View Full Version : Ship Models - request/development
chris911
11-30-05, 10:32 PM
I hope so ,too.
Here is my other project atm.
http://www.uboat.net/allies/merchants/2496.html
She will definatly be ready at the weekend.That will just become the Steam passenger liner that creates a much more historical accurate feeling than our current 50ies style one.
iambecomelife
12-01-05, 05:46 PM
I hope so ,too.
Here is my other project atm.
http://www.uboat.net/allies/merchants/2496.html
She will definatly be ready at the weekend.That will just become the Steam passenger liner that creates a much more historical accurate feeling than our current 50ies style one.
That's a good choice. The overly-modern large liner has annoyed me for some time. It's almost as irritating as that weird SH2 merchant that had the bridge behind the funnel. Ships with "retro" features definitely give a SH3 convoy more of a period look - lots of tall funnels, straight bows, etc.
Another interesting ship to mod in would be the infamous "Leopoldville". She seems to be emblematic of the lesser-known liners of between 8,000 - 15,000 tons. There's a good account of her demise here: http://uboat.net/history/leopoldville.htm IIRC, to this day her survivors are angry about the crew's conduct during the emergency.
Does anyone know how common it would have been for vessels to have deck cargo, even on Europe-bound convoys? I seem to remember people complaining on this forum that not very many ships (especially early in the war) would have been loaded with aircraft, military vehicles, and the like.
It's almost as irritating as that weird SH2 merchant that had the bridge behind the funnel.
Do you mean the "Fast Cargo"? I think she also had another funnel at the stern, didn't she? I was actually going to recreate her for fun after I got some more realistic ships done. I have never seen a WW2 freighter of that design though, nor a tanker or any other kind of ship for that matter. :-?
An interesting design, but not very realistic. :yep:
snowsub
12-02-05, 05:08 AM
K
another site for ships:
http://www.solentwaters.co.uk/
but of perticular interest:
http://www.solentwaters.co.uk/Picture%20Galleries/Old%20Ship%20Gallery/index.html
Old ships, alot from ww2 (some pictures of the ships after '45 though ;)
sorted by company.
I'm thinking one could make the aux cruiser a clone as a cruiser/merchant with no guns til '43 or so, there seems to be enough ships that looked like it back then.
but I suppose sergbuto did that with his additional merchants, just a idle thought. maybe with deck cargo?
HundertzehnGustav
12-02-05, 12:29 PM
WOOW the italian plane ROCKSSSS :rock: :rock:
Off topic, but I hust had to post this.
I was looking at merchants on uboat.net, and came across this Norwegian freighter. She looks just like a Victory ship, but she's not. She's too light, was completed too early (1937) and would have been listed as a Victory ship if she was one.
Here is a picture and a link.
http://uboat.net/allies/ships/photos/nw/elin_k.jpg
http://uboat.net/allies/merchants/2780.html
with Sansal's newest version of pack3d the vertical textures seem to be ok now
http://img232.imageshack.us/img232/5231/sh3img31220052159464066lj.jpg
bot the horizontal are still messed up
http://img232.imageshack.us/img232/9676/sh3img3122005220298435jg.jpg
anything i can do about this ?
cheers
Noline
iambecomelife
12-03-05, 05:33 PM
You can try defining it as the deck texture in Wings3d. However, this may prevent Pack3d from importing it.
That's an excellent model, by the way. With the invasion barges removed it looks much more like a civilian ship.
thanks for your reply iambecomelife, and yes indeed if i change anything about textures in wing3d i cant import it any more
maybe im doing something wrong
noline
I too am interested in a solution, as my textures are getting screwed up in exactly the same manner.
I have sent three of my ships to the dev team, and maybe they will fix them. I have the feeling that most other people would rather do it themselves though (completely understandable), and I have not heard back about the ships anyway.
BTW - That is a really good freighter, now that I can see her from a different angle. :huh: I didn't realize how good a freighter that transport would make. I think that maybe you might want to change the bridge to make her look a little more different, but if you don't, she will be completely fine as she is. :up:
Marhkimov
12-03-05, 08:20 PM
Does anyone have a clue as to how the texture cropping is defined? What file(s) hold the cropping information?
TLAM Strike
12-03-05, 10:16 PM
Haha, wouldn't it be cool if we were able to replace our own airplane models with some higher quality ones?
Now granted, let's not lose too much fps over highly detailed airplanes, but it would be nice to at least have airplanes with a "respectable" amount of detail. http://lotus49b.hp.infoseek.co.jp/download.html free Aircraft models. I've posted this before but there wasn't much intrest... maybe I just posted it in a dieing thread...
Some of those, re-skinned, would be great in SHIII! I hope someone takes it up. We could really benefit from some new planes, too :hmm:
coronas
12-04-05, 10:07 AM
Great work Noline. :up:
chris911
12-04-05, 11:19 AM
For some reason i have atm the complete different texture orientation prob with Pack 3d now .This time Pack 3D seems to mix up the Side Textures and converts them to the Deck Textures. So the Sides are ok now even with streched multi skin models but now the decks are messed up.
iambecomelife
12-04-05, 01:00 PM
Chris911, check your email. ;)
chris911
12-04-05, 01:48 PM
here is the first version of the MS Ceramic with iambecomelifes new skin.Thank u very much for those :up: :up:
http://www.freeimagelibrary.com/images/chris911/nhoscomp_1.png
http://www.uboat.net/allies/ships/photos/br/ceramic.jpg
As u can see the different areas of the diff problems are marked.
1 of course the flag position and direction
2 the messed up deck textures
3 position of the smoke is wrong atm
Ihope here are ppl who can help us solve those probs.Mail here or PM me plz.
Stealing from other units also works, here the sloop from the nelson
http://img439.imageshack.us/img439/879/sh3img4122005218575002wu.jpg
Marhkimov
12-04-05, 03:32 PM
So theoretically, you could make any object into a seaworthy vessel?
So theoretically, you could make any object into a seaworthy vessel?
yes thanks to sansal's tool :rock:
but the textures will be messed up :cry:
snowsub
12-05-05, 01:44 AM
does the textures on anyone else's WIP ships disappears when viewed from one side?
it pusses me off.
http://img227.imageshack.us/img227/3669/sh3img41220051949117652yr.jpg
Notice the handrails on the ship, but not showing on the raised bow...
http://img219.imageshack.us/img219/4060/sh3img41220051949205789pg.jpg
Now rails are showing on bow but not on the starboard side of the ship :damn: :damn:
currently trying to make
http://img221.imageshack.us/img221/1602/msnickelinerhightankersp6bz.jpg
This: M/S Nickeliner
a tanker converted to transport Ammonia Water.
Obviously only just started.
But those disappearing rails are giving me the heabies, happened with both this and another
http://img208.imageshack.us/img208/441/sh3img1311200521533859rcl2nf.jpg
Is it something that will go away once i start finishing the textures, or is it something I'm doing?
With the tanker, i didn't even touch the rails in Wings :nope:
chris911
12-05-05, 06:38 AM
those are the messed up textures we are talking about. For the hull sides try the newest pack3d to get rid of them.
I've had rails disappear, or at least get screwed up. I've also noticed parts of superstructures disappering from certain angles, but I think this is because the sections I am looking at in those cases were originally concealed and thus had no textures ever assigned to them. I don't know if that help here. :-?
snowsub
12-05-05, 06:07 PM
those are the messed up textures we are talking about. For the hull sides try the newest pack3d to get rid of them.
I'm using the newest edition of pack 3d :hulk: , I'm more worried about the rails atm
iambecomelife
12-05-05, 08:47 PM
Stealing from other units also works, here the sloop from the nelson
http://img439.imageshack.us/img439/879/sh3img4122005218575002wu.jpg
Wow; what can I say? :up: I hope you're planning to do other small craft. It would be awesome to see lots of small vessels near harbors and coasts. I've always wanted to see some of those launches and cutters on the game's capital ships float independently.
I'll volunteer to script these guys for sailing in the campaign files if you make them, too :up:
Aren't there some smaller LCI's on the deck of the LST? If there are, then these would be a good choice to do next. :hmm: Of course, it is entirely possible that I am imagining this. :(
Edit: I now realize that they were actually on the Troop Transport. :damn:
Marhkimov
12-05-05, 10:00 PM
Are you talking about the D-Day landing crafts?
haha, those would be great for invasions!
Aren't there some smaller LCI's on the deck of the LST? If there are, then these would be a good choice to do next. :hmm: Of course, it is entirely possible that I am imagining this. :(
hehe allready tried that but they kinda, huh leak :D
http://img205.imageshack.us/img205/1085/sh3img612200535751408ka.jpg
Marhkimov
12-05-05, 10:02 PM
Cross-post... hehe
Have you tried to put objects inside of little boat? Maybe some crates or something. Then you can make the crate skins black? That could probably help to mask the waterline inside of the boat.
Then throw a couple of soldiers in there and BAM! Instant Landing Craft!
this one could do with the canvas (texture wrong offcourse)
http://img208.imageshack.us/img208/3357/sh3img6122005439279843xa.jpg
ill send them all if we get the texture problem solved
:o :o :o
OK, if you give me that, I promise to script a D-Day operation for my promised Ops Mod update in the next month. Really!
:o :o :o
Marhkimov
12-06-05, 01:53 AM
Cool, a Higgins boat! :up:
But when is someone going to finally convert some of our British/American DD's into Italian DD's? I don't imagine that it would be too difficult.
Do you guys need resource materials? Is that it? Because I have that... Here, over 9200 warships from all major combatants in WWII: http://warships.web4u.cz/staty.php?language=E
Other good sites and search engines too:
www.google.com
www.answers.com
www.wikipedia.org
www.uboat.net
Do some comparisons between the shapes of Italian, German, British, and American warships. Most are very similar.
If anyone needs, I would volunteer myself to skin any of your Italian boats. Quite possibly, I might skin anything if you want me to... :hmm:
Cheers!
Marhkimov.
Marhkimov
12-06-05, 04:29 AM
How hard would it be to convert the Admiral Hipper into the Italian Vittorio Veneto?
