SH3_Img_7_9_2017_0_9_12_414.jpg

Best regards,
Vd

VonDos
09-07-17, 04:44 AM
IMPORTANT - Re-uploaded up-to-date v2.01 version!

https://image.ibb.co/fCx0zF/RMSQueen_Mary.jpg

gap
09-07-17, 05:25 AM
:yeah:

Kendras
09-08-17, 05:12 AM
Hi,

Last remarks (I promise ! :D ) because I think it's important.**

The bow should be reworked as follow :

1. Your current model :

https://i.imgur.com/x5Q0oWz.png

2. Reworked :

https://i.imgur.com/oF3oWGh.png

3. With the real bow :

https://i.imgur.com/xLJAQAa.png

4. Your current model + real bow :

https://i.imgur.com/27HUXZM.png

Can you do that ? :yep:

VonDos
09-08-17, 02:51 PM
Hi,

Last remarks (I promise ! :D ) because I think it's important.**

The bow should be reworked as follow :

...

4. Your current model + real bow :

https://i.imgur.com/27HUXZM.png

Can you do that ? :yep:

Hi mate!!

Before modify 3d model, please give an eye to this (ok, i'm confused).
This is the picture you put here as reference (blueprints are almost identical), enlarged but with blocked proportions, with my actual model (v2.01), with and without faces.

https://image.ibb.co/kNnooa/PgxXay1.png

As you can see, they match almost totally.
Could be the problem solved just shifting a little up the height of line between black and white part of the hull? (UV map rework will take time, but i think this could be do).

Best regards,
Vd

gap
09-09-17, 05:06 AM
Hi VonDos, hi Kendras,

provided that the picture you want to use as template for bow shaping is a scale drawing, you should overlap it to the current model using a side view and an orthogonal projection, so to avoid any perspective distortion. I know my statement above sounds pretty obvious, but some of the pictures you have posted here during the last few days made me think that a reminder wont harm :)

VonDos
09-09-17, 06:25 AM
you should overlap it to the current model using a side view and an orthogonal projection, so to avoid any perspective distortion.


I agree :up:

I've "sliced" bow part and overlapped with x-side view ortho (maya 2017):

https://image.ibb.co/dY4oOa/test.png

Again, they match almost totally (exception for white\black paint for hull).

Best regards,
Vd

Kendras
09-09-17, 08:51 AM
There is also another problem about the length of the ship (I've just realised) :

https://i.imgur.com/6lQEwqf.png

VonDos
09-09-17, 10:03 AM
There is also another problem about the length of the ship (I've just realised) :

...

Hi mate.
Are you sure about this draw scale?
My QM is based on original UBOAT234 model, lenght come from this. While reworking i've also tryed sh5 "huge ocean liner" (SH5's Queen Mary) model (from ubisoft), hull obj lenght was really similar:

https://image.ibb.co/mXqq3a/sh5VSsh3.jpg

Similar side view and orthogonal projection method.

If this is wrong and your drawn is correct, my model will be a total loss.
Best regards,
Vd

ps in every case, you can see bow design match.

Kendras
09-09-17, 10:21 AM
Hi mate.
Are you sure about this draw scale?
My QM is based on original UBOAT234 model, lenght come from this. While reworking i've also tryed sh5 "huge ocean liner" (SH5's Queen Mary) model (from ubisoft), hull obj lenght was really similar:

https://image.ibb.co/mXqq3a/sh5VSsh3.jpg

Similar side view and orthogonal projection method.

If this is wrong and your drawn is correct, my model will be a total loss.


I've checked in wings3D, and your model has the correct length and width. So the problem is only about heigth, which seems correct on the SH5 model.

gap
09-09-17, 11:51 AM
There is also another problem about the length of the ship (I've just realised) :

I have compared the dimensions of VonDos' model (measured on an hull model he sent me via PM) with the real Queen Mary dimensions. Here they are:

Length overall: 312.3 / 310.7 m (+0.5%)
Length between perpendiculars: 291.9 / 294.1 m (-0.7%)
Beam: 36.2 / 36.0 m (+0.6%)
Draught: 12.9 / 11.9 m (+8.4%)

All in all, I would say that the model by VonDos gets acceptably close to Queen Marie's dimensions. The one significant discrepancy is about draught. The latter may vary depending on cargo + passengers weight; 1 meter of draft between an empty and a fully loaded ship is a big difference, but still plausible.
Talking about overall shape, though with some exceptions (see below), I think the current hull shape matches pretty well one of the construction plans (http://www.paper-dragon.com/1939/images/queenmarydeckplan.jpg) I have found on the web:
http://i.imgur.com/aoUEXiI.jpg

Talking more in particular about the bow, I think its profile is pretty good, though the bullwarks might need to be lowered a bit...
http://i.imgur.com/dkYuMR2.jpg

Where in my opinion there is still a lot to be improved, is the bridge...
http://i.imgur.com/w46BWVj.jpg

the superstrucuture in general (many corrections, too many for listing them here), and hull's stern profile, which is also totally wrong... :yep:

http://i.imgur.com/n1Dk9nK.jpg

Kendras
09-09-17, 01:26 PM
This picture shows where VonDos' model is too high :

https://i.imgur.com/pAmlhEk.png

VonDos
09-11-17, 11:34 AM
At this point, maybe i could try to convert and remap sh5'hull, using modded funnels, masts, ecc on her.

Something like this:

https://image.ibb.co/ky19Gv/SH3_Img_11_9_2017_18_23_23_89.jpg

https://image.ibb.co/i1j73a/SH3_Img_11_9_2017_18_24_45_947.jpg

What do you think about this?

If i'll continue with this conversion, this will require weeks in UV remapping, repositioning nodes, rework and adapt details.. btw this hul has an interesting detail level.

Best regards,
Vd

Kendras
09-11-17, 12:08 PM
At this point, maybe i could try to convert and remap sh5'hull, using modded funnels, masts, ecc on her.

Something like this:

https://image.ibb.co/ky19Gv/SH3_Img_11_9_2017_18_23_23_89.jpg

https://image.ibb.co/i1j73a/SH3_Img_11_9_2017_18_24_45_947.jpg


What do you think about this?

Oh yeah ! Please do this, Von Dos ! Keep the most detailed models (from SH5 or from you) for each parts ! But first check SH5 hull with a real construction plan. Even if the general aspect on your screenshots looks already better. :yep:

Before modifying the small details on the hull (windows, doors, stairs), could you send a beta test version to us, in case some additional tweaks are needed ?

If i'll continue with this conversion, this will require weeks in UV remapping, repositioning nodes, rework and adapt details.. btw this hul has an interesting detail level.

No matter the time, this beautiful ship deserves it ! :yep: :yep: So, unless you have other and more urgent projects, I think you should keep working on this "new" old unit ! :up:

By the way, it's a good opportunity to improve the textures, in particular the black hull, the (too big) white line between black and red hull, and the wooden floors. Last thing, could you make the windows black instead of light blue ? Or even better : 3D moddeled, in order we can add a light texture during the night ! :)

VonDos
09-12-17, 02:13 PM
Up to date pic...

https://image.ibb.co/kg7UYa/SH3_Img_12_9_2017_21_4_16_752.png

far from release... but still working..

Best regards,
Vd

ps windows are 3d objects in this model..

Kendras
09-13-17, 02:41 PM
Up to date pic...

far from release... but still working..

ps windows are 3d objects in this model..

Great ! :yeah:

What do you think about new colors ?

https://i.imgur.com/z6daiFy.png

the_frog
09-13-17, 03:07 PM
https://image.ibb.co/kg7UYa/SH3_Img_12_9_2017_21_4_16_752.png



... and please consider longitudinal planking for all decks ...

gap
09-13-17, 06:31 PM
Up to date pic...

far from release... but still working..

Best regards,
Vd

ps windows are 3d objects in this model..

Looks good, but I would need to overlap the new superstructure mesh with a blueprint, to tell you how accurate it is :up:

Great ! :yeah:

What do you think about new colors ?

The funnel colour looks more similar to the one used by Cunard:

http://www.titanicology.com/sitebuilder/images/Funnels-663x443.jpg http://www.simplonpc.co.uk/QM1/Funnel-08.jpg

The black band on the hull looks a bit too dark though. It should be darker than it currently is, but not so dark that detail/rust/dirt on it gets lost :yep:

... and please consider longitudinal planking for all decks ...

Seconded

VonDos
09-14-17, 07:51 AM
Hi everyone!

Planking is longitudinal, but ugly textures + graphic effects make really poor this effect. New textures will improve this, i'm looking for this.

@the_frog love those colors, if i send you the original tga, can you modify a little the file with this "Cunard" orange please?

@everyone if you want i can send a beta with the WIP unit.

Best regards,
Vd

gap
09-14-17, 09:50 AM
Planking is longitudinal, but ugly textures + graphic effects make really poor this effect. New textures will improve this, i'm looking for this.

Do the new decks have their texture mapped on the main unit texture or on a separate tga file? :hmm2:


@the_frog love those colors, if i send you the original tga, can you modify a little the file with this "Cunard" orange please?

I think Kendras was suggesting the new funnel colors with Cunard "scheme", not The_Frog.
Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz44z0ro9d00/NPPQ__T01.tga

Let me know how the new colors will look in game :up:

VonDos
09-14-17, 12:12 PM
Do the new decks have their texture mapped on the main unit texture or on a separate tga file? :hmm2:



I think Kendras was suggesting the new funnel colors with Cunard "scheme", not The_Frog.
Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz44z0ro9d00/NPPQ__T01.tga

Let me know how the new colors will look in game :up:

About suggesting the new funnel colors, sorry Kendras, you're right!
Testing now, just a moment!

ps For decks, separate tga file, like original QM 2,01

Kendras
09-14-17, 12:52 PM
@everyone if you want i can send a beta with the WIP unit.