HC Admiral Hipper Class (KMS Prinz Eugen)
http://warships.web4u.cz/ships/img/41085_001.jpg
BB Vittorio Veneto Class (Vittorio Veneto)
http://warships.web4u.cz/ships/img/20412_001.jpg
Schematic diagram comparisons:
Hipper
http://www.military.cz/ww2_ships/Germany/CA/admiralhipper/admiralhipper_schem.jpg
VittorioV
http://warships.web4u.cz/italia/bb/img/rysvittorioveneto.gif
I've done quite a bit of research, and here's what I came up with:
The Hipper is a heavy cruiser and the VittorioV is a battleship, but generally speaking their hull shapes are very similar. Of all of our heavy hull types in SH3, the Hipper hull probably most resembles the VittorioV hull. It would just need a slight lengthening (200meters to 240meters) and widening, but that's it.
Then using the Hipper as a base, add a second boiler, remove the airplanes and cranes, alter the mast, wires and bridge area. Not too too difficult, I would think... ;)
Then comes the tricky part: the armament. The VittorioV has 3 triple turrets (38.1cm / 15 in) and the closest thing we have to that is the Nelson triple turrets (41.0cm / 16 in). There is a typo with the Nelson guns in SH3; read the PS note.
But I looked at Commander1980's list of weapons (can be seen here: http://www.subsim.com/phpBB/viewtopic.php?t=42147) and saw that the Nelson turrets also come with the turret Barbettes. I haven't looked at any in-game screenshots of the Nelson, so I don't know what that means, but it can't be good.
Anyways, maybe there are some work-arounds? We could try cloning the gun and removing the barbettes, or lowering the weapons nodes on the ship so that the barbettes remain hidden from view.
Here, I even made a quick list of comparison specs between the VittorioV (red) and the in-game Hipper:
Length: 237.8m, 206m
Beam: 32.9m, 21.3m
Draft: 9.6m, 5.8m
Displacement: 41,380 t, 19000 t
Speed: 31 kts, 33 kts
And links to some schematic diagrams and more general specs:
http://warships.web4u.cz/lode.php?language=E&stat=ITA&typ=BB&trida=Vittorio+Veneto
http://warships.web4u.cz/lode.php?language=E&stat=GER&typ=CA&trida=Admiral+Hipper
Despite their major differences, they do have many similarities. I hope that it is workable...
But now that I read over everything that I have written, this would not be an easy job, would it? Am I crazy, or is it not possible to do anything that I described? By reading this long post, I hope I am not wasting your time...
I'm not a 3D modeller, or else I would've tried to make the Vittorio Veneto myself. But maybe someone else with the right skills and determination might follow through and come up with a respectable representation of an Italian Battleship... FINALLY!
Well, I can hope, can't I? ;)
Marhkimov.
PS - Regarding the Nelson turret typo...
The Nelson EQP file lists it as "14InchTripleT", and correct me if I am wrong, but the Nelson never carried such armament. Also, I cross-checked that with the museum descriptions of the Nelson, and it says 3 x triple 16". Other sites also list 16 inches as the correct size.
With that said, I can't be sure about how the dev's modelled the gun. Did they make a 16 inch gun and accidentally mis-label it as 14 inches? Or did they make a 14 inch gun when instead it should have been a 16 inch gun?
Axlwolf
12-06-05, 04:49 AM
The Hipper hull seem's similar to the Yamato hull,too.
Sadly,it's rare to see Japanese ship in the Atlantic ;)
Now we're seeing some progress. :up:
This landing craft idea should work out, if only you could fix the textures in the first one - unless you want it to be one of those glass-bottomed tour boats. :rotfl: We've really got to find a way to fix textures though - some of the errors are really annoying.
When I have a missing bulkhead or a bulkhead which appears transparent because it isn't textured, I export a bulkhead from another ship, import it into the model and resize it to fit. It has worked for several ships now. Maybe you can use a bulkead from another ship for the deck of the LCI.
Maybe some of the lifeboats from the Troop Transport can be used for something? :hmm:
i solved the textures and leaking on the landingsboat
http://img443.imageshack.us/img443/1442/lcvp5ya.jpg
but it has some other problems i dont know how to solve at this moment, the flag is upside down, and it seems to be a fps eater, also i cant move the bowwave or water that moves round the prop :cry:
does anyone know how to do this ?
thanks
Noline
Here's a solution for the upside down flah posted by Cdr Gibbs and Iambecomelife.
There is now way to stop this in Pack3d, but all is not lost. The fix is a simple Hexedit
Ok, Open the ORIGINAL ship data file in your Hex editor, do a 32bit Float search for this value : 3.1415925. This will highlight several enteries. Goto the cfg.Flag entery and above it u will see a 32 bit float value as above. The very last 1 before the text cfg.flag is the 1 u are after, With left mouse button click and drag over this value, right click, copy. DONT CLOSE the dat file, now open your Modded ship and do a text string search for cfg. goto the cfg.flag. U should now have 2 dat files open in ur hex editor. Compare the 2 cfg.flag enteries, in ur modded ship u will see that the 32bit float entery : 3.1415925 in the last instance in the original ship dat file is missing from ur modded ship dat file. Locate the 32bit float value in ur modded dat file ( value will be 0 ) and select the float value and right click paste. Flag now right way up.
Its the same 32bit float value IF you have any gun mounts upside down, also its the last instance of said gun mount. Every item thats placed on a ships hull has in total 6 required values for its possy. 3 for XYZ as per norm plus 3 for its rotation bundle also in XYZ format but from left to right its X. Z. Y. Always remember that Y and Z are swaped around.
I'm having trouble with it though - I've got another thread about that.
thats quick :P
can we not do this in pack3d, i know i sometimes have to turn nodes round with exacly the same number
i say this because i dont know anything about hex editing :88)
chris911
12-07-05, 07:42 PM
HMS Ceramic nearly done!Skin is done by Iambecomelife Thanks :up: :up:
Side view
http://www.freeimagelibrary.com/images/chris911/seite.png
http://www.freeimagelibrary.com/images/chris911/halbvorne.png
Captain Class Brit Frigate
http://www.freeimagelibrary.com/images/chris911/captainhinten.png
Will get new Skin by markimov in some days I hope. :up: :up:
phatmatt
12-07-05, 08:12 PM
i love the ships you people make :yep: is there a place to get the data for them? i want to sink em :arrgh!:
iambecomelife
12-07-05, 08:38 PM
It's hard to tell when they're coming out. I'm planning on releasing my ships as a separate pack that definitely won't be released until early 06. However, we've been discussing among ourselves other methods of getting them out.
chris911
12-07-05, 08:52 PM
but it has some other problems i dont know how to solve at this moment, the flag is upside down, and it seems to be a fps eater, also i cant move the bowwave or water that moves round the prop
does anyone know how to do this ?
Look here :http://www.subsim.com/phpBB/viewtopic.php?t=45926
Here are two ships which are now ready to display. Neither breaks in two correctly yet though, but I will fix that soon.
Thank you to everybody who helped me out with a lot of the problems which I was having with these.
Lake Ship:
http://img482.imageshack.us/img482/5900/lakeship015sk.png
http://img482.imageshack.us/img482/1340/lakeship029ex.png
Kyle Coastal Merchant:
http://img482.imageshack.us/img482/5834/kyle010gz.png
http://img482.imageshack.us/img482/5669/kyle029ry.png
The skins are stock.
Wow, those are excellent, and especially great job on the two-house laker! :up:
And Chris' Ceramic ain't looking too shabby either - great additions.
I an't wait for when all these are released :88)
chris911
12-08-05, 06:35 AM
Those two look very nice , i only think that u should add some parts to the Masts/Cranes cause atm they look like sth. is missing.
Marhkimov
12-08-05, 07:17 AM
Hey Chris911,
I should have some Captain Class skins ready by later today. I've already finished a no-camo skin, so all I have to do is paint a few camo ones and I'm done.
P.S. You should make the Captain Class a multi-skin ship. It looks too awesome to only have one skin. :D :up:
Here's some improvements to the masts/cranes.
http://img263.imageshack.us/img263/8108/lakeship032in.png
http://img263.imageshack.us/img263/6556/kyle037nq.png
Marhkimov
12-08-05, 12:59 PM
AG124,
Wow, those actually look like totally different ships! Awesome job! :up:
phatmatt
12-08-05, 01:52 PM
Wow! what program are you guys using im very interested in knowing :hmm: and i like the improvments on those ships there AG124
iambecomelife
12-08-05, 06:10 PM
:o :up:
First I couldn't wait for the images to load up; now I can't wait for the release date.
Are they the stock coastal merchant size, or did you enlarge the hull?
Also, I've noticed that all of the great lakes-style ships sunk by U-Boats seem to have been relatively small (less than 5000 tons). Do you know if any of the large lake carriers traded on the Atlantic?
Marhkimov
12-08-05, 06:47 PM
Just a friendly reminder to all of you modders...
If you clone a ship, make sure you remember to rename the textures. You MUST do this, or else the cloned ship and the parent ship will share the same skins.
Not to single him out, but I saw Chris911's Captain Class, and the textures were still listed as NDE_Buckley512. In this case, the Buckley and the Captain will share the same skin. But of course, we want each ship to have its own set of skins.
I'm not sure how to do it, but I know for a fact that the names MUST be changed.
I think Iambecomelife knows how to do this. Could you tell people how?
Thank you for all of the compliments. :D And now for the questions.
Are they the stock coastal merchant size, or did you enlarge the hull?
I did enlarge the hulls of the Heavy Merchant and Lord Strathcona (the HM is posted on another thread and the LS has never ben finished) but these two have pretty much stock KSQ hulls. The Kyle has a slightly different bow though.
Also, I've noticed that all of the great lakes-style ships sunk by U-Boats seem to have been relatively small (less than 5000 tons). Do you know if any of the large lake carriers traded on the Atlantic?
I've noticed that too, and it's quite unusual considering that post-WW2 Lakers have been quite large. However, the largest one listed on uboat.net that I have seen was a little over 1,900 tons. I guess if there were any larger ones on the Atlantic, there were few in numbers, and none were sunk.
It's also interesting to note that all but two of the ones I have seen are Canadian. One was Brazilian (don't remember the name, but she was converted to a tanker) and the other was British (the Livingston). The Livingston doesn't have a picture on uboat.net, but I have seen two pictures of her (including one of her bow sticking out of the water before sinking) and she was indeed a Laker.
The tonnage of mine will be set around 1,700 GRT.
Wow! what program are you guys using im very interested in knowing
I am using pack3d (created by subsim member Sansal) to export and import files, and wings3d to edit them.
I haven't worked on any skins (I doubt I would be any good at it) but I do have programs to edit .tga's. Someone else could help you out more in this area though.
I recommend that anyone who is interested in making new ships to download these programs and give it a shot. The more ships we get the better.
Does anyone know if there is a limit to the number of ships that can be added to the game?
Now that I can get rid of crates, Here is the Rose Castle without that crate intersecting the bridge. I have also widened the bridge on the Z axis.
http://img224.imageshack.us/img224/9917/rosecastle054vq.png
iambecomelife
12-08-05, 08:56 PM
Just a friendly reminder to all of you modders...
If you clone a ship, make sure you remember to rename the textures. You MUST do this, or else the cloned ship and the parent ship will share the same skins.
Not to single him out, but I saw Chris911's Captain Class, and the textures were still listed as NDE_Buckley512. In this case, the Buckley and the Captain will share the same skin. But of course, we want each ship to have its own set of skins.
I'm not sure how to do it, but I know for a fact that the names MUST be changed.
I think Iambecomelife knows how to do this. Could you tell people how?
For single-skin ships I believe you can run a simple plain text search for the tga file in a hex editor and rename it. That is, just use edit-->find, type in the original name, and replace all found instances with a name that has the same # of characters. That's how I gave the H8K "Emily" a different skin from the Sunderland.
For multiple skin ships, just rename the tga files according to the unit's prefix. Be advised, though, some multi-skin ships just don't seem to work. That single-skin NKGN ship I was complaining about earlier is, in fact, one skin. For some odd reason certain vessels based on it work with more than 1 tga, while others don't.
chris911
12-08-05, 09:12 PM
Hehe, prob is that i work other way round i first test the 3D changes and than later go to textures as i can t texture myself.
but i will install the MVP later so that i have all the ships multiskinned and serges multiskin pack . BTW tomorrow i will maybe have a first version of an Victory based Fast Cargo with about 7000 tons ready.
Marhkimov
12-08-05, 09:23 PM
It's ok.. It was just a friendly reminder. ;)
chris911
12-08-05, 09:26 PM
I know , NP . But be Careful or i will "appoint" you my offical skinner.... :D :D :D
Der Teddy Bar
12-08-05, 09:39 PM
Now that I can get rid of crates, Here is the Rose Castle without that crate intersecting the bridge. I have also widened the bridge on the Z axis.
http://img224.imageshack.us/img224/9917/rosecastle054vq.png
WOW :rock: Your ships will add so much value to SHIII!
Marhkimov
12-08-05, 09:43 PM
I agree. That's one of the best cloned ships I've seen so far... It looks just awesome!!! :up:
Thank You. :up: I also have a 9,000 GRT fleet oil tanker under construction, but she's not turning out so good. I will try to fix her up a bit in the morning.
timetraveller
12-09-05, 08:43 AM
Hey Guys,
Do we need a utility to make it easier to rename TGA file references in DAT files? Changing all these file names in an hex editor is the tedious way to do it.
I could whip up a utility which would display all TGA file names in a list box, then you could select each one and rename it. The rename would change all references in the DAT file to the new name.
Let me know.
TT
iambecomelife
12-09-05, 08:45 PM
Hey Guys,
Do we need a utility to make it easier to rename TGA file references in DAT files? Changing all these file names in an hex editor is the tedious way to do it.
I could whip up a utility which would display all TGA file names in a list box, then you could select each one and rename it. The rename would change all references in the DAT file to the new name.
Let me know.
TT
That would be helpful, although I think a ship will only have two or three references to tga files at most. It's not very hard to do it manually, but it might be more convenient.
EDIT: I just wanted to add a suggestion. Do you know if you could create some additional tweak files, especially for the explosions and remaining effects? I've had lots of fun working with the smoke for the last couple of days... :hmm: I'd much prefer this to a tool for tga's since manually renaming doesn't really bother me. Again, just a suggestion.
I have another ship ready for viewing here. She originally started out as the tanker E. G. Seuber, but developed into a generic fleet tanker instead. :know: She is not armed yet though, and lifeboats are not properly positioned.
I am happy with the way the T2 tanker deck fittings fit, but I am not happy with the bridge, textures, or all the life rafts along the side (stuck there after I lowered the superstructure :damn:). I may remove them. I don't know whether she is worth releasing or not. :-?
Anyway, here's two pictures. The parent ship was the Troop Transport.
http://img461.imageshack.us/img461/1980/eg012jy.png
http://img359.imageshack.us/img359/3637/eg022ay.png
:o
That's about the most different-looking ship from its parent platform that I've seen.
Go for it! I want that one to be in!
timetraveller
12-10-05, 10:25 AM
That would be helpful, although I think a ship will only have two or three references to tga files at most. It's not very hard to do it manually, but it might be more convenient.
EDIT: I just wanted to add a suggestion. Do you know if you could create some additional tweak files, especially for the explosions and remaining effects? I've had lots of fun working with the smoke for the last couple of days... :hmm: I'd much prefer this to a tool for tga's since manually renaming doesn't really bother me. Again, just a suggestion.
Hi iambecomelife,
Actually that's what I've been working towards the last three or four days. particles.dat is so big and complex I had to take a step back and rewrite about 20% of SH3 File Analyzer to decode it. That's just about done. Now, using File Analyzer, I can create tweak files for Mini Tweaker almost automatically. Doing it by hand was just not cutting it. Too much work, and particles.dat has almost 300 different items. I should have some new particle tweak files out early next week.
Special requests?
TT
Im not sure AG124 but i think you need to make your ships wider they all look so narrow (could be me), for the rest they look great :up:
I think my little boats are allmost ready i made one more, a small patrol boat :
http://img383.imageshack.us/img383/2294/patrol9io.jpg
maybe for the US auxillery coastguard :-j
I made the Heavy Merchant wider, but the rest are the stock width. A tanker would probably be wider than a small troopship though, so maybe I will make make this one bigger. :hmm:
iambecomelife
12-10-05, 06:22 PM
That's a really good-looking model, AG124. I especially like oilers that don't look exactly like civilian tankers; you can tell it's an auxiliary by the number of life rafts along the side, among other features. I suggest you keep them :D .
http://i33.photobucket.com/albums/d54/iambecomelife/Libbase2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Libbase1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Libbase3.jpg
Here's my latest ship - a generic freighter of 5500 tons (give or take). It's my first successful effort at solving the tonnage inflation problem. The ship's approximately 400 scale feet long, and is a descendant of the liberty ship. It was a headache to complete, and I had to start over from scratch at one point, but it's nearly done. I like this civilian skin, although you wouldn't have seen such a heavily armed merchantman at the beginning of the war, AFAIK. It's multi-skin capable, thanks to Sansal's latest pack3d version. There's still some cleaning up to do with some of the nodes and 3d objects.
Marhkimov
12-10-05, 06:26 PM
Holy crap... :huh: :huh:
chris911
12-10-05, 06:35 PM
Very nice one , but can t u edit the platforms away for the first years of the war, Should be possible imho.
iambecomelife
12-10-05, 06:44 PM
Very nice one , but can t u edit the platforms away for the first years of the war, Should be possible imho.
Yep; the final version will definitely not be bristling with guns - at least not until 42-43 :rotfl: . Seriously, some merchants like the Victory Ship and transport are as dangerous as destroyers to a surfaced U-Boat, and I definitely don't want people to encounter this kind of thing early in the war.
I can get rid of the MG platforms with some editing of the eqp file. The big bow and stern platforms I might keep (without armament in 39-41), since they look a bit like the docking bridges and deckhouses you see on some ships.
While we're on the subject, has anyone noticed that there's semi-random merchant ship armament in game? I was playing a custom convoy mission and I noticed that some ships of the same class had American 40mm's on their AA gun mounts, while others were equipped with British pom-poms.
Marhkimov
12-10-05, 06:51 PM
While we're on the subject, has anyone noticed that there's semi-random merchant ship armament in game? I was playing a custom convoy mission and I noticed that some ships of the same class had American 40mm's on their AA gun mounts, while others were equipped with British pom-poms.
That's strange... I didn't think SH3 did that. Hmm, I never really paid much attention anyways.
:o :up: Your ships keep getting better and better.
How do you gat the textures to show up correctly? My Liberty Ship-based freighter has terrible texturing, and that's nothing compared to the Fleet Tanker. :-?
Thats it...
Someone is going to owe me a new keyboard with all the drooling you are causing me to do into it!!!! :rotfl:
I cant wait for these models to be finished and able to be gotten ahold of for SH3 use. :up: :up:
chris911
12-10-05, 07:53 PM
WIP A Fast Freighter in the 6500 tons range based on the Victory Ship :
http://www.freeimagelibrary.com/images/chris911/fastfreighter.png
What do u think? After a reskinning She will certainly not look to close to her parent.
Or do u think i should change more?
iambecomelife
12-10-05, 08:00 PM
:o :up: Your ships keep getting better and better.
How do you gat the textures to show up correctly? My Liberty Ship-based freighter has terrible texturing, and that's nothing compared to the Fleet Tanker. :-?
This model has the same deck/hull texture problem as yours. It doesn't bother me, since many of the hull plates and lifeboat textures can actually pass for decking.
I think I've found out what was causing my multiple skin ship problem. To get multi-skins to work properly you need to export the vessel's hull and then import it back with Pack3d after making changes. I'd been making changes to the extracted obj file itself and reimporting it whenever I changed the hull object. This caused it to use a wings3d-generated mtl, which apparently caused trouble. In short:
1. Make changes to the hull object in wings3d
2. Import it
3. Export it
4. Import again for proper texturing
Marhkimov
12-10-05, 08:21 PM
@ chris911,
You probably should make some more changes to the model. IMHO it still bears too much resemblence to the victory ship.
Chris911, your ship is looking good, (looks kind of like that Norwegian freighter of which I posted a picture), but maybe some changes would help. I'd use some more generic looking cranes for example. Maybe you can resize the cranes from either the Coastal or Small Merchants. :hmm:
I have just tested the Rose Castle in a test mission. Although she is not yet armed, she explodes and breaks in two very nicely. There are still some problems to work out though:
1. As I mentioned, she needs new gun nodes, as most of the orginals are no longer in their right places. This should be relatively easy (at least I hope).
2. The broken halves need some work. I did a rushed job halving the ship - I can easily make better halves, but the ones I did make had their good points. For example, messed up node points actually looked like distorted deck. In addition to using the features Iambecomelife showed us, I may move around a few nodes to distort textures - it does look like crumpled steel.