Ok, send to me. :yep:

Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull:

https://www.mediafire.com/file/venxz44z0ro9d00/NPPQ__T01.tga

Let me know how the new colors will look in game :up:

Looks good ! Will try this ASAP.

About suggesting the new funnel colors, sorry Kendras, you're right!

No problem. :cool:

Anvar1061
09-14-17, 01:10 PM
https://pp.userapi.com/c639517/v639517873/47f96/3gk0bHV4uLQ.jpg

VonDos
09-14-17, 04:04 PM
Let me know how the new colors will look in game :up:

Voilą, with also a new wooden deck, maybe not definitive, but better than previous. I've also darkened windows and oblos:

https://image.ibb.co/jXytDk/SH3_Img_14_9_2017_22_51_35_693.png

https://image.ibb.co/k23RYk/SH3_Img_14_9_2017_22_51_54_108.png


Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):

https://image.ibb.co/bDtRYk/SH3_Img_14_9_2017_22_52_13_208.png

Ok, send to me. :yep:


PM closing with WIP link; don't be surprised if a ton of bugs is included, just a work in progress :salute:

Best regards,
Vd

Kendras
09-14-17, 08:16 PM
Voilą, with also a new wooden deck, maybe not definitive, but better than previous. I've also darkened windows and oblos:

Nice ! Here is the same texture with tweaked colors (real in-game colors) :

https://i.imgur.com/p23baJC.png

https://i.imgur.com/h3LfldK.png

Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):

https://image.ibb.co/bDtRYk/SH3_Img_14_9_2017_22_52_13_208.png


The_Frog would solve this easily ! :03:

PM closing with WIP link; don't be surprised if a ton of bugs is included, just a work in progress :salute:

Thank you very much !

gap
09-15-17, 05:38 AM
Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications):


The_Frog would solve this easily ! :03:

That's something I can hopefully fix too.

VonDos, can you please upload here the hull parts that need to be welded?

https://media.giphy.com/media/3o6Mb5i8OHm6R8qcdq/giphy.gif

VonDos
09-15-17, 08:08 AM
Nice ! Here is the same texture with tweaked colors (real in-game colors) :

Thank you very much !

Please can you send me this texture file? =)
Thanks!

That's something I can hopefully fix too.

VonDos, can you please upload here the hull parts that need to be welded?



:Kaleun_Wink:

https://www.sendspace.com/file/4w9hvg

Voilą, parts to rework are stern (massive problem), forward superstructure (minor problem) and inserted stern's superstructure part from QM2.01 (if you can, please).

Here's a file with funnels obj also, maybe you can do same work for them, in order to give them a "rounded" design:
https://www.sendspace.com/file/r2pnl0

Best regards,
Vd

gap
09-15-17, 08:30 AM
parts to rework are stern (massive problem), forward superstructure (minor problem) and inserted stern's superstructure part from QM2.01 (if you can, please).

[...]

Here's a file with funnels obj also, maybe you can do same work for them, in order to give them a "rounded" design

Can you please upload a picture showing the edges that need to be welded, for me to quickly do the job without messing up? :)

VonDos
09-15-17, 09:46 AM
Hi Gap!

Here's related screenshot (I use gray ghost tga because in Cunard version those bugs aren't really noticeable):

Stern and stern's superstructure:

https://image.ibb.co/kFONPQ/SH3_Img_15_9_2017_16_35_5_592.png

Forward superstructure (and first funnel):

https://image.ibb.co/kBgyyk/SH3_Img_15_9_2017_16_35_50_132.png

All funnels:

https://image.ibb.co/k0Gyyk/SH3_Img_15_9_2017_16_36_17_294.png

Best regards,
Vd

nik112
09-15-17, 11:54 AM
Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic?

cheers

VonDos
09-15-17, 11:59 AM
Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic?

cheers

Hi nik!
Multitexture: NPPQ_T01 & NPPQ_T02
(01 for Cunard colors, 02 for gray ghost)

Best regards,
Vd

gap
09-15-17, 12:43 PM
Hi Gap!

Here's related screenshot...

Okay, I see the problems. I will see what I can do :up:

Those meshes are from SH5 I suppose; for some reason granny-format geometries are broken along the edges of their UV-projections. :hmm2:

In SH5, as in other games of the series, split edges are treated as hard edges, but I think face normals are also considered. If two adjacent faces have normals pointing in the same direction (with some tolerance angle), their common edge will still look smooth, no matter if the edge is actually two coincident edges. By the way: did you import normals when you impiorted the model in S3d?

nik112
09-15-17, 01:16 PM
Hi nik!
Multitexture: NPPQ_T01 & NPPQ_T02
(01 for Cunard colors, 02 for gray ghost)

Best regards,
Vd

Thanks pal


cheers :Kaleun_Cheers:

VonDos
09-15-17, 01:27 PM
Okay, I see the problems. I will see what I can do :up:
...
By the way: did you import normals when you imported the model in S3d?

No i didn't import normals, if i well remember :hmmm::nope:
If and only if (make me know) you've not started this work, can you please use this hull in place of previous posted please?
https://www.sendspace.com/file/rta3uc
This solve a couple of small vertex bug =) :yep:

Thanks pal
cheers :Kaleun_Cheers:

You're welcome!

Best regards,
Vd

edit: i'm going to the mountain now, so if reply will be late in next 2 days, you know why =)

the_frog
09-15-17, 03:14 PM
Hello,

using normals in SH3 is no good idea ...

I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October.

Cheers

gap
09-17-17, 09:47 AM
Hello,

using normals in SH3 is no good idea ...

I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October.

Cheers

Well, it depends: so far I have always imported them and I couldn't notice any problem, but I might have been lucky :hmm2:

@ VonDos

Opening your files now. I hope to post an update before dark :up:

Kendras
09-17-17, 12:41 PM
Please can you send me this texture file? =)
Thanks!

Here : http://www.mediafire.com/file/z2bb4yzcy3vx699/NPPQ__T01.tga

VonDos
09-17-17, 03:25 PM
Here : http://www.mediafire.com/file/z2bb4yzcy3vx699/NPPQ__T01.tga

Thanks!

Kendras
09-17-17, 04:05 PM
A link for wartime appearance : https://www.boatbuilding.xyz/queen-mary/a-naw.html

Kendras
09-17-17, 04:12 PM
I'm going to re-work the damage boxes as on this plan :

https://i.imgur.com/YUeaVoW.png

VonDos
09-18-17, 02:23 AM
Thanks, Kendras!
About wartime appearance, i can add those tons of nodes (!) but i see a radar and degaussing coils on the side. This require a couple of idea about how to represent this ship (split in 2 different ships, add parts to both Cunard and Gray version, as a library, from 1942; create a "timeline unit" like Queen of Bermuda, with a pre 1942 Cunard e and a post 1942 Gray Ghost)...

BTW i'm working on detail on actual model: you can see the new rudder and rigging...

https://image.ibb.co/bLQ2tk/SH3_Img_18_9_2017_9_5_49_422.png

https://image.ibb.co/hsNhtk/SH3_Img_18_9_2017_9_4_53_258.png

Best regards,
Vd

ps Nice tga! I'm testing it now!

gap
09-18-17, 07:23 PM
After sleepless nights I can finally switch off my manifold welding machine :O:

https://1.bp.blogspot.com/-KxHoXHq1cNc/V2dfempHY-I/AAAAAAAAFJ4/71KebKi9UYoZDVoDtvZ0_pqYld5DuRUOwCLcB/s1600/03-17b-homerwelds.gif

Here is the result:

https://www.mediafire.com/file/zoh60fftd1q3nrm/RMSQueenMary.7z

Each of the two obj files stored in the package contain all of the parts that you sent to me. For ease, I have regrouped the meshes as follows: one object for each funnel, one for superstructure and decks, one for the hull and one for the portholes. You might want to further group them before importing them in unit's dat file.
Each object has only one material, except for the superstructure which has three materials: one for the vertical surfaces, one for the decks, and one for the railings.

One of the obj files contains meshes whose vertices/edges have been conveniently merged. This should fix the unwanted hard edges seen on stern, funnels, bridge and elsewhere on the model. It should also sensibly reduce file size (lesser vertex/edges coordinates stored on file).
Meshes stored in the second object file have been subsequently edge-splitted where hard edges were needed. This implies an increase in vertex/edge coordinates (their final count should still be lesser than it was in th eoriginal files though), but it should fix the weird lighting effect seen on the rear superstructure. My suggestion is you to use meshes from this file.

In addition to that, I have remapped deck's UV projection and added in the zip file a new wooden deck texture. Feel free to scrap it or to edit it at wish.

Furthermore, there were some small topological errors and overlapping faces in the model. I fixed those errors as much as I could, but there still are some redundant faces (that shouldn't be visible in game, being totally occluded by other faces), missing faces, and what I think are misaligned objects. See the spoiler below for an example of what I am talking about:

https://i.imgur.com/ncjaSAu.jpg

Last: included in tbe package is a version of the main unit texture with better 2D portholes (in case they are still needed) and intermediate funnel/hull colors between Kendras' and my last version (exactly 50-50). With Kendra's colours the ship looks as if she was fresh from shipyard: very shiny/saturated, but a bit flat and too much glaring (especially the red funnels); on the other hand I like dirty textures with a lot of 2D/3D detail painted on them (maybe too much at times). Let me know what you think about this third version, and we will eventually find a good balance between the two extremes :up:

Kendras
09-18-17, 08:31 PM
Great work ! :up:

By the way, did you compare this SH5 model with original blue prints ?

The hull is especially wrong at the bow and at the stern if you look at it from above. I think it is the proper time to correct this 3D model. :yep:

gap
09-19-17, 03:50 AM
Great work ! :up:

By the way, did you compare this SH5 model with original blue prints ?