3. I will probably make part of the bridge a part of the main hull - right now the entire structure is a separate object. I thought it would look good when it collapsed into the water, but it actually means when she is carrying Ammo, the rest of the ship looks like an empty barge. So I will leave part of the bridge as part of the hull - I am already pondering different ways to make it look like battle damage and am coming up with interesting ideas. :hmm:
(BTW - The ship looks much better with a grey skin instead of red. :huh:)
However, none of this will be completed until next Thursday. I have one more university exam left to go, and this short break between exams is over. :(
chris911
12-10-05, 08:46 PM
(looks kind of like that Norwegian freighter of which I posted a picture)
Yes that is exactly the tybe of ship i wanted to make.For the cranes i think that they tend to look older when they have another colour like yellow.Maybe i should get rid of the forward gun platform .Also the look will be different iff she has a Black,Dark Blue, Green Hull and white,phale blue , cream to yellow coloured Superstrukture.
I hope Markimov can help me with that , too. When he finds some time off the smoke Texxture things.
Marhkimov
12-10-05, 08:59 PM
Oh, whoops. I sent you a plain grey skin. At the moment, all I have are late war skins. Most of them are dull, bland, and grey.
iambecomelife
12-10-05, 09:13 PM
(looks kind of like that Norwegian freighter of which I posted a picture)
Yes that is exactly the tybe of ship i wanted to make.For the cranes i think that they tend to look older when they have another colour like yellow.Maybe i should get rid of the forward gun platform .Also the look will be different iff she has a Black,Dark Blue, Green Hull and white,phale blue , cream to yellow coloured Superstrukture.
I hope Markimov can help me with that , too. When he finds some time off the smoke Texxture things.
Oh, the "Elin-K?" That's a really good rendition of it; now it makes sense that it looks a lot like the Victory Ship. One suggestion - I just found out that resized gun platforms make excellent bridges. You may want to alter the bridge so that it's a bit easier to tell from its parent.
One suggestion - I just found out that resized gun platforms make excellent bridges.
That's what you used in your 5000 ton Liberty-based freighter. Yes it does look good - very good indeed. :hmm: Now you've got new ideas in my head again. But first, I have to finish the ships I have already started so that they are ready by the end of December
irishred
12-10-05, 11:14 PM
:huh: @ that 1900s style Merchant
The new merchant shipping being constructed is simply wow, keep up the good work! :P :up:
Excellent work guys, excellent!
I've got a soft spot for merchantships with a straight bow like they had in the early 1900's. :)
chris911
12-11-05, 11:27 AM
What do u think now ? still too close ?
http://www.freeimagelibrary.com/images/chris911/newff.png
still looks like a victory to me Chris i think you need to change more
i guess every time you use that hull and bridge together it will look like a victory
cheers
noline
chris911
12-11-05, 04:03 PM
But thats the goal of it she should look like a Victory without beeing one as there where quite some ships like the "Elin K" which had that look but weren t of the Victory Class cause they were constructed in the late 30ies.
Marhkimov
12-11-05, 04:46 PM
So I guess it's up to the skin to make it "un-victory-like"... :hmm:
chris911
12-11-05, 04:51 PM
Don t wanna say it, but... guess you re right...
Now that I see a pic of the "Elin K" she does look very much like a Victory class.
http://www.warsailors.com/singleships/elink.html
Looking good :up:
ok my first attemt to make a different merchant
http://img492.imageshack.us/img492/1793/mefr6pf.jpg
what do you guys think
:o :o :o
How did you make that hull!? I don't recognize it. I do recognize the bridge from the Large Cargo however - it fits quite nicely here. Great work. :up:
HundertzehnGustav
12-12-05, 12:24 PM
WIP A Fast Freighter in the 6500 tons range based on the Victory Ship :
http://www.freeimagelibrary.com/images/chris911/fastfreighter.png
What do u think? After a reskinning She will certainly not look to close to her parent.
Or do u think i should change more?
whoooooo.... niiice i like that Bow !
:sunny: :-j :up: :up:
HundertzehnGustav
12-12-05, 12:27 PM
Noline, that looks defnitely "dutch" to me. not a high hull, and very long, clean looking.
simple? maybe but i like it a lot.
now some wood texture and its perfect. :D
:o :o :o
How did you make that hull!? I don't recognize it. I do recognize the bridge from the Large Cargo however - it fits quite nicely here. Great work. :up:
its a c3 hull, sunk somewhat
And I've never considered using the C3 for anything. :nope: That goes to show how wrong I was. :oops: I may consider it for something later, although the freeboard will have to be reduced as you have done. Great work - it really looks like a whole new ship.
iambecomelife
12-12-05, 06:12 PM
ok my first attemt to make a different merchant
http://img492.imageshack.us/img492/1793/mefr6pf.jpg
what do you guys think
Great job. :up: It reminds me of the UK's mass-produced motorships of the 1930's but with the superstructure further back. Very clean lines, and that sharp bow makes it look like a late model ship (1930's-40's). One minor sug - maybe a modded funnel? IIRC more modern ships tended to have shorter, wider funnels than ships of the 1900's-1920's. I guess it all depends on the type of look you're going for.
What's the tonnage, and is it the same size as its parent? I never can tell through screenshots. :88)
coronas
12-12-05, 06:55 PM
This hull and superstructure more large, two funnels, perfect for a new linner or a mixed cargo and passengers. Great work!
phatmatt
12-12-05, 06:55 PM
Cant wait to come across this merchant. great job on that ship i like very much indeed :up: . it differs much from what i seen yet, which is a good point, i like to see some new stuff here and there :yep:
And I've never considered using the C3 for anything. That goes to show how wrong I was. I may consider it for something later, although the freeboard will have to be reduced as you have done. Great work - it really looks like a whole new ship.
thanks :D i just use timetravellers inspector to change the ships draft, works excellent
What's the tonnage, and is it the same size as its parent? I never can tell through screenshots. :88)
its between the small merchant (the parent) and the c3 in size so it must be around 3500 tons i guess
here seen with a small merchant and a C3
http://img203.imageshack.us/img203/1653/3ships3ys.jpg
i did change the funnel a little allready maybe longer and thinner you say ?
cheers
Noline
Hudsonhawk
12-13-05, 06:00 AM
WoW!!!!!!!! :o :o .........Great Stuff!!!!!! :rock: :rock: :rock:
chris911
12-13-05, 09:07 AM
Very nice one.For all the ships that are now made i suggest we make a library of the names we use so that noone uses the same on two different Vessel.
For the Beginning I atm use:
NFF = Fast Freighter (The Elin K)
NLOL =Large Old Liner (The MS Ceramic)
DE_Captain=Brit Captain Destroyer Escort
BB_Warspite= Guess
BB_QE =Will be old Queen Elizabeth
chris911
12-13-05, 03:21 PM
BTW. NoLine : What Progam do u use for 3d editing as ur modells don t look as if they suffer the same Texturing Probs as mine or those of the other guys. Or do u a "special trick "how u asingn the *.tgas?
List of all designations used by me so far.
AMM = Pyro Ammunition freighter.
RC = Rose Castle Ore Carrier.
BLZ = Belize Freighter.
KYL = Kyle Coastal Merchant.
EG = Fleet Tanker (designation to be changed).
COT = Coastal Tanker.
LAK = Lake Ship.
OTMS_TO = Generic Tanker.
NHM(?) = Heavy Merchant (Forget designation, don't have the ship with me right now).
LS = Lord Strathcona Freighter.
CH = Chatham Troop Transport.
MEI = Meigle Coastal Merchant.
DAY = Dayrose Freighter.
NWP = Nipiwan Park Tanker.
The last five are still under construction, but will not be finished for awhile.
Are there any problems with any of these?
chris911
12-13-05, 03:52 PM
Not With me Lets wait for NoLine and Iambecomelife.
Marhkimov
12-13-05, 03:57 PM
Holy cow! I am forseeing a lot of ships in our future... :D :up:
But lets get down to the dirty business... How will everyone release their boats?
Some people have already stated that they will send their ships to the devs. But others are not sending their ships... So what's the deal with the devs? What can they do that you guys cannot do?
Later on, would it be nice if you all got together and released a huge merchant boat pack or something?
chris911
12-13-05, 04:07 PM
The Devs thing is gone and atm we are at our own thats why we need to find out how the Texturing works , and maybe even how to edit the Zones of the ships . I suggested to iambecomelife and AG124 that be do make a mod together where we put all our ships in but maybe we will make different packeges that have a special theme like ( Add Warships, Add Tankers, aso.....)or everyone is doing his own package as we have not talked about that yet. Btw everyone who has no team yet can maybe post here if he wants to join and maybe could send a list of the ships he develops so that no codes are used twice by other persons.
chris911
12-13-05, 04:12 PM
It is also maybe a good idea to send the ships that a ready to Rubini and the guys that made the IC mod so that the ships can be asignd to convois and/or the SCR layer of HT so that we can see our work in the future World of SH III mods.Of course we have to ask them first...
Marhkimov
12-13-05, 04:13 PM
Yes, I had a feeling that the devs are down the toilet. No one can be trusted, but our own community. :up:
If everyone gets together, things would be more convenient to download and install, and you guys could make sure that all of the ships work together as planned (i.e. no similar codes).
Tankers, merchants, warships, etc... Seperate packs; I like that idea.
BTW. NoLine : What Progam do u use for 3d editing as ur modells don t look as if they suffer the same Texturing Probs as mine or those of the other guys. Or do u a "special trick "how u asingn the *.tgas?
i use wings 3d just like you guys do, right ?
and basicly leave the textures alone
i think its more about taking screenshots :-j
i use these names now
MTR=medium transport
MEFR=medium freighter
LCVP=landing craft
SMTR=small transport
smallboat=a small boat
smbo=another small boat
but we need to get this texture problem solved first and ive to do things like reflexion, shadows and broken up ships (has anybody done this ?)before i can release them :cry:
but then the allied ship building program can really take of :rock:
and releasing the ships together would be better imo regarding the german and englishnames.cfg
cheers
Noline
I too am thinking that maybe a combined ship pack would be a good idea for merchants. :hmm: I think it would best to group all types of merchants together though - tankers, troopships and freighters - instead of releasing a pack for each type. But that depends on the interest from other members.
I also think that the unused designation 'Replenishment' (type 100) should be used for naval auxiliaries (submarine depots, destroyer tenders, seaplane carriers, repair ships, general stores ships, aircraft transports, etc.). I don't believe the designation is being used for anything else. :hmm:
Capital warships, like Chris's Warspite, should get their own release though.
chris911
12-13-05, 05:20 PM
Capital warships, like Chris's Warspite, should get their own release though.
Thats for sure cause i won t have her finished anytime soon.
iambecomelife
12-13-05, 08:24 PM
A few thoughts:
1. I agree we need to decide how to organize our releases. Not everyone is particularly interested in cargo ships, so if we release dozens of them at a time we can get the most bang for our buck. A combined release, as AG124 suggested, is most likely best.
2. I'm not trying to regulate people's modding, but IMHO we should concentrate on creating large numbers of small-to-medium sized merchant ships - the neglected 1000-5500 ton range. I realize that most ship fans out there are into big liners and the like, but most vessels of the time would have been these "average" types. To do my part I most likely will not release some of the earlier NKGN ships I created, particularly those that only featured minor 3d changes. Now that it's easier to make small ships I can easily replace them with more plausible models. That latest ship I posted screens of is one of these replacement models; I have another that's almost screenshot-worthy.
3. We need to consider the filesize of the release. Maybe a large, collected pack for some users, with smaller packs for people with slow connections? I like to give my ships lots of skins, and hopefully this won't cause problems. I really wanted to clone ship models so that nationality-based ship skins could exist, but I don't know if this is going to be feasible. Perhaps we can release them with only one or two skins, and then create a skin pack with several MB's-worth of tga's that can be downloaded separately?
BTW, since researching the period companies is something of a hobby for me I'd be happy to skin people's models based on whatever historical doc's I can find. Plus, I have enhanced some of the skin parts used in the old MVP's, and would like to try them out...
chris911
12-13-05, 08:54 PM
Sounds good in all 3 points . i think the skin cloning is better done later cause atm we don t know how much ships the game supports and with about 45 mechants and tankers we will have a the end eych with 3 skins that makes 135 five different looking ships in the game which surly is enough to have our goal of convois with 30 ships in which there is not one ship equal to another highly possible.
BTW Could you please make a list of the names which u use so that we avoid doubles.
Atm i See:
ps.: i have atm 2 merchant vessels releasable if skinned (Btw iambecomelife :do u have some spare skinns for the victory ?best would be some early war style like black Hull white or light blue bridge or sth. like that ??).
To do my part I most likely will not release some of the earlier NKGN ships I created, particularly those that only featured minor 3d changes. Now that it's easier to make small ships I can easily replace them with more plausible models.
:huh: :( Don't delete them though - we may still have a use for them later, after many other types have been created which balence the tonnage. At the very least, if you decide to get rid of them, can I have copies to use on my own install - I really liked them.
Anyway, these are my own approximate tonnages for the ships I listed:
Freighters:
AMM = Pyro Ammunition freighter - 7,025.
RC = Rose Castle Ore Carrier - 7,803.
BLZ = Belize Freighter - 2,153.
KYL = Kyle Coastal Merchant - 1,055.
LAK = Lake Ship - 1,713.
NHM(?) = Heavy Merchant - 4,506.
LS = Lord Strathcona Freighter - 7,335.
MEI = Meigle Coastal Merchant - 1,060.
DAY = Dayrose Freighter - 4,113.
Tankers:
EG = Fleet Tanker - 9,018.
COT = Coastal Tanker - 2,104.
OTMS_TO = Generic Tanker - 6,977.
NWP = Nipiwan Park Tanker - 2,373.
Troop Transports:
CH = Chatham Troop Transport - 5,649.
I have rough plans for other ships, but have too many incomplete right now:
800 GRT freighter. The Meigle Coastal merchant may be reduced to this tonnage from her actual tonnage, as she will only be a representation of the actual ship anyway.
http://www.geocities.com/meiglelounge/meigle.jpg
Also, a 2,200 GRT passenger/cargo freighter.
http://uboat.net/allies/ships/photos/br/caribou.jpg
http://upload.wikimedia.org/wikipedia/en/4/4e/SSCaribou1925.jpg
These were some others which interested me - the tonnages are under the pictures:
http://uboat.net/allies/ships/photos/be/emile_francqui.jpg
5,859 GRT
http://uboat.net/allies/ships/photos/pa/granville.jpg
4,071 GRT
http://uboat.net/allies/ships/photos/br/llangibby_castle.jpg
11,951 GRT - small for a troop transport.
http://uboat.net/allies/ships/photos/be/mercier.jpg
7,886 GRT
http://uboat.net/allies/ships/photos/ca/princess_marguerite.jpg
5,875 GRT
http://uboat.net/allies/ships/photos/nw/taranger.jpg
4,873 GRT
iambecomelife
12-13-05, 10:09 PM
Sounds good in all 3 points . i think the skin cloning is better done later cause atm we don t know how much ships the game supports and with about 45 mechants and tankers we will have a the end eych with 3 skins that makes 135 five different looking ships in the game which surly is enough to have our goal of convois with 30 ships in which there is not one ship equal to another highly possible.
BTW Could you please make a list of the names which u use so that we avoid doubles.
Atm i See:
ps.: i have atm 2 merchant vessels releasable if skinned (Btw iambecomelife :do u have some spare skinns for the victory ?best would be some early war style like black Hull white or light blue bridge or sth. like that ??).
I'll try to touch up some MVP civilian skins for you. I had modded the Victory Ship as a generic freighter that appeared at the beginning of the war-hence the civilian paint schemes. With all the new cargo ships being created this will no longer be necessary.
@AG124 - Don't worry; most of them are still going to be released, in some form or another. I'm considering dropping the following three ships: a generic, NOTMS-based tanker with very minor changes, the short-funneled NKGN ship from some time ago (again, very minor changes from stock unit), and the NKGN vessel with the liberty ship's cranes. The NKGN tanker, ore carrier, old steamer, and composite structure freighter are still very much alive. :D
Marhkimov
12-13-05, 10:26 PM
My list so far:
BBTirpitz=Tirpitz Battleship
BBIowa=Iowa Battleship
BBHood=Hood Battleship
BBNevadaA=Nevada Battleship
BBYamoto=Yamoto Battleship
CVUSSEssexCV9=Essex Fleet Carrier
CVArkRoyalGBr=Ark Royal Carrier
DDHatsuzu=Hatsuzuki Destroyer
DDType36A=Type 36A (M) Destroyer
MTBGBr=Motor Torpedo Boat
MGBGBr=Motor Gun Boat
NHPB=Vorpostenboot
LBSOS-2U=OS-2U Kingfisher observation plane
TBAvenGBr=Avenger Torpedo Bomber (GB version)
FBSpitfireMk14=SpitfireMk14 Fighter
LBLancastor=Lancastor Bomber
LBB25-Mitchell=B25 Mitchell Bomber
Lots more to follow - when I get there :)
:huh: :huh: :huh: :huh: :huh: :huh:
Am I seeing things?!? Hood? Iowa? Nevada? BB Yamato??!?! I must be seeing things, because I just saw a Yamato... Oh wait, I DID!!! I DID!!!
Where did all of these models come from? Are they altered clones of existing models? B-25? How'd you do that? Kingfisher? Spitifre? Wow, you've got me pretty interested...
snowsub
12-13-05, 10:37 PM
Me tooo :o
I know I'm being put to shame with my slow working on 3 ships
NRCL - Refrigerated Cargo Liner
NTAW - Tanker: Ammonia Water
NSC1 - C1 Cargo
although I'm hoping to get the tanker done 1st, and I might not finish the Refrigerated Cargo cause I'll want to re-do it from another model atm.
But cool theres some great ships comming out :rock:
My list so far:
BBYamoto=Yamoto Battleship
DDHatsuzu=Hatsuzuki Destroyer
Lots more to follow - when I get there :)
Nooooooooooo, Not Yamoto but YAMATO. :D
In Japan we can see Yamato movie soon!!!
I think Hatuzuki is AKIZUKI class destoryer.
I have drawings of Akizuki . :D If you want it
I can send copy of it to you!
Aloso I have Kagero class Matsu (teigata)class
Carrier Akagi,Hiryu,Shyokaku,Junyo,Unryu.
Marhkimov
12-14-05, 12:18 AM
I was just browsing at Japanese destroyers. Nothing against the Japanese, but their names are terribly confusing.
http://warships.web4u.cz/tridy.php?language=E&stat=JAP&typ=DD
Akatsuki and Akizuki... :doh: I can see why Gibs mis-named them...
and also, I didn't see a Hatuzuki Class destroyer? Typo maybe?
Marhkimov
12-14-05, 01:08 AM
Ok, true, but its not hard to get both right. Functionality AND spelling. :up:
And if it makes you happy:
Does it Move?
Does it Shoot?
When can I get my gruby lil hands on it? :D
Axlwolf
12-14-05, 03:25 AM
Very good news about the Yamato :up:
The main 460mm battery are are new too?You managed to create a new class of gun?
I can't wait to see those beast in action!
Marhkimov
12-14-05, 03:54 AM
Hooray! Leave it to Cdr Gibs to make bigger and better guns. :up:
chris911
12-14-05, 07:11 AM
BTW CDR Gibbs: I just looked at your type 36 A destroyer , which comes with the IUB 1.02 Mod did u u try to gave her the Atlantique Bow section of later German warships ? Cause i think that would be a great optical improvement that she doesn t look so close to her cuisn the Type 34 . But don t get me wrong i like both ways , just think that this might be a real eye candy to have that later look.
I was just browsing at Japanese destroyers. Nothing against the Japanese, but their names are terribly confusing.
Akatsuki and Akizuki... :doh: I can see why Gibs mis-named them...
and also, I didn't see a Hatuzuki Class destroyer? Typo maybe?
well Hatuzuki is aslo spelled Hatsutsuki.
Akitzuki calss all shipes are named Japanese moon calling.
Akizuki means autum moon
Hatsutsuki is new moon. Moon in Japanese "tsuki" :up:
Akatsuki class are named like atmosphere condition.
Akatsuki means Daybreak.
Inadzuma (Inazuma) mean Lightning.
Inkazuchi mean Thunder.
:up:
Cdre Gibs yes I don't care so much spelling, I don't want bother you.
;) Just I notice. If you feel bad, I am sorry.
I also have 3D cad drawing book, named "All About Japanese Naval Shipbord Weapons" If you need , plz PM me, I will send copy it to you!
:-j
I just get out of bed and what do I find? Brand new capital warships under construction with brand new armaments! :o I will be wainting in anticipation for those, especially the Nevada.
Will the Nevada be the pre-Pearl Harbour or 1943 version BTW?