No, I didn't :doh:


The hull is especially wrong at the bow and at the stern if you look at it from above. I think it is the proper time to correct this 3D model. :yep:

Was the original hull version more accurate? If yes, maybe it could be combined with SH5 superstructure, but let's listen to VonDos first

VonDos
09-21-17, 05:14 AM
@gap: THANKS! You do it!!


I've modified a little your planks file, adapting this file to enalrged original tga. Mixed result appear to be:

https://image.ibb.co/eJVa15/SH3_Img_19_9_2017_11_41_56_584.png


@for both: if we can improve stern and bow, let's do it. About militarized version method of illustration, any idea?

gap
09-21-17, 09:09 AM
@gap: THANKS! You do it!!

For a complex object such as the ship you are workin on, the polygon-merging process is a tedious one, but I am always glad to help :salute:



I've modified a little your planks file, adapting this file to enalrged original tga. Mixed result appear to be:

Not bad at all! :up:


@for both: if we can improve stern and bow, let's do it. About militarized version method of illustration, any idea?

I have not seen any top view plan of the ship. Let's see what Kendras says :03:

Kendras
09-21-17, 09:19 AM
I have not seen any top view plan of the ship. Let's see what Kendras says :03:

This :

https://i.imgur.com/6ZcYDGi.png

gap
09-21-17, 09:33 AM
This :

https://i.imgur.com/6ZcYDGi.png

Okay, that's not a drastical difference, reshaping the current model and making it to resemble more closely your drawing shouldn't be too complicated, but do you have any drawing with a better resolition? :hmm2:

Kendras
09-21-17, 10:00 AM
do you have any drawing with a better resolition? :hmm2:

Yes :

https://i.imgur.com/Q6gqago.png

gap
09-21-17, 10:55 AM
Yes :

Good!

VonDos, what do you think? :)

VonDos
09-22-17, 03:51 AM
https://image.ibb.co/hXEHEQ/sovrast.jpg

We can try to modify hull design, will be a not easy work (portholes also will be repositioned, deck textures will need a remap ecc), but we can try this.
Looking at your drawn, i see some structures between funnels need to be a little enlarged or repositioned. Is this drawn really accurate?

ps i've used a little "out o scale" lenght (drawn is a little larger than model here) just for highline differences in bow and stern design. Final lenght shouldn't be touched (i think).

EDIT:
Structures between funnels fast corrections:

https://image.ibb.co/cpcMr5/SH3_Img_22_9_2017_12_1_35_302.png

gap
09-22-17, 06:03 AM
portholes also will be repositioned

That's true, that's a PITA, I didn't think about it. Not only their position along the X axis should be adjusted: also their rotation is likely to require some tweaks if we want them to lay perfecly on the reshaped hull faces :doh:


deck textures will need a remap

That's the least problem: after my rework, each deck is unwrapped as a single object. Becasue of that, remapping the UV projection of the main deck will be very easy: no need to remap/scale many pieces one by one and to move them around for making their lines to match :up:


ps i've used a little "out o scale" lenght (drawn is a little larger than model here) just for highline differences in bow and stern design. Final lenght shouldn't be touched (i think).

Imo, if you want to overlap Kendras' drawing with your model, you should scale it to match 3D model's length :yep:


Looking at your drawn, i see some structures between funnels need to be a little enlarged or repositioned. Is this drawn really accurate?

EDIT:
Structures between funnels fast corrections:

Well done! :up:

Kendras
09-22-17, 06:28 AM
Is this drawn really accurate?

You can check also here : http://www.paper-dragon.com/1939/queenmary.html

Imo, if you want to overlap Kendras' drawing with your model, you should scale it to match 3D model's length

I agree, the length may be already correct.

One question : how can you have the texture directly painted on 3D models in Wings ?

gap
09-22-17, 07:10 AM
One question : how can you have the texture directly painted on 3D models in Wings ?

Easy:

File => Import Image...

The recently imported image will be listed in the Images section of the Outliner window. The method for assigning an image to a given material varies depending on the Wings version you are running. In the latest version you simply drag the image on top of the material, and then you choose the wanted texture type (diffuse in your case). If memory serves me well, in older versions you should right click on a material, and assign the texture from the following menu...

Kendras
09-22-17, 07:45 AM
Easy:

File => Import Image...

The recently imported image will be listed in the Images section of the Outliner window. The method for assigning an image to a given material varies depending on the Wings version you are running. In the latest version you simply drag the image on top of the material, and then you choose the wanted texture type (diffuse in your case). If memory serves me well, in older versions you should right click on a material, and assign the texture from the following menu...

Ok, thank you ! it works :up:

gap
09-22-17, 08:51 AM
Ok, thank you ! it works :up:

:up:

VonDos
09-27-17, 02:10 PM
After days of works and failures, my new stern:

https://image.ibb.co/hzOzjQ/SH3_Img_27_9_2017_20_54_16_580.jpg

Someone can help please?

Best regards,
Vd

gap
09-28-17, 08:27 AM
Someone can help please?


Hi VonDos :salute:

As far as I can see, red marks = smoothing problems. Weren't those areas fixed in my tweaked files? Maybe I missed them :hmm2:

Texture distorsion near the stern: it could be caused by poor UV unwrapping or by an abrupt change of face normal along an edge.

What about the other blue rectangle? From your screenshot I can't see any problem there...

VonDos
09-28-17, 11:15 AM
Hi VonDos :salute:

As far as I can see, red marks = smoothing problems. Weren't those areas fixed in my tweaked files? Maybe I missed them :hmm2:

Texture distorsion near the stern: it could be caused by poor UV unwrapping or by an abrupt change of face normal along an edge.

What about the other blue rectangle? From your screenshot I can't see any problem there...

Hi mate!
Smoothing and texture distorsion here start with re-designed hull, before those parts were OK =) Your work was really fine, but now i need another help, if you want :doh:
Blue rectangles indicate a couple of "too angled" faces, i'd like to curve them a little for a more linear effect (look at white stripe on the hull, his direction change quickly), but my 3d ability is leaking here... :oops:

Best regards,
Vd

gap
09-28-17, 01:11 PM
Hi mate!
Smoothing and texture distorsion here start with re-designed hull, before those parts were OK =) Your work was really fine, but now i need another help, if you want :doh:
Blue rectangles indicate a couple of "too angled" faces, i'd like to curve them a little for a more linear effect (look at white stripe on the hull, his direction change quickly), but my 3d ability is leaking here... :oops:

Best regards,
Vd

Okay VonDos,
send your files my way, but I ask you a favour: if possible, separate the hull model and send me only the geometries that actually need to be reworked. I hope you get what I mean. In order to weld the split faces I need to break up the model into parts, and Wings3D / Mod Tool don't handle very well projects with many separate objects. :salute:

VonDos
09-28-17, 02:10 PM
Okay VonDos,
send your files my way, but I ask you a favour: if possible, separate the hull model and send me only the geometries that actually need to be reworked. I hope you get what I mean. In order to weld the split faces I need to break up the model into parts, and Wings3D / Mod Tool don't handle very well projects with many separate objects. :salute:

Do you mean i must delete from obj every face that don't need to be reworked? Or every group of faces who didin't include those faces?

Thanks for your help! :Kaleun_Salute:

VonDos
09-28-17, 04:03 PM
:hmmm: Maybe i know what do you mean now :salute:

Here's the new link : https://www.sendspace.com/file/q29uqf
The pack include parts in red box for shadow problem and "red and black" hull, if you want to try to work on angled faces problem :)

From pics, i can see ship's stern was a little different nearby sea level, really narrow at extreme end of hull:

https://i.pinimg.com/originals/e2/74/98/e27498995ce529f771aab8594bbc3d7c.jpg
http://maritimematters.com/wp-content/uploads/2011/12/qmstarboard-copy.jpg

Best regards,
Vd

When solved, next step will be rework the bow.

gap
09-28-17, 05:35 PM
Do you mean i must delete from obj every face that don't need to be reworked? Or every group of faces who didin't include those faces?

Thanks for your help! :Kaleun_Salute:

:hmmm: Maybe i know what do you mean now :salute:

I am not asking you to split the model in single faces, but in single meshes (i.e. meshes that don't share any edge/vertex with each other; a mesh = a group of faces linked to each other for having at least one edge in common). In Wings 3D there is a command for grouping separate meshes in a single object, and another command for ungrouping them; I don't know how easy os the same in Maya :03:


Here's the new link : https://www.sendspace.com/file/q29uqf
The pack include parts in red box for shadow problem and "red and black" hull, if you want to try to work on angled faces problem :)

From pics, i can see ship's stern was a little different nearby sea level, really narrow at extreme end of hull:

When solved, next step will be rework the bow.

I see. That will require quite a drastic rework of the stern section near the waterline. I am currently working on my first ship model (http://www.subsim.com/radioroom/showthread.php?p=2514811#post2514811) and my free time is totally absorbed by it (:D). Nonetheless, if you are into doing at least the basic reshaping of the Queen Mary model, I can give her the final touches for making the rashaped surfaces to look smooth ant to face in the right direction again. What do you think? :)

VonDos
09-29-17, 09:09 AM
Thanks again mate for your help with red rectangle's parts!

I'll try to rework this stern as soon as possibile.
Best regards,
Vd.

EDIT, reworking stern i need to rework again red rectangle's part.
Please wait, i'll re-send them when finished =)

gap
09-29-17, 01:07 PM
Thanks again mate for your help with red rectangle's parts!

I'll try to rework this stern as soon as possibile.
Best regards,
Vd.

EDIT, reworking stern i need to rework again red rectangle's part.
Please wait, i'll re-send them when finished =)

Roger that :up:

VonDos
10-01-17, 08:03 AM
After a lot of more work:

https://image.ibb.co/e5jbiw/SH3_Img_1_10_2017_14_56_25_648.jpg

https://image.ibb.co/mCNwiw/SH3_Img_1_10_2017_14_56_25_648.jpg

What do you think about this new version?