:damn: I can't see the pictures for some reason - all the others from previous posts are showing up OK. :-?
chris911
12-14-05, 08:54 AM
Can t see the pics :( :(
P.S.: the link is forbidden for me.
irishred
12-14-05, 09:04 AM
You have to copy and paste them.
Type941
12-14-05, 09:05 AM
Please use www.imageshack.us for the pics, not your secret server! :-j :P
http://img216.imageshack.us/img216/2207/0136577tc.jpg (http://imageshack.us)
Do you have this in Sh3 already? I'd love to see that! :up:
OK, so you are almost done the pre-war Nevada class (which would also include the Oklahoma). And after that, you will have the 1943 upgrade (which of course didn't include the Oklahoma for obvious reasons :know:).
Any chance of completing the Pennsylvania class as well?
NOW the pictures appear, after I have already seen them through copying and pasting the links. :roll:
chris911
12-14-05, 09:38 AM
U have Screenshots of some of ur ships?
I too would like to see some actual shots of the ships themselves. Of course, if they are not ready, it is understandable if you want to wait until you have more work done on them.
Are those entirely new turrets I see? :hmm:
I think the bridge needs to be changed though, but as you said, it is a WIP. Great job thus far. :up:
BTW - I almost forgot something else we will need to consider when releasing new merchants - which nations will get which ships assigned to their rosters. The stock SH3 allows most nations to have only the 4 coastal crafts, the Coastal Merchant and the Small Merchant, when these nations actually had more interesting rosters. For example, the Soviet Union actually had quite a few medium sized tankers, and Canada lost numerous 7-8000 GRT passenger vessels.
So how will we decide to which nations we will assign modded ships?
chris911
12-14-05, 01:54 PM
Thats not to complicated make a roaster in which u asign ur ships to the country u like than it can be mergedinto the games roaster with the js mod enabler . u can maybe use the roaster which comes with the Hospitalship mod of iambecomelife cause this one is not so large as the game roaster just copy paste *.cfg of ur ships to the countries u like. i would suggest that for the US and Britain all merchant vessels are available other counties as u like more merchants maybe for the european staates and more tankers for Southamerica. Liners and troop transports mainly to Italy , Germany ,Canada and the Netherlands ,too.
Actually adding the ships to the roster won't be a problem - espeically not if we release a combined pack or coordinate releases.
What I believe is another good idea is to look on uboat.net to determine approximately how many ships of a particular type (ex, 4,500 ton freighters) were lost by each nation.
Using this example (4-5000 ton freighters):
Assume 15 models in the 4-5000 GRT range were completed by us.
Nations which had/lost lower numbers of this type of ship (such as Lithuania) will get a lower number of models - for example, 3.
Nations which had/lost considerably more (such as Sweden) would get a higher number of the new models - maybe 6.
Nations which had large merchant fleets - UK, US, Norway, Greece - would be less of a problem - all or most ships would be assigned to them.
These are my plans for ship assignments so far (very rough plans which will almost certainly change):
AMM = Pyro Ammunition freighter.
- UK, US.
RC = Rose Castle Ore Carrier.
- UK, US, Canada, Greece, Norway, Japan, Sweden, Netherlands, Belgium, Ireland, Italy.
BLZ = Belize Freighter.
- All/most nations.
KYL = Kyle Coastal Merchant.
- All/most nations.
EG = Fleet Tanker (designation to be changed).
- UK, US, Germany, Italy, Japan, France.
COT = Coastal Tanker.
UK, US, Brasil, Japan, Netherlands.
LAK = Lake Ship.
- Canada.
OTMS_TO = Generic Tanker.
- US, UK, Canada, Russia, Germany, Italy, Norway, Greece, Spain, Argentina, Ireland, Japan.
NHM(?) = Heavy Merchant
- All/most nations.
LS = Lord Strathcona Freighter.
- UK, US, Canada, Greece, Norway, Japan, Sweden, Netherlands, Belgium, Ireland, Italy.
CH = Chatham Troop Transport.
- US, UK, Canada, Netherlands, Japan.
MEI = Meigle Coastal Merchant.
- All/most nations.
DAY = Dayrose Freighter.
-All/most nations.
NWP = Nipiwan Park Tanker.
- US, UK, Netherlands, Canada, Spain, Argentina.
What were the merchant fleets of South American nations, Ireland, Australia, and New Zealand like? I am not very familiar with any of them.
chris911
12-14-05, 02:43 PM
For Brazil i would suggest all tankers some smaller for the rest of the middle american nations For NZ ireland and Australia i think only small and medium vessels.
Some of this was based on the RUB roster, at which I had a look. Ireland, Argentina, and Turkey appeared to have large fleets with all three types of tankers and C2s as well. I was surprised though that the NKGN and TPTR were not assigned to more nations - just the UK, US, and Canada.
Of course it is easy to change rosters anyway, but in some cases, the changed ship will not appear in the campaign. For example, if Mexico did not have any tankers, and you decided to give them one, it would not appear because of the fact that no type 101 ships of that nation are in the random layer of the campaign. (I'm sure everyone here already knows this though). It is not too difficult to add random groups, but I prefer personally to not have too accurate an idea as to when and where ships will appear (which you may get from adding ships to your own campaign).
To everyone else who are currently working on new merchants - to which nations are you tentatively planning to add which ships?
chris911
12-14-05, 03:42 PM
Problem is that many Convoys in the RND layer are not random in what they have in them so many of the ships must be added in the IC mod thats why i stated , that we send all working ships asap to the people who made that genius mod and to Rubini who makes the HT mod for the SCR layer.
Yes that is true.
Just wondering, are there any random convoys in the stock SH3 at all?
chris911
12-14-05, 04:13 PM
Don t think so. Maybe there are some ships which are generic.
iambecomelife
12-14-05, 05:39 PM
Actually adding the ships to the roster won't be a problem - espeically not if we release a combined pack or coordinate releases.
What I believe is another good idea is to look on uboat.net to determine approximately how many ships of a particular type (ex, 4,500 ton freighters) were lost by each nation.
Using this example (4-5000 ton freighters):
Assume 15 models in the 4-5000 GRT range were completed by us.
Nations which had/lost lower numbers of this type of ship (such as Lithuania) will get a lower number of models - for example, 3.
Nations which had/lost considerably more (such as Sweden) would get a higher number of the new models - maybe 6.
Nations which had large merchant fleets - UK, US, Norway, Greece - would be less of a problem - all or most ships would be assigned to them.
These are my plans for ship assignments so far (very rough plans which will almost certainly change):
AMM = Pyro Ammunition freighter.
- UK, US.
RC = Rose Castle Ore Carrier.
- UK, US, Canada, Greece, Norway, Japan, Sweden, Netherlands, Belgium, Ireland, Italy.
BLZ = Belize Freighter.
- All/most nations.
KYL = Kyle Coastal Merchant.
- All/most nations.
EG = Fleet Tanker (designation to be changed).
- UK, US, Germany, Italy, Japan, France.
COT = Coastal Tanker.
UK, US, Brasil, Japan, Netherlands.
LAK = Lake Ship.
- Canada.
OTMS_TO = Generic Tanker.
- US, UK, Canada, Russia, Germany, Italy, Norway, Greece, Spain, Argentina, Ireland, Japan.
NHM(?) = Heavy Merchant
- All/most nations.
LS = Lord Strathcona Freighter.
- UK, US, Canada, Greece, Norway, Japan, Sweden, Netherlands, Belgium, Ireland, Italy.
CH = Chatham Troop Transport.
- US, UK, Canada, Netherlands, Japan.
MEI = Meigle Coastal Merchant.
- All/most nations.
DAY = Dayrose Freighter.
-All/most nations.
NWP = Nipiwan Park Tanker.
- US, UK, Netherlands, Canada, Spain, Argentina.
What were the merchant fleets of South American nations, Ireland, Australia, and New Zealand like? I am not very familiar with any of them.
South America:
Brazil seems to have had an interesting mix of medium-to-small freighters, including ex-US Hog Islanders.
I assume the same with Argentina.
Mexico had at least some large tankers, probably b/c of its proximity to oil fields. One of them was lost in "Drumroll".
Ireland: I'm guessing coasters and oceangoing freighters no bigger than 6000 tons.
Australia and NZ probably had mainly medium-to-small merchants. There were a few large passenger/cargo ships - roughly similar to Blue Star liners - for the frozen meat trade. Plus, a handful of medium liners (10,000-15000 GRT).
Marhkimov
12-14-05, 05:42 PM
All of these ships would work seemlessly with the RND layer, right? I'm guessing so since the RND layer chooses ships based on type, and not class.
They would only have to be scripted using the SCR layer... I think.
iambecomelife
12-14-05, 05:46 PM
Are those entirely new turrets I see? :hmm:
I think the bridge needs to be changed though, but as you said, it is a WIP. Great job thus far. :up:
Yep. :up: It must have been difficult modding in those triple turrets; I read that the turret from "Nelson/Rodney" has an awkward-looking barbette.
chris911
12-14-05, 05:48 PM
Problem is that the RND layer does chose the ships by class when it comes to convois.
Marhkimov
12-14-05, 06:06 PM
It must have been difficult modding in those triple turrets; I read that the turret from "Nelson/Rodney" has an awkward-looking barbette.
It looks as though the gun node Z axis was moved downwards, inside of the hull. But you'll probably have to ask Gibs himself.
Zachstar
12-14-05, 07:42 PM
yall do know about this topic right? http://forums.ubi.com/groupee/forums/a/tpc/f/9091085392/m/9591005173
I hope to see yalls models in the next patch
chris911
12-14-05, 07:53 PM
This is atm dead. We are on our own.
This is atm dead. We are on our own.
It's not the fault of the dev team themselves, although I don't think anyone here is saying that anyway. But we do have a couple of issues which need to be solved - it seems to me that fixing textures and changing internal zones seem to be the top two.
chris911
12-14-05, 08:26 PM
Yes u are totally right.
I have just heard from Der Teddy Bar that one of the Dev team members named Dan has found some time to work on the three ships I sent - the Pyro Ammunition Freighter, Coastal Tanker, and Belize Freighter. We will see how this will turn out, although there is no ETA yet.
irishred
12-14-05, 09:20 PM
Have you guys seen this webpage?
http://uboat.net/allies/merchants/types.html
Has different pics of classes of merchants, some of these look feasible like the Hog Island class merchants. I personally would love to see a CAM ship in the game as well.
http://uboat.net/allies/ships/photos/bz/cayru.jpg
Hog Island class merchant, thinking of a Victory hull with Troop transport superstructure.
http://uboat.net/allies/ships/photos/br/empire_dell.jpg
Maybe a C3 hull used here.
chris911
12-14-05, 09:27 PM
Newest unit by me Long Costal Merchant : still WIP will have about 3500tons for nearly every country in the roster
NKSC = Long Costal Merchant
http://www.freeimagelibrary.com/images/chris911/nksc.png
What do u think?