Best regards,
Vd

Anvar1061
10-01-17, 09:44 AM
After a lot of more work:
What do you think about this new version?


It looks complete.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

gap
10-01-17, 10:08 AM
After a lot of more work:

What do you think about this new version?

Excellent! I can still see a few angles that could be a bit smoother, but MUCH, MUCH better than in the previous version :up:

Kendras
10-01-17, 11:19 AM
After a lot of more work:

https://image.ibb.co/e5jbiw/SH3_Img_1_10_2017_14_56_25_648.jpg

https://image.ibb.co/mCNwiw/SH3_Img_1_10_2017_14_56_25_648.jpg

What do you think about this new version?

Best regards,
Vd

:Kaleun_Thumbs_Up: Very nice ass !!!
Sorry, I couldn't resist ... :oops:

gap
10-01-17, 02:58 PM
:Kaleun_Thumbs_Up: Very nice ass !!!
Sorry, I couldn't resist ... :oops:

:o

I think you should take in consideration a short break from ships and naval simulations lol :rotfl2:

Kendras
10-02-17, 05:50 AM
:o

I think you should take in consideration a short break from ships and naval simulations lol :rotfl2:

:k_rofl:

Kendras
10-03-17, 01:32 PM
Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there. And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).

I guess you should create a second unit for the war version of the ship.

Now, I think you are working on the bow section. This ship will be very nice !

I wish you Good Luck !

gap
10-03-17, 02:05 PM
Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there.

Probably some of the porthole faces are using the same texture as the wooden decks. The issue should be easily fixable by switching all the faces to use the main texture/material.


And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).

I have looked into this while working on ship's smoothing groups. For portholese to look illuminated, the central part of them should be given a "luminous" material. Unfortunately, the 3D portholes currently in place have only the external ring modelled, but not the central glass. That's something we can add, but there are hundreds of portholes: even if we illuminate only a fraction of them, putting all those small polygons is their right place is going to take some time.

Talking about the "special light texture", I didn't check how other modders (I think Anvart dealt with ship lights) have set it, but I think we can use the city lights controller to get porthole lights to be switched only after down.


I guess you should create a second unit for the war version of the ship.

I don't think so. Porthole "lights" could be stored in a library file and linked to the model through eqp file. By doing this, we should be able to switch them off by date, the same way that we change ship's paint scheme :yep:



Now, I think you are working on the bow section. This ship will be very nice !

:agree:

Kendras
10-03-17, 02:11 PM
I don't think so. Porthole "lights" could be stored in a library file and linked to the model through eqp file. By doing this, we should be able to switch them off by date, the same way that we change ship's paint scheme :yep:

Yes, but how can you control the paint sheme as well ? It's not by the eqp file, is it ? :hmm2:

gap
10-03-17, 04:46 PM
Yes, but how can you control the paint sheme as well ? It's not by the eqp file, is it ? :hmm2:

No, provided that each unit's main texture was set as configurable in its dat/gr2 file, the texture can by changed by date (and by nation) using unit's roster cfg file(s). Tha above is surely valid for SHIV and 5, but I am reasonably confident that it applies to SHIII too, though there are not examples of this feature being used in stock files.

VonDos
10-03-17, 06:25 PM
Hi mates!

Yes, i was working on bow section. Now i'm going to bed, but those are today results:

https://image.ibb.co/ihWPqb/SH3_Img_4_10_2017_1_3_2_971.png

https://image.ibb.co/j11eOw/Nuova_immagine_bitmap.png

@gap: those are ship's part who need to be reworked for light\shadow bug:
https://www.sendspace.com/file/7fs77c

Best regards,
Vd

PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue.

Best regards,
Vd

gap
10-04-17, 05:42 AM
Yes, i was working on bow section. Now i'm going to bed, but those are today results...

Excellent!


@gap: those are ship's part who need to be reworked for light\shadow bug:
https://www.sendspace.com/file/7fs77c

Okay, I will work on them this afternoon :up:


PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue.

Okay. Is the ship illuminated before her conversion to armed merchant?

gap
10-04-17, 09:14 AM
Hi VonDos,

I had a look into your files, and I must say that this time the problem isn't caused by erroneously split edges, but by some surfaces not being totally flat.

I can fix the problem easily, but maybe it is better if you send me the whole model (or at least the whole superstructure) for me to make sure that the perimetral vertices of the flattened surfaces will match perfectly the corresponding vertices of adjoining faces.

Sorry for making you to send the files twice, but as I said, at the beginning I thought the problem had a different cause :doh: :salute:

VonDos
10-04-17, 02:48 PM
Hi VonDos,

I had a look into your files, and I must say that this time the problem isn't caused by erroneously split edges, but by some surfaces not being totally flat.

I can fix the problem easily, but maybe it is better if you send me the whole model (or at least the whole superstructure) for me to make sure that the perimetral vertices of the flattened surfaces will match perfectly the corresponding vertices of adjoining faces.

Sorry for making you to send the files twice, but as I said, at the beginning I thought the problem had a different cause :doh: :salute:

Hi!
I'm sending you a PM

gap
10-04-17, 05:02 PM
Hi!
I'm sending you a PM

:up:

VonDos
10-04-17, 10:17 PM
Okay. Is the ship illuminated before her conversion to armed merchant?

She is illuminated only before war begin date, sept 1939. With war start, every porthole is darkened because unitą is no more neutral..

Best regards,
Vd

gap
10-05-17, 12:48 PM
I remind you that it would be a wonderful addition if you could create enlighted portholes for the night...


I have looked into this while working on ship's smoothing groups. For portholese to look illuminated, the central part of them should be given a "luminous" material. Unfortunately, the 3D portholes currently in place have only the external ring modelled, but not the central glass.

I was wrong: after having looked more closely into the unit VonDos is currently working on, I have discovered that porthole's central portions are modelled. At first I didn't notice them, as thei are stored in diffrent submodel than the frames. :up:


PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue.

Is the ship illuminated before her conversion to armed merchant?

She is illuminated only before war begin date, sept 1939. With war start, every porthole is darkened because unitą is no more neutral..

I have had a quick look into your Queen of Bermuda. I see you have followed my advise to store different ship parts in a separate library file, but I think you have actually overdone my suggestion lol :D

The only parts that actually had to be set as external equipments, are the ones that were historically modified during the conversion (vents, funnels, masts, part of the superstructure, etc). Imo the main hull and all the parts not modified during the conversions, should be stored directly in one of the dat files in the sea folder. Only one, not the two of them, because two (similar) units can share the same dat file (so you might also scrap the second dat file).

How can you do that, you may ask? The answer is easy: by adding the following line to the section of the cfg file, for the unit that you want to use another unit's model:

[Unit]
ClassName=BBPennsylvania
3DModelFileName=data/Sea/NBB_Colorado/NBB_Colorado
UnitType=11
...

The example above is from SHIV's USS Pennsylvania which, as you can see, uses the same files as the USS Colorado. The only files found in Pennsylvania's folder, besides the cfg and the shape files, are eqp and sns files, used for customizing the ship relative to her sister (the Colorado):

https://i.imgur.com/IB3bFcA.png

In this example, the Colorado and the Penssylvania use the same texture, but if devs wanted the latter to use a special texture, I think they could have done that by editing the following entries in her [U]ROSTER cfg file:

[Texture 1]
TextureName=data/Sea/NBB_Colorado/NBB_Colorado_T01.tga
LightmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_O01.tga
NormalmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_N01.tga
StartDate=19000101
EndDate=19991231
Frequency=1

I think the same settings can also be used in SHIII, though they are not found anywhere in stock files.

One last note: In the case of the Queen of Bermuda, having the ship set as two separate units (one being a proxy clone of the other), makes sense because the two versions of the ship had different roles and they require different unit types. For the Queen Mary, we just need one unit whose paint scheme and equipments (including the lightened windows) can be switched by date, through eqp and cfg files' start/end date settings.

PS: check your PM box :salute:

the_frog
10-05-17, 01:11 PM
gap,

you asked me once if I tried the SH4 method of defining textures for certain for periods in the roster *cfg file in SH3. My answer was I tried but without success. So, my question -- have you tested the method in SH3?

Cheers

gap
10-05-17, 02:00 PM
gap,

you asked me once if I tried the SH4 method of defining textures for certain for periods in the roster *cfg file in SH3. My answer was I tried but without success. So, my question -- have you tested the method in SH3?

Cheers

You are right. To be honest I didn't test that: I had forgot about that conversation. :doh:

I wish I could prove you wrong but, in any case, I think texture used (in case of multiple-textured models) can be controlled via campaign files: :hmm2:

http://www.subsim.com/radioroom/showpost.php?p=2512759&postcount=44

VonDos
10-05-17, 03:41 PM
gap,

you asked me once if I tried the SH4 method of defining textures for certain for periods in the roster *cfg file in SH3. My answer was I tried but without success. So, my question -- have you tested the method in SH3?

Cheers


Hi the_frog, Gap and everyone!
I also tested this method while working on Queen Of Bermuda, sadly without success. This is the cause of her strange library's configuration, with a war hull and a civil hull (and another different hull because some large parts were removed during war for create spaces for main guns). :doh:

Btw, thanks again Gap, tested now, great work with light\shadows!

https://image.ibb.co/eYj31G/SH3_Img_5_10_2017_22_29_17_423.jpg

Best regards,
Vd

gap
10-05-17, 04:39 PM
Hi the_frog, Gap and everyone!
I also tested this method while working on Queen Of Bermuda, sadly without success.

What about this other method? (see quote below)

...in any case, I think texture used (in case of multiple-textured models) can be controlled via campaign files: :hmm2:

http://www.subsim.com/radioroom/showpost.php?p=2512759&postcount=44


Btw, thanks again Gap, tested now, great work with light\shadows!

My pleasure mate :salute:

gap
10-05-17, 05:02 PM
Still talking about the illuminated windows, I have seen that you have set their material as 'emissive', similar to what Anvar made with GWX neutral ships.
This is indeed an effective and easy way to make an object to look luminous in game, but such a lights are always "on".
If you are looking for a more polished method to make ship lights to shine only at night, you can experiment with the CityLights controller. I have been looking into game files for its usage, and I think I have understood the way it works and how to set up objects/materials for it. If you are interested, I can explain here :up:

Kendras
10-05-17, 10:29 PM
Still talking about the illuminated windows, I have seen that you have set their material as 'emissive', similar to what Anvar made with GWX neutral ships.
This is indeed an effective and easy way to make an object to look luminous in game, but such a lights are always "on".
If you are looking for a more polished method to make ship lights to shine only at night, you can experiment with the CityLights controller. I have been looking into game files for its usage, and I think I have understood the way it works and how to set up objects/materials for it. If you are interested, I can explain here :up:

I'm interested ! :03:

By the way, there are also light halos (texture) to add for position lights (green and red, and on the masts) : I don't think they can be controlled to be switched off during day time. :hmmm:

VonDos
10-06-17, 04:04 AM
@Gap yes, please =) explain!

Today i've reworked a little superstructure's design. More linear and detailed:

https://image.ibb.co/mwh7vb/SH3_Img_6_10_2017_10_51_38_130.jpg

https://image.ibb.co/mas7vb/SH3_Img_6_10_2017_10_57_59_235.jpg

Next heavy work will be adjust portholes in right re-worked position...

Kendras
10-06-17, 12:50 PM
@Gap yes, please =) explain!

Today i've reworked a little superstructure's design. More linear and detailed:

https://image.ibb.co/mwh7vb/SH3_Img_6_10_2017_10_51_38_130.jpg

https://image.ibb.co/mas7vb/SH3_Img_6_10_2017_10_57_59_235.jpg


Looks clean ! :up:

Next heavy work will be adjust portholes in right re-worked position...

I can do it if you want. I would like each porthole to be at the real place, and right dimension (I think yours are a bit too small).

gap
10-06-17, 01:20 PM
Today i've reworked a little superstructure's design. More linear and detailed

To be honest I can't spot the difference but we trust you :D :up:


Next heavy work will be adjust portholes in right re-worked position...

Yep, that's the hard part :doh:

I'm interested ! :03:


@Gap yes, please =) explain!

Okay.

How it works

That's probably easier for you to understand if you look at stock files, than it is for me to explain. I suggest you to open Harbor_kit.dat using S3d, and to look for one of the house models contained in it. Let's take House08_A for example.
If you select its embedded 3D model, you will see that it got two map channels.

If you are not familiar with secondary map channels, be aware that the 1st channel is the UV projection used for mapping on an object its main texture; the 2nd channel, on turn, is used in SHIII, IV and 5 for mapping on the same object another texture (such as a specular, an ambient occlusion map, etc.), when the latter and the main texture do not coincide perfectly.

If you click on the export button, S3d will let you to choose whether you want to export only the main map channel or both channels, and it will respectively name them *.obj and *-uv2.obj . If you open those objects in a 3D application, you should note two things:


the first remarkable feature is that both objects have identical x,y and z vertex/edge/face coordinates, but different UV projections, but that's no surprise if you have read the spoiler above.

the second remark, is that the two objects use two materials each, the 1st material corresponding to the whole house, and the 2nd one being limited to a couple of "redundant" faces, overlapping the two main facades on the house model, where doors and windows are painted.


Let's have look at those material in Harbor_kit.dat now, so that we can discover how they are set.
Both of them are named Kit_00.tga, but they do different jobs, and they are set differently.
There is not much to be said about the 1st material: it got the day-time texture embedded and, as for the rest, it is set as may other materials in game. The 2nd material is a bit more unusual though; for a start, we should note that it got a texture map controller attached, being set as "Ambient Occlusion" and with a night-time texture embedded. The second remarkable feature is the CityLights controller also attached to it, with DayIntensity and NightIntensity values that can be used for adjusting the transition from light to darkness.

Summing up, we have two texture maps and two materials, with four possible combinations of them. If my guess is right, only two combinations are active in game though:

https://i.imgur.com/vKmnEtV.png

The combination of UV map #1 and material #1 is the texture we normally see. Below a certain ambient light level, as set with the DayIntensity parameter, the combination of UV map #2 and material #2 start being gradually applied to the regular texture, until it reaches it maximum when ambient luminosity falls down the level set with the NightIntensity parameter.

I ignore the detail of how game shaders blend the two textures together, but it is possible thatthe night nexture it is applied to the main texture as a self-illumination map (https://knowledge.autodesk.com/support/revit-products/learn-explore/caas/CloudHelp/cloudhelp/2014/ENU/Revit/files/GUID-DBB64CB8-6226-40A0-A56F-2E0F943E94EE-htm.html), or as a combination of self-illumination and ambient occlusion map.

How to set 3D portholes to emit light only at night

- Once you have finished moving/rotating them, group all the porthole glasses in a single object, separate from their ring-shaped frames and from the remaining ship parts. If you want, you can send the resulting object to me, for me to weld the redundant split edges (thus reducing vertex/edge count) and to rework a bit the UV map.

- After that, you should duplicate the object, assign a different material to each of the two copies of the porthole-glass-object, and re-group the two of them in a single object.

- When you have finished, export the resulting object two time, using the names whateveryouwant.obj and whateveryouwant-uv2.obj

- Create an empty library (dat) file, and copy the following chunks from Harbor_kit.dat in the new file:

https://i.imgur.com/jJnsXUj.png

A recommendation: Copy the chunks using the Ctrl **** C key combination to copy the chunks with all their subchunks. You could as well add the chuncks manually, using S3d's 'Append new chunk' or 'Append new child chunk' menus, but while working on specular maps, I have noticed that sometimes freshly created chunks, or chunks copied from an unappropriate file, don't work as supposed (I guess there might be some unknown special flags/properties that can't be seen nor edited in S3d, though the program can read/write them)

- Make sure that you have remapped all the Id's, and import the recently exported object in the 3d model chunk. If you select the one with the shortest name, S3d will automatically the one with the -uv2 suffix in its name, and it will give you the option to import it.

- Replace the textures embedded to the two materials with appropriate ones. Unless you want to paint some detail on them (like dust, sky reflections or smooth light transitions), you won't need big textures. Even the minimun size allowe (4x4 pixels IIRC) would be okay. The main texture should be painted with a shade of dark blue-grey or whatever you prefer, whereas the night texture can be painted light grey, almost white, or in a very bright tone of yellow.

- At this point, you can link the illuminated portholes to the main model through eqp file. you might also want to create a non-illuminated version of them for usage after war start.

That should be all. More or less the same method could be used for making ship surfaces, like decks and walls, illuminated at night, but for smooth light transition effects we should remap the UV projection of the second map channel, and create an appropriate texture. Probably too much work for a ship we will seldomly see in game in her neutral configuration :03:


By the way, there are also light halos (texture) to add for position lights (green and red, and on the masts) : I don't think they can be controlled to be switched off during day time. :hmmm:

The method I have described above apllies to gloving lights, but who knows, maybe we can device some trick for making it to work with light halo effects too. Imagine how cool would be our lighthouses if we manage making their light to fade away during the day and to become proportionally more shiny at night :hmm2:

gap
10-06-17, 01:26 PM
I can do it if you want. I would like each porthole to be at the real place, and right dimension (I think yours are a bit too small).

That's a deal that I would jump on VonDos, accept Kendras offer, before he realizes the troubles he is getting in :D

VonDos
10-06-17, 10:23 PM
That's a deal that I would jump on VonDos, accept Kendras offer, before he realizes the troubles he is getting in :D

More than OK for me.
PM Sent to Kendras =)

@Gap, thanks for your description!

Kendras
10-07-17, 02:50 AM
More than OK for me.
PM Sent to Kendras =)

PM sent ;)

Kendras
10-07-17, 03:25 AM
Ready to work ! :)

https://i.imgur.com/28KoPcj.png

Kendras
10-07-17, 03:38 AM
@gap: With your method, how do you think it's possible to have a halo effect around the portholes ? like this:

https://i.imgur.com/F9L9IOT.png

gap
10-07-17, 05:24 AM
Ready to work ! :)]

Wow, that's a super detailed plan :up:

Portholes are FUBAR in the model exported from SH5. all their poligons are edge-splitted, and this fact can complicate your work, besides unnecesssarily increasing the number of vertices and edges. I could weld them, but since you are totally reworking them, maybe it is easier for you to create a new porthole model from scratch, that you can duplicate n times. Only the porthole "glass". I have already fixed the "frames"

@gap: With your method, how do you think it's possible to have a halo effect around the portholes ? like this:

I think that can be done, but you should make each porthole bigger than its frame. The portion sticking out from the frame could be made transparent or it coul be painted black in the day texture, whereas the night texture would look similar to the last picture you have attached :hmm2:

VonDos
10-07-17, 05:53 AM
Wow, that's a super detailed plan :up:

Portholes are FUBAR in the model exported from SH5. all their poligons are edge-splitted, and this fact can complicate your work, besides unnecesssarily increasing the number of vertices and edges. I could weld them, but since you are totally reworking them, maybe it is easier for you to create a new porthole model from scratch, that you can duplicate n times. Only the porthole "glass". I have already fixed the "frames"



I think that can be done, but you should make each porthole bigger than its frame. The portion sticking out from the frame could be made transparent or it coul be painted black in the day texture, whereas the night texture would look similar to the last picture you have attached :hmm2:

Hi!
Will not halo be visibile on the other side of the ship, throught the hull?

gap
10-07-17, 06:33 AM
Hi!
Will not halo be visibile on the other side of the ship, throught the hull?