Have you guys seen this webpage?
http://uboat.net/allies/merchants/types.html
Yes, that's the main one we use. :up: The Hog Islander is one which should be considered too, I think. :hmm:
And chris911, great merchant. :up: But maybe you should change a couple of cranes, or remove the third one (which would necessitate moving the flag node). Just a though - it looks good as it is too.
irishred
12-14-05, 09:35 PM
V. nice ship, however I think the planned tonnage might be a bit high.
chris911
12-14-05, 09:44 PM
AG124 : i will maybe change the first crane to the NKSs_ ones and maybe the second one to the NKSs_ second one too, but i need to keep the back of the ship as it is or mabey make a flagpole out of the third crane what somehow doesn t look so well.
I think 3400 to 3800 tons should be the right weight when u consider she is about 30 meters longer and 3 meters wider than the Costal merchant.
iambecomelife
12-14-05, 09:45 PM
Have you guys seen this webpage?
http://uboat.net/allies/merchants/types.html
Yes, that's the main one we use. :up: The Hog Islander is one which should be considered too, I think. :hmm:
And chris911, great merchant. :up: But maybe you should change a couple of cranes, or remove the third one (which would necessitate moving the flag node). Just a though - it looks good as it is too.
Hats off to Chris911. :up: She reminds me of some coasters I once saw in a book - very similar cargo handling gear & proportions.
I agree that the Hog Islander is very important, since there were over 100 of them and they were in several merchant navies. They were quite common in the Arctic convoys IIRC. They've been called ugly, but I think they have a nice, "business-like" appearance with all those vertical lines:
http://smmlonline.com/articles/hogislanders/hogislanders02.jpg
Credit for the plans goes to smmlonline.com.
chris911
12-14-05, 09:53 PM
Hats off to Chris911. She reminds me of some coasters I once saw in a book - very similar cargo handling gear & proportions.
That s really funny cause i just build her from my mind u have any photos of one of those ??
iambecomelife
12-14-05, 10:11 PM
Hats off to Chris911. She reminds me of some coasters I once saw in a book - very similar cargo handling gear & proportions.
That s really funny cause i just build her from my mind u have any photos of one of those ??
Not ATM, but I remember they were British steamers built during WWI. In WWII they were probably assigned to coastal convoys made up of small ships sailing the Channel.
irishred
12-15-05, 12:36 AM
Found some pics of more light tonnage 1900s style merchants.
http://www.uboat.net/allies/ships/photos/nl/achilles.jpg
Name: Achilles
Type: Steam merchant
Tonnage: 1.815 tons
http://www.uboat.net/allies/ships/photos/nl/berenice.jpg
Name: Berenice
Type: Steam merchant
Tonnage: 1.177 tons
http://www.uboat.net/allies/ships/photos/nl/fauna.jpg
Name: Fauna
Type: Steam merchant
Tonnage: 1.254 tons
http://www.uboat.net/allies/ships/photos/nl/flora.jpg
Name: Flora
Type: Steam merchant
Tonnage: 1.417 tons
http://www.uboat.net/allies/ships/photos/nl/maas.jpg
Name: Maas
Type: Steam merchant
Tonnage: 1.966 tons
http://www.uboat.net/allies/ships/photos/nl/medea.jpg
Name: Medea
Type: Steam merchant
Tonnage: 1.311 tons
http://www.uboat.net/allies/ships/photos/nl/oberon.jpg
Name: Oberon
Type: Steam merchant
Tonnage: 1.996 tons
http://www.uboat.net/allies/ships/photos/nl/poseidon.jpg
Name: Poseidon
Type: Steam merchant
Tonnage: 1.928 tons
http://www.uboat.net/allies/ships/photos/nl/schie.jpg
Name: Schie
Type: Steam merchant
Tonnage: 1.967 tons
http://www.uboat.net/allies/ships/photos/nl/texelstroom.jpg
Name: Texelstroom
Type: Steam merchant
Tonnage: 1.617 tons
A lot of these ships tend to look alike, however I especially like the last one, it has a certain uniqueness factor to it.
Just a couple of links to more pictures
Main site:
http://www.faktaomfartyg.com/rederier_r.htm
AB Svea Shipping lines (exampel)
http://www.faktaomfartyg.com/rederi_ab_svea.htm
chris911
12-15-05, 03:44 PM
Made now two versions , but atm those are to close to each other so any suggestions ?
KSC = Long Coastal Merchant = 3500 tons
KSD = Long Coastal Merchant (B) = 3700 tons
http://www.freeimagelibrary.com/images/chris911/compare.png
Marhkimov
12-15-05, 03:54 PM
Heres a simple but neat trick: how about releasing one WITH deck cargo, and the other WITHOUT deck cargo?
Those are nice ships, btw. They look great! :up:
Marhkimov
12-15-05, 07:46 PM
Has anyone tried making a motor boat out of the this lifeboat? It can be found on the Soldati:
http://img483.imageshack.us/img483/3932/19jz.jpg
And it looks like it can be easily transformed into an Italian motor boat, similar to this one:
http://warships.web4u.cz/italia/mtb/img/ship-mas508.jpg
I'm sure if you rush deliver it to Rubini, he will most definately include it in Harbor Traffic 1.47.
i did, i think its the same boat
http://img383.imageshack.us/img383/2294/patrol9io.jpg
Marhkimov
12-16-05, 02:06 AM
Oh, that is just sweet! That is so sweet, it's just sick. ;) :up:
So how close is it to being finished? Can you just fire it over to Rubini? Or is there still some more work to be done?
Oh, that is just sweet! That is so sweet, it's just sick. ;) :up:
So how close is it to being finished? Can you just fire it over to Rubini? Or is there still some more work to be done?
i need to do the reflexions and test the thing ill try to have it ready this weekend
Marhkimov
12-16-05, 08:04 AM
Cool, I hope Rubini is interested.
Just to ask. . .
Is it possible for any modder to make the "Jahre Viking" into SH3; I know it's unrealistic but I'm dying for a try to sink that bastard!!!
I made a ship which looks just like the coastal merchant
http://img465.imageshack.us/img465/8913/qs13in.jpg
but when you get closer, youll notice she has 2 5 inch guns hidden in the cargo containers
http://img465.imageshack.us/img465/1039/qs28yv.jpg
could this work as a Q ship ?, only problem i see is that if you add this one, halve the coastal merchants will have this feature
But if someone could mod it into the campaign files it might work
cheers
Noline
NoLine,
Please check your PM.
Rubini.
chris911
12-16-05, 03:56 PM
@NoLine : :up: :up: :up: That s really top what we wanted !!! And Q-ships were not that uncommon but maybe mod both the Coastal and the Small merchant. since u maybe se one of them only every 2 or 3 parols u will maybe only see this one on one of six or seven patrols so close that it opens fire. Also only for the British and only maybe in the years of 1940-1942 just before the HK groups.
@Rubini : At Saturday or Sunday i can send u the the NLOL=Large Old Liner it is working fine so u can mod it into some Harbours i would suggest Wilhelmshafen on or two English Harbours and of course NYC maybe a liner leaving NYC with High Speed 18 knots would also be nice. and maybe it could represent one or two German base ships in harbours ,too. Feel free to add where u think it works. OK ?
PS.: Skins of the Ship are by iambecomelife , to see a picture go to page 12 of this thread.
iambecomelife
12-16-05, 06:14 PM
Great job, Noline!
iambecomelife
12-17-05, 12:32 AM
Newest unit by me Long Costal Merchant : still WIP will have about 3500tons for nearly every country in the roster
NKSC = Long Costal Merchant
http://www.freeimagelibrary.com/images/chris911/nksc.png
What do u think?
I just noticed that this unit looks a lot like typical European fishing vessels of the period. The game currently uses wheelhouse-forward vessels for all nations, when in fact many European trawlers had the superstructure aft. Maybe someone could play around with one of the stock fishing boat models...
iambecomelife
12-17-05, 12:48 AM
Sounds good in all 3 points . i think the skin cloning is better done later cause atm we don t know how much ships the game supports and with about 45 mechants and tankers we will have a the end eych with 3 skins that makes 135 five different looking ships in the game which surly is enough to have our goal of convois with 30 ships in which there is not one ship equal to another highly possible.
BTW Could you please make a list of the names which u use so that we avoid doubles.
Atm i See:
ps.: i have atm 2 merchant vessels releasable if skinned (Btw iambecomelife :do u have some spare skinns for the victory ?best would be some early war style like black Hull white or light blue bridge or sth. like that ??).
Looks like I didn't remember to list my names. Anyway:
NKOC = Ore Freighter
NKO1 = Old, generic tanker
NKG1 = Short-funnel merchant (probably will delete)
NKG3 = NKGN-based generic steamship
NKG4 = NKGN-based freighter with LL cranes (probably will delete)
NKG5 = Composite Freighter
MM01 = Old LL-based steam freighter (5000-5500 GRT)
MM02= Old LL-based steam freighter (4000-4500 GRT)
There are a handful of others I didn't list since they definitely will be deleted. BTW, I'll try to get you those skins tonight. Unfortunately I haven't had a chance to clean them up yet.
iambecomelife
12-17-05, 02:20 AM
http://i33.photobucket.com/albums/d54/iambecomelife/Merchant1-B.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Merchant1-A.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Merchant1-C.jpg
Some screenshots of the MM02 model, another daughter of the liberty ship. It's another old-fashioned, split-structure freighter. The ship was inspired by British tramps built between 1910 and 1930, but should be generic enough for lots of merchant fleets. Plus, it would have been common for ships to change nationalities at various points in their careers anyway.
If you look closely you'll see that it's shorter than the other steam merchant I posted pics of. Most structural work is done. I think I'll move the cargo nodes around and add some additional details. I may also move the cargo handling gear.