I don't think so. Can you see city lights through objects?

Kendras
10-07-17, 07:27 AM
I've added position lights.

https://i.imgur.com/FQLYDX8.png

Kendras
10-07-17, 07:36 AM
After that, you should duplicate the object, assign a different material to each of the two copies of the porthole-glass-object, and re-group the two of them in a single object.

How to do that ? :damn:

gap
10-07-17, 08:08 AM
How to do that ? :damn:

Simple.


Select one of the two objects in body selection mode.
Switch to face selection mode.
Right click on the geometry window.
Right click on 'Material' in the following context menu.
Enter the new material name.
Undo the selection (space bar).
Repeat the steps 1-5 for the other copy of the same object, using a different material name.
When you have finished, select both objects in body selection mode.
Right click on the geometry window.
Choose 'Combine' from the context menu.

Done :up:

gap
10-07-17, 08:55 AM
I've added position lights.

Are those halos particle effects, or they are from an emissive material?

Regarding navigation light colors, I think you can refer to the following website (see this drawing (https://upload.wikimedia.org/wikipedia/commons/2/29/Propmec50.PNG) for light visible angles)

http://www.bosunsmate.org/seamanship/lights.php

Its information is based on the International Regulations for Preventing Collisions at Sea first adopted in 1977. Prior to that, I think each country was free to apply its own regulations, but I think most countries stickied to the English maritime Law that the current regulation is largely based on.

Kendras
10-07-17, 09:17 AM
Are those halos particle effects, or they are from an emissive material?

From an emissive material.

Regarding navigation light colors, I think you can refer to the following website (see this drawing (https://upload.wikimedia.org/wikipedia/commons/2/29/Propmec50.PNG) for light visible angles)

http://www.bosunsmate.org/seamanship/lights.php

Its information is based on the International Regulations for Preventing Collisions at Sea first adopted in 1977. Prior to that, I think each country was free to apply its own regulations, but I think most countries stickied to the English maritime Law that the current regulation is largely based on.

Well, same problem as for sectorial lighthouses : the halo is always looking at camera, we can't control that. :-?

---

Else, the city light trick doesn't work for me.

gap
10-07-17, 09:47 AM
From an emissive material.

So emissive material's halo is automatically calculated... who knows, maybe also night lights have the same effect, without need of painting the halo on the texture :hmm2:


Well, same problem as for sectorial lighthouses : the halo is always looking at camera, we can't control that. :-?

Is the halo from emissive materials visible through objects? If not, you can achieve the effect by creating proper ship lantern model with the proper emissive faces angles :yep:


Else, the city light trick doesn't work for me.

Can you give me some details?

Kendras
10-07-17, 09:59 AM
So emissive material's halo is automatically calculated... who knows, maybe also night lights have the same effect, without need of painting the halo on the texture :hmm2:

Not at all ! There is an emissive halo texture painted on a square model (+ "Look at" controller attached), in addition of the lantern object (with an emissive plain color texture).

Is the halo from emissive materials visible through objects? If not, you can achieve the effect by creating proper ship lantern model with the proper emissive faces angles :yep:

Not visible throw objects, but the problem is that the halo is 3 times bigger than the lantern.

Can you give me some details?

1. opened lantern object in wings
2. duplicated it
3. combined together
4. exported twice (the second with same name + "-uv2")
5. copied the 3 nodes from harbours_kit.dat (with ctrl + C)
6. changed all id
7. imported both model at same time
8. both textures linked to this model
9. imported new textures : day texture which is dark green, and light green for night light. This second texture never appears at night or day.

gap
10-07-17, 12:09 PM
Not at all ! There is an emissive halo texture painted on a square model (+ "Look at" controller attached), in addition of the lantern object (with an emissive plain color texture).

:up:


Not visible throw objects, but the problem is that the halo is 3 times bigger than the lantern.

But you can remove the halo effects, or make them smaller, don't you? If navigation light's halos were that big in reality, it wouldn't be possible to screen them off at certain angles :yep:


1. opened lantern object in wings
2. duplicated it
3. combined together

Did you assign different materials to each copy of the original lantern, before combining them in a single object?


4. exported twice (the second with same name + "-uv2")
5. copied the 3 nodes from harbours_kit.dat (with ctrl + C)
6. changed all id
7. imported both model at same time

Make sure that S3d, in the Uv map previe section, diplays two map channels for the recently imported object.


8. both textures linked to this model

Also make sure that you didn't accidentally switch the two matirials: their position matters.


9. imported new textures : day texture which is dark green, and light green for night light. This second texture never appears at night or day.

Try making the dark green texture not so dark, and the light green texture very bright and vivid, like lime green...

Kendras
10-07-17, 01:10 PM
But you can remove the halo effects, or make them smaller, don't you? If navigation light's halos were that big in reality, it wouldn't be possible to screen them off at certain angles :yep:

Yes, but the halo will disappear at medium distance, so you won't be able to spot it from your submarine... :doh:

Did you assign different materials to each copy of the original lantern, before combining them in a single object?

No, for 2 reasons : 1/ i can't do that, 2/ if i assign 2 different materials to the object in S3D, they should be both used ? ...

Make sure that S3d, in the Uv map previe section, diplays two map channels for the recently imported object.

Yes, it does.

Also make sure that you didn't accidentally switch the two matirials: their position matters.

It was the correct order.

gap
10-07-17, 01:52 PM
Yes, but the halo will disappear at medium distance, so you won't be able to spot it from your submarine... :doh:

Well, I think it is a matter of finding the right size for an aptimal balance between light arcs and their visible range. By the way, those are the interantional rules on light visibility:

http://navruleshandbook.com/Rule22.html


No, for 2 reasons : 1/ i can't do that, 2/ if i assign 2 different materials to the object in S3D, they should be both used ? ...

That's the likely reason for your night lights not working. Stop asking yourself impertinent questions (lol) and strictly follow my instructions :O:



Select one of the two objects in body selection mode.
Switch to face selection mode.
Right click on the geometry window.
Right click on 'Material' in the following context menu.
Enter the new material name.
Undo the selection (space bar).
Repeat the steps 1-5 for the other copy of the same object, using a different material name.
When you have finished, select both objects in body selection mode.
Right click on the geometry window.
Choose 'Combine' from the context menu.

PS: If S3D asks you whether you want to import one of the subsets separately, or raather collapse collapse the two of them in one object, choose the latter option :03:

VonDos
10-08-17, 12:32 AM
Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details.
Here are first funnel horns pipes (2 with Y shape, not 2 vertical):

http://www.sterling.rmplc.co.uk/visions/funnel2.jpg
https://image.ibb.co/kzRZtw/SH3_Img_8_10_2017_8_11_58_395.png
Best regards,
Vd

Kendras
10-08-17, 04:47 AM
Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details.
Here are first funnel horns pipes (2 with Y shape, not 2 vertical)

I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

Kendras
10-08-17, 05:05 AM
So, in wings, I have duplicated the material and changed its name.

Now in game, the lantern is bright green during night :up:, but it is white during day :-? ...

VonDos
10-08-17, 05:31 AM
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

I honestly don't know this, but should be gorgeous!
Btw, voilą a "definitive" version:

https://image.ibb.co/npWWQb/SH3_Img_8_10_2017_12_26_52_695.jpg

Best regards,
Vd

Kendras
10-08-17, 06:03 AM
Btw, voilą a "definitive" version

Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctmc8l8669wtn/SH5%20-%20QM%20v1.7z

Anvar1061
10-08-17, 06:40 AM
Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctmc8l8669wtn/SH5%20-%20QM%20v1.7z
https://pp.userapi.com/c639727/v639727972/5cb4d/qLGtxvgdsyI.jpg
What do these "nlusM" files mean?

Kendras
10-08-17, 09:12 AM
https://pp.userapi.com/c639727/v639727972/5cb4d/qLGtxvgdsyI.jpg
What do these "nlusM" files mean?

Oh, I forgot to delete them...

Anvar1061
10-08-17, 09:37 AM
Oh, I forgot to delete them...

http://www.subsim.com/radioroom/images/smilies/Kaleun_Rolf.gif

Kendras
10-09-17, 04:27 AM
Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctmc8l8669wtn/SH5%20-%20QM%20v1.7z

Check the lateral lanterns (green and red) models, and try to find what's wrong . :D

gap
10-09-17, 04:03 PM
Oh, I forgot to delete them...

Check the lateral lanterns (green and red) models, and try to find what's wrong . :D

I have tried to fix them, but still no joy. By the way: I have placed one of the stock houses on top of the Queen Mary (through placement node), Its windows are lit up at night, so the idea is still valid: we just need to discover what is wrong with our implementation of it :hmm2:

VonDos
10-09-17, 04:30 PM
I have tried to fix them, but still no joy. By the way: I have placed one of the stock houses on top of the Queen Mary (through placement node), Its windows are lit up at night, so the idea is still valid: we just need to discover what is wrong with our implementation of it :hmm2:

Hi!
Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?) creating a new library object... so we will maybe have enlighted nightime portholes like a library part we can link as equipment in timeline...

Best regards,
Vd

gap
10-09-17, 05:56 PM
Hi!
Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?)

That's exactly the point: I can change names, textures, etc, but when I replace the stock house model with a similar mesh, the light effect becomes broken. :hmmm:

I must be doing something wrong. Still investigating :salute:

VonDos
10-10-17, 08:15 AM
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

Hi!
Small alternative idea!
Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace.
After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound.
Is this possible?
Is this stupid?

Best regards,
Vd

gap
10-10-17, 12:11 PM
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

I think the rudder-triggered horn was just a never realized idea. :hmmm:

What is surely possible. is doing a ship to send horn/siren distress signals when she spots an enemy (through a virtual gun muzzle flash effect) and/or when she is damaged (through damage box effects) :yep:
Hi!
Small alternative idea!
Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace.
After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound.
Is this possible?
Is this stupid?

Not stupid, but I would find the same sound looping every 10 minutes quite depressing and a bit unrealistic. After all, due to their speed, the Queen Mary and her sister ship the Queen Elizabeth were often travelling out of convoy and without escort screen. Why should they use so often their horns while sailing on a straight line, in the middle of the ocean and with no other ships around, if not for casting the attenction of any passing by attacker? :O:

P.S: I have finally managed getting night lights to work properly!
More on them later :yeah:

Kendras
10-11-17, 01:39 PM
INot stupid, but I would find the same sound looping every 10 minutes quite depressing and a bit unrealistic. After all, due to their speed, the Queen Mary and her sister ship the Queen Elizabeth were often travelling out of convoy and without escort screen. Why should they use so often their horns while sailing on a straight line, in the middle of the ocean and with no other ships around, if not for casting the attenction of any passing by attacker? :O:

And also you won't hear the horn, because you stop hearing ship's sound from only a few km ...

P.S: I have finally managed getting night lights to work properly! More on them later :yeah:

Good news ! Without drawbacks ? :O:

gap
10-12-17, 01:39 AM
And also you won't hear the horn, because you stop hearing ship's sound from only a few km ...

Well, if the sound was set appropriately, it could be heard as far as the game 3D rendering radius :yep:


Good news ! Without drawbacks ? :O:

Yes and no. For textures not requiring an opacity mask, it works like a charm. I couldn't manage setting the effect to work with alpha channels though.
As for the specular map of the La Plate lighthouse, grey tones in the alpha channel are readeither as black (fully trensparent) or white (fully opaque), thus killing the smooth transition effect of light halos.

There must be somewhere in SHIII materials/textures maps, a flag not known to Skwas while he was working on S3d, that tells the game wether to use alpha channels as B/W (1 bit) bitmaps, or as greyscale (8 bit) images. As I said in one of my previous posts, S3d can read/write these unknown adress(es), but it doesn't display them among the other parameters and properties available for editing. The workaround I used for the specular mask, was replacing the old material with one copied from a stock file, where it was used for a similar purpose. Unfortunately, I couldn't find so far a texture map chunk connected with a greyscale alpha channel. That means that I need to discover where is the flag that I need to change, and tweak using an hex editor :doh:

Kendras
10-12-17, 03:27 AM
Well, if the sound was set appropriately, it could be heard as far as the game 3D rendering radius :yep:

Not if the horn's sound is read on the ship's sound, else you will hear the ship's sound from 30 km ! So, the horn's sound must be separated from the ship's sound.

For textures not requiring an opacity mask, it works like a charm. I couldn't manage setting the effect to work with alpha channels though. The workaround I used for the specular mask, was replacing the old material with one copied from a stock file, where it was used for a similar purpose.

I see, same solution as for La Plate texture (the tower was black) ! :up:

As for the specular map of the La Plate lighthouse, grey tones in the alpha channel are readeither as black (fully trensparent) or white (fully opaque), thus killing the smooth transition effect of light halos.

So, we couldn't switch on/off our lighthouses' light halo depending on day/night period ? :wah:

Unfortunately, I couldn't find so far a texture map chunk connected with a greyscale alpha channel. That means that I need to discover where is the flag that I need to change, and tweak using an hex editor :doh:

Wow, you know how to use these things ? Else, ask Jeff Grooves. :yep:

gap
10-12-17, 11:05 AM
Not if the horn's sound is read on the ship's sound, else you will hear the ship's sound from 30 km ! So, the horn's sound must be separated from the ship's sound.

Okay :up:


I see, same solution as for La Plate texture (the tower was black) ! :up:

Yep, unfortunately it doesn't apply in this case, because among stock files I couldn't find any example of a "texture map" (type 13/0) controller with an embedded opacity mask. The latter type of controller got the usual "Disable z-buffer + enable alpha blend" checkbox though (its name is S3d is actually misleading: it should be rather called "enable alpha test"), so I suspect that also the hidden (and actual) alpha blend flag must be there, though we cannot see/edit it :hmmm:


So, we couldn't switch on/off our lighthouses' light halo depending on day/night period ? :wah:

Maybe if I manage solving the opacity issue...


Wow, you know how to use these things ? Else, ask Jeff Grooves. :yep:

Not exactly. I can perform basic tweaks, preferably under the directions of someone who knows hex editing stuff better than me, but I am a curious guy, I like to learn, and I know how to find information on the web :03:

I wish Jeff was around. Unfortunately he has been unusually silent during the last months; I hope everything is well with him.

There are several other "old school hardcore" SHIII modders who might help us on this topic, including Anvar, but none of them has ever shown interest in our mods since when I have started cooperating with you, VonDos, MLF, LGN1, the_frog, etc.

Another modder who could offer us a valid support, is Rosomaha (Russian programmers always rock!). The last year he released in the SH5 modding section an upgrade package for S3D (http://www.subsim.com/radioroom/showpost.php?p=2438679&postcount=1) that makes Skwas tool fully compatible with SH5, besides adding several other improvements to it. He, like Jeff, could probably integrate the missing options in S3d. I will drop a PM to him, but unfortunately he too hasn't been active since the month of August.

In absence of better options, I will start digging inot hex editor myself, but let me know if in the meanwhile you can think of someone else who might help us :salute:

MLF
10-13-17, 05:08 PM
There are several other "old school hardcore" SHIII modders who might help us on this topic, including Anvar, but none of them has ever shown interest in our mods since when I have started cooperating with you, VonDos, MLF, LGN1, the_frog, etc:

It must be my deodorant (or lack of it) 😝

gap
10-13-17, 06:07 PM
It must be my deodorant (or lack of it) 😝

...or my bad sense of humor :rotfl2:

I have news about night-triggered halo effects btw, and they are not good.
The ones who have read my previous posts, might remember that I suspected the existence of an hidden flag in the material controller, used for switching between two possible opacity sorting methods: "alpha test" (i.e. either fully opaque or fully transparent) or "alpha blend" (for shaded opacity masks). My hope was that, if I found this flag in SHIII materials, I could look for a similar offset in the texture map controller that must be used in conjunction with the CityLights controller, and I could set it to 'true' for enabling shaded night halo effects at night (and only at anight).
In short, what I have discovered is that there is not such a flag. The material chunk used for translucent objects in SHIII, is separate -though similar- from the regular material chunk. Differerences between the two types of material involve 7 offsets, but I coulnd't find the same sequence nowhere in the texture map material that I wanted to tweak.

https://i.imgur.com/FpXbkO5.jpg

That means no shaded light halos switching on only at nights and no lighthouse flares looking shinier at night than during the day, unless we find a way to use the city lights controller without 'texture map' materials :hmmm:

Kendras
10-16-17, 02:46 AM
That means no shaded light halos switching on only at nights and no lighthouse flares looking shinier at night than during the day, unless we find a way to use the city lights controller without 'texture map' materials :hmmm:

So, another argument to not use any halo for sectorial lighthouses (like La Vieille) ! :O:

Kendras
10-16-17, 02:55 AM
@ VonDos : Could you paint all the rails in white, instead of black, please ? :)

@ gap : I'm waiting for the working lanterns in order to use the node for the portholes i'm going to add to the hull ! BTW, could you create a correct 3D porthole for me, with the light texture I have shown you a few posts before ? (you can find this texture on a transparent background in the .dat file of an enlighted ship of GWX 3.0)

http://www.subsim.com/radioroom/showpost.php?p=2517296&postcount=109

VonDos
10-17-17, 05:59 PM
@ VonDos : Could you paint all the rails in white, instead of black, please ? :)


Easy.
I'm sending you an up-to-date version with improved funnels, reworked lifeboats (there was a bug), repainted rails and with some details repositioned:

https://image.ibb.co/nMv1Y6/SH3_Img_18_10_2017_0_48_1_714.jpg

Note: in wartime gray version, rails will appear gray.
Best regards,
Vd

gap
10-18-17, 06:07 AM
Hi guys, sorry for the late replies, but RL came into the way :salute:

So, another argument to not use any halo for sectorial lighthouses (like La Vieille) ! :O:


@ gap : I'm waiting for the working lanterns in order to use the node for the portholes i'm going to add to the hull !

I have created a simple new model for the sidelights, and I am planning to do the same for masthead and stern lights.
The new sidelights look nice; I have set their minimum rendering dimension to 1 pixel but indeed, without a halo effect, they are hardly visible from a distance.
Today I will make one last attempt at fixing the night-triggered halos. If it wont work, I will scrap them and send you the working lights without halo.


BTW, could you create a correct 3D porthole for me, with the light texture I have shown you a few posts before ? (you can find this texture on a transparent background in the .dat file of an enlighted ship of GWX 3.0)

Okay, no problem :up:


I'm sending you an up-to-date version with improved funnels, reworked lifeboats (there was a bug), repainted rails and with some details repositioned:

Got it :up:

Kendras
10-21-17, 02:45 AM
I have created a simple new model for the sidelights, and I am planning to do the same for masthead and stern lights.
The new sidelights look nice

:up:

I have set their minimum rendering dimension to 1 pixel

What do you mean ?

Today I will make one last attempt at fixing the night-triggered halos. If it wont work, I will scrap them and send you the working lights without halo.

I hope you will succeed !

Kendras
10-21-17, 07:07 AM
I have a strange problem : the first funnel is more enlighted, even if the 3D models are the same for each funnel, and light nodes are at the same height compared to the full ... :k_confused:

https://i.imgur.com/Wt2gMbN.png

VonDos
10-21-17, 10:38 AM
I have a strange problem : the first funnel is more enlighted, even if the 3D models are the same for each funnel, and light nodes are at the same height compared to the full ... :k_confused:

https://i.imgur.com/Wt2gMbN.png

Hi!
Did you modify materials with different emissions?
Or isn't this Aldo related with tested lights maybe?

Kendras
10-21-17, 11:01 AM
@VonDos : I'm going to send you my files by PM. Can you apply your last modifications (white rails, corrected bug, improved funnels ....) to my one files please ?

VonDos
10-21-17, 02:22 PM
@VonDos : I'm going to send you my files by PM. Can you apply your last modifications (white rails, corrected bug, improved funnels ....) to my one files please ?

Hi mate!
I'm sending you a PM.
I've replaced funnels 1 and 2, with updated two, but strange effect is here again.
Could be possible to use a white light instead red\orange on funnels?

Best regards,
Vd

Kendras
10-26-17, 11:00 AM
Hi mate!
I'm sending you a PM.
I've replaced funnels 1 and 2, with updated two, but strange effect is here again.
Could be possible to use a white light instead red\orange on funnels?

Best regards,
Vd

Yes, I agree with you ! What do you think about these (non completly) white lights ? Now, it will be perfect with enlighted portholes !

https://i.imgur.com/FdVexkb.png

VonDos
10-26-17, 11:37 AM
Yes, I agree with you ! What do you think about these (non completly) white lights ? Now, it will be perfect with enlighted portholes !

https://i.imgur.com/FdVexkb.png

Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

Kendras
10-26-17, 02:34 PM
Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

I will start this as soon as Gap has sent me the new porthole model I've asked him to create (and he kindly accepted). Then, I will add a dozen of them to the hull, and see if the light is switched on during the night ! :)

Kendras
10-29-17, 04:39 AM
@ Gap : if you need the GWX texture with enlighted portholes :

https://i.imgur.com/9GBu6Ue.png

gap
10-30-17, 01:25 PM
Sorry for the long waiting time guys, I have been busy with other stuff. I hope to upload something related to this mod within the next few days :roll:


https://i.imgur.com/FdVexkb.png

Nice light effect on the funnels Kendras, how did you achieve it? :up:

Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

I will start this as soon as Gap has sent me the new porthole model I've asked him to create (and he kindly accepted). Then, I will add a dozen of them to the hull, and see if the light is switched on during the night ! :)

Roger that :up:

@ Gap : if you need the GWX texture with enlighted portholes

Got them, thanks :salute:

VonDos
11-15-17, 06:27 PM
Hi mates!

Any news?

While waiting, i'm starting to think about Gray Ghost version:

http://chriscunard.com/wp-content/uploads/qm_home.jpg

Most noticeable modifications includes:
- More lifeboats and rats
- A radar on a turret in front of first funnel
- Degaussing coil running around the outer hull
- Tons of platforms and guns (most of them A\A)

https://image.ibb.co/k2qoCm/qm_home.jpg

Best regards,
Vd

VonDos
11-23-17, 06:39 PM
Playing a little with lights at night:

https://image.ibb.co/gG0Gsm/SH3_Img_24_11_2017_0_30_47_391.jpg

https://image.ibb.co/gPUWQ6/SH3_Img_24_11_2017_0_30_15_513.jpg

https://image.ibb.co/c5Ey56/SH3_Img_24_11_2017_0_29_16_138.jpg

https://image.ibb.co/hV5hXm/SH3_Img_24_11_2017_0_28_52_505.jpg

Best regards,
Vd

Jimbuna
11-24-17, 07:01 AM
Looking good :cool:

VonDos
12-01-17, 04:42 AM
Looking good :cool:

Thanks a lot mate!!

Voilą some news related with "after 1940 Sydney's conversion" timeline:

https://image.ibb.co/k2qoCm/qm_home.jpg

https://image.ibb.co/cYVFub/SH3_Img_1_12_2017_10_31_21_206.png

https://image.ibb.co/f5RzLG/SH3_Img_1_12_2017_10_32_46_789.png

Does anyone know what kind of guns\searchlights\sensors were fitted on QM, and where exactly those weapons were please?

Best regards,
Vd

VonDos
12-04-17, 11:11 PM
Does anyone know what kind of guns\searchlights\sensors were fitted on QM, and where exactly those weapons were please?


Anyone? :D

Best regards,
Vd

Jimbuna
12-05-17, 05:54 AM
Anyone? :D

Best regards,
Vd

If you look at the second reply from a 'ChrisD' you may be able to source the information you require.

http://www.britmodeller.com/forums/index.php?/topic/234916141-guns-of-the-queen-mary/

minbar1
12-05-17, 06:05 AM
It looks so cool ill have to download this. Keep up- the good work. :)

VonDos
12-06-17, 11:16 AM
Thank you so much :-)

Best regards,
Vd

Jimbuna
12-06-17, 11:22 AM
Welcome :03:

Faith
12-11-17, 09:27 AM
Are there other ships you are considering rebuilding ?

VonDos
12-11-17, 01:48 PM
Are there other ships you are considering rebuilding ?

Yes, sure. Just not today :-p

Best regards,
Vd

VonDos
12-14-17, 04:27 PM
HMT Queen Mary WIP: adding gun's platforms and other details:

https://image.ibb.co/mrbu4m/qmair.png

https://image.ibb.co/dCGu4m/SH3_Img_14_12_2017_22_16_39_976.jpg

https://image.ibb.co/cGwGH6/SH3_Img_14_12_2017_22_18_21_684.jpg

Best regards,
Vd

VonDos
12-14-17, 07:45 PM
Last update before rest time:

Added some missing vents, darkened some windows (grey-panted according ww2-era photos) and tested in mission:

https://image.ibb.co/bB2LS6/SH3_Img_15_12_2017_1_40_51_965.jpg

https://image.ibb.co/fu2yEm/SH3_Img_15_12_2017_1_41_19_361.jpg

Best regards,
Vd

VonDos
12-22-17, 04:42 AM
Up-to-date news:

Improved damage profile; correct guns rotation bugs.
Correct a small 3d glitch.
Added an "semi-historical" easter egg in timeline (you'll find this in the last war day..)

Some pics during a NYC harbour test:

https://image.ibb.co/cmjPfR/SH3_Img_22_12_2017_10_29_4_95.jpg

https://image.ibb.co/dezqLR/SH3_Img_22_12_2017_10_29_57_382.jpg

https://image.ibb.co/hvEJ76/SH3_Img_22_12_2017_10_31_17_965.jpg

There's someone interested in beta tests?
Best regards,
Vd

SquareSteelBar
12-22-17, 08:07 AM
Is it Ms. Liberty or is it Snow White? :hmmm:

propbeanie
12-22-17, 09:02 AM
She was recently sand-blasted, and the spotlights on the ground really make her "shine"... She really should have her coloring redone though, in that familiar patina... :roll:

The ship looks great, VonDos :salute:

VonDos
12-22-17, 12:45 PM
Is it Ms. Liberty or is it Snow White? :hmmm:

She was recently sand-blasted, and the spotlights on the ground really make her "shine"... She really should have her coloring redone though, in that familiar patina... :roll:

:haha::haha: :yeah:



The ship looks great, VonDos :salute:

Thanks mate!
She is in "avenced WIP status". Ready for beta testers!
Best regards,
Vd

the_frog
12-23-17, 03:27 PM
Hello vonDos,

I could do some testing from Tuesday eveening on.
In exchange, do you want to do tests with Dido?

Cheers

VonDos
12-23-17, 06:56 PM
Hello vonDos,

I could do some testing from Tuesday eveening on.
In exchange, do you want to do tests with Dido?

Cheers

Hello the_frog!
I'd be honored to do those tests for you!
I'm sending you a PM now :salute:

Best regards,
Vd

VonDos
12-30-17, 06:49 PM
A couple of pics:

https://image.ibb.co/cvvM4w/1.jpg

https://image.ibb.co/m2zQWb/2.jpg

Best regards,
Vd

diver56
01-17-18, 09:45 AM
Your Ships are one of the Best.

VonDos
01-17-18, 04:56 PM
Your Ships are one of the Best.

Thanks =)
Not the best for me, i just like make them, enjoy modding time.
Happy you enjoy results too :up:

Other ships will follow, i've a couple of wips, this is just a preview with a "reworked" upgraded hospital ship..

https://image.ibb.co/nOOcSR/SH3_Img_12_1_2018_2_21_9_13.jpg

Best regards,
Vd

GTAV Player
02-17-19, 06:18 AM
Are this ships that i can play or are this ships for the AI? How can i install them?



Thank you for helping iam new in SH3

VonDos
02-17-19, 06:59 AM
Are this ships that i can play or are this ships for the AI? How can i install them?



Thank you for helping iam new in SH3

Hi mate!
This is an AI ship, like every unit in my shipyard. You can installato her manually or via JSGME mod enabler, instruction are included into documentation, just unzip downloaded file :-)
If more instructions are needed, i'm here.
Best regards,
Vd.

GTAV Player
02-17-19, 07:29 AM
Thank you . Is it possible to add more ships to jsgme playable surface ships?


And is it possible to play surface ships in Sh5? It would be very nice to play surface ships in sh5? When there is no opton , can somebody make a mod?

VonDos
02-17-19, 03:23 PM
Thank you . Is it possible to add more ships to jsgme playable surface ships?

If i well remember a modder, Chinese U-47, creates a Warfare Surface Mod with a lot of playable units :up:

His thread:
http://www.subsim.com/radioroom/showthread.php?t=157060


And is it possible to play surface ships in Sh5? It would be very nice to play surface ships in sh5? When there is no opton , can somebody make a mod?

I've no idea about this, i haven't Sh5. Please try a tour in Sh5 Mods Workshop subforum here: http://www.subsim.com/radioroom/forumdisplay.php?s=&daysprune=60&f=249

Best regards,
Vd