Marhkimov
12-17-05, 02:38 AM
Iambecomelife,
Either you have a super screenshot ability, or that ship is just drop dead sexy! :huh: :yep:
iambecomelife
12-17-05, 02:49 AM
Iambecomelife,
Either you have a super screenshot ability, or that ship is just drop dead sexy! :huh: :yep:
Well, I AM using the Ocean Madness mod. :up:
Marhkimov
12-17-05, 02:50 AM
Well, I AM using the Ocean Madness mod. :up:
:D
Btw, have you figured out how to fix the deck texturing, or is it your intention to leave it like that?
iambecomelife
12-17-05, 03:03 AM
Well, I AM using the Ocean Madness mod. :up:
:D
Btw, have you figured out how to fix the deck texturing, or is it your intention to leave it like that?
Unfortunately I don't know how to fix it yet.
Great ship. :up: I have another almost ready too, but the two small cranes on the bow need to be moved. I am too tired to do it tonight.
Here are a couple of shots. I am going to start using custom missions for screenshots, but I have to use the museum tonight because I don't have time.
http://img217.imageshack.us/img217/3774/granville019aq.png
http://img217.imageshack.us/img217/6708/granville025qc.png
I'm loving these - all the new early-1900's ships are very, very inspired-looking. I'd love to see these in game now! :up:
To all the ship building guys in this thread ---> :up: :rock: :up:
And it is very good to see that you are cooperating and coordinating your efforts. :up:
She's not finished yet though - I think the draft is too great, and of course, there are three cranes which need to be moved. I will also straighten the bow further.
I wish I had a new skin for this ship, but I have never been any good at texturing. The skin is a stock C2 skin.
The GRT is about 4,600 tons as well. How do I find the new dimensions if I change the size of a ship - or do I have to estimate?
There are 5 common issues that I need to address in all/most of my ships so far:
1. Their broken halves are not quite satisfactory, but I am still working on them.
2. The ID manual images are going to be a little tricky. Making a template out of the yellow background scale will not be difficult, but to get the proper ship image, I am planning to first take screenshots from different angles then cut out the actual ship and save it in monochrome. It should work, but won't look as good as the in-stock ones.
3. Weapons node points - what is the most efficient way to change them?
4. Textures - nothing I can do to change the UV mapping - I have absolutely no knowledge in this field. :shifty:
5. Rezoning - Several do not need new zones - the worst zoning issues arise with the Coastal Tanker and Ammunition Freighter. This is unsolvable at the moment though.
I have three ships which are being worked on by Development team member Dan right now - it is the Christmas holiday's so I don't know how much time he'll have to work on them but I will post as soon as I have word.
iambecomelife
12-18-05, 11:27 AM
She's not finished yet though - I think the draft is too great, and of course, there are three cranes which need to be moved. I will also straighten the bow further.
I wish I had a new skin for this ship, but I have never been any good at texturing. The skin is a stock C2 skin.
The GRT is about 4,600 tons as well. How do I find the new dimensions if I change the size of a ship - or do I have to estimate?
There are 5 common issues that I need to address in all/most of my ships so far:
1. Their broken halves are not quite satisfactory, but I am still working on them.
2. The ID manual images are going to be a little tricky. Making a template out of the yellow background scale will not be difficult, but to get the proper ship image, I am planning to first take screenshots from different angles then cut out the actual ship and save it in monochrome. It should work, but won't look as good as the in-stock ones.
3. Weapons node points - what is the most efficient way to change them?
4. Textures - nothing I can do to change the UV mapping - I have absolutely no knowledge in this field. :shifty:
5. Rezoning - Several do not need new zones - the worst zoning issues arise with the Coastal Tanker and Ammunition Freighter. This is unsolvable at the moment though.
I have three ships which are being worked on by Development team member Dan right now - it is the Christmas holiday's so I don't know how much time he'll have to work on them but I will post as soon as I have word.
Wings3d keeps track of the percentage decrease in size when you change an object. Therefore, all you need is the original measurements of a stock ship, a calculator or calculator program, and you can easily find out what the ship's new size is. The liberty ship is 441 feet long IIRC, so i just muliplied this by 90% to get the length of my liberty-based MM01 model - about 400 scale feet (396.9).
Wings3d keeps track of the percentage decrease in size when you change an object. Therefore, all you need is the original measurements of a stock ship, a calculator or calculator program, and you can easily find out what the ship's new size is. The liberty ship is 441 feet long IIRC, so i just muliplied this by 90% to get the length of my liberty-based MM01 model - about 400 scale feet (396.9).
I see. :hmm: I wish I had asked earlier - now I don't remember towhat percentage I scaled the hull. :(
BTW - I really like those cranes on your latest ship. I don't recognize them, although I assume they have been resized. Do you think I should change the main cranes on the Granville - they are just the stock Small Merchant cranes moved further apart.
iambecomelife
12-18-05, 12:49 PM
Wings3d keeps track of the percentage decrease in size when you change an object. Therefore, all you need is the original measurements of a stock ship, a calculator or calculator program, and you can easily find out what the ship's new size is. The liberty ship is 441 feet long IIRC, so i just muliplied this by 90% to get the length of my liberty-based MM01 model - about 400 scale feet (396.9).
I see. :hmm: I wish I had asked earlier - now I don't remember towhat percentage I scaled the hull. :(
BTW - I really like those cranes on your latest ship. I don't recognize them, although I assume they have been resized. Do you think I should change the main cranes on the Granville - they are just the stock Small Merchant cranes moved further apart.
Most of that last post got deleted somehow... :damn:
Anyway, I was actually going to say that I'm going to change the cranes on this latest merchant I made. Based on some photos I looked at they should either be back-to-back or there should be another set of cranes for the forward hold. They are coastal merchant cranes slightly modified for a larger ship.
Good job with the Granville. Those cranes look alright, and are the correct kind, based on photos of her and her near-sisters from the same shipping line. Search for Bronxville, Bonneville, and Corneville on Uboat.net's merchant ship page (what would we do without it? ;) ).
We're really knocking off the old-fashioned merchants. Some possibilities for additional types:
-Passenger/cargo ships. They were quite common until they became uneconomical due to postwar air travel.
-Smaller liners. Liners don't have to be 20,000 ton monsters; many were between 5,000-12,000 GRT.
-Motor merchants. Often with a more modern profile - sharper bows, smaller or lower funnels, and streamlining.
-More tankers. Three varieties just doesn't cut it; we need more non-mass produced kinds of this ship.
-Naval auxiliaries. Destroyer depots, attack transports, etc.
I'd also like to see a whale factory ship or two. I started one (unsuccessfully) with one of the old Pack3d versions. Now that Pack3d's been improved it should be easy to get done. Imagine meeting one of these monsters in a convoy - 12,000-20,000 tons :o . However, it would be nice if we could create additional classes of ship to keep them from being overly common; if not, maybe one in every 5 or 10 tankers will be of this type.
http://home.worldonline.co.za/~snai/SALTIES%20WHALERS.jpg
http://uboat.net/allies/merchants/806.html
Passenger/cargo ships. They were quite common until they became uneconomical due to postwar air travel.
-Smaller liners. Liners don't have to be 20,000 ton monsters; many were between 5,000-12,000 GRT.
-Motor merchants. Often with a more modern profile - sharper bows, smaller or lower funnels, and streamlining.
-More tankers. Three varieties just doesn't cut it; we need more non-mass produced kinds of this ship.
-Naval auxiliaries. Destroyer depots, attack transports, etc.
I'm actually beginning construction of a 2,222 GRT passenger/cargo vessel now. It may be done today, along with a small coastal merchant.
I have three tanker classes available now, but the only generic civilian tanker in the group needs some more work - it looks too much like the T2 to me.
I actually plan to start a seaplane carrier (which will not actually have any seaplanes on deck) and either a destroyer tender or a submarine depot ship. I have others to work on first though.
After seeing those whale factories, I can't help but think that the last one you listed could be made from the edited Transport that I saved. But you are already working on a whale factory and we don't need two. (What are the names of those vessels, BTW?)
I have a couple of clearer shots of the Granville which I will post if anyone wants to see them. Missions are much better for screenshots than the Museum for some reason.
iambecomelife
12-18-05, 02:35 PM
Go ahead, post those Granville shots :up: .
I don't know what the ships' names are, although if you search uboat.net there should be several whale factories listed. I know offhand of the "Kosmos II", "Terje Viken", "Southern Princess", "Empire Heritage", and "Southern Empress". I don't think that any of the ships below was one of these, although the last one looks like a one-funneled Southern Princess/Empress class.
It's interesting you noted how similar that one whaler looked to the transport model. After WWI several old ocean liners were sold to the whaling fleets and converted from passenger vessels to factory ships. Their profiles were radically altered, but you could still tell that they weren't purpose-built factory ships.
i think that one square in wings3d is between 10-12 m irl
cheers
Noline
Type941
12-18-05, 03:46 PM
delete
Here are a couple of more. The second one is a close-up - I really should stop resizing parts the way I do, as you can see the textures on the side of the bridge have been badly stretched. :shifty:
http://img504.imageshack.us/img504/3817/granville042wa.png
For some reason, the second image will not upload (and it's not a file size issue). I will edit this post and try later.
irishred
12-18-05, 04:58 PM
No offense AG, but that ship looks a bit odd with those crates reaching up almost to the top of the superstructure like that IMO. I'd suggest moving the bridge up a bit and placing the containers behind it personally.
Actually, I'm getting rid of the forward container altogether, and probably the stern one too. (I only kept them because of the reason listed below.) I don't think I should move the bridge any further towards the bow though, but with the container gone that will not be a problem.
Trucks, fighters, and crates look alright, but the container has always been a problem as deck cargo. I wish I could get rid of all containers but keep the rest of the cargo types. Could I eliminate the references to containers in CargoDef.cfg, or change them to a non-existent type (ex, type 3)?
Marhkimov
12-18-05, 05:09 PM
But that would eliminate the containers from every ship. Is there any way that you can eliminate them from your ship only?
Well, what I want to do is just not have Containers as a cargo option for the Granville - she does look OK with any other type of cargo. I wouldn't really miss containers if no other ship was able to use them either, but I don't want to get rid of any other type of deck cargo.
(I also changed oil drums so that they have an entry for tankers and freighters - now freighters sometimes have them as deck cargo. Sometimes freighters did have oil drums on their decks, and I think it looks good).
I have another ship which is ready for a screenshot. The crates are screwed up though - they look like those cardboard bankers boxes with the fake wood patter on them. This is probably because I stupidly chose the stock NKGN skin which looks good on the ship but which does not have textures for deck cargo. I think that's what caused it anyway.
I was going to upload the pictures but ImageShack is still not working. :damn: It hasn't worked since I tried to upload that second Granville picture. Does anyone know of another free image hosting site I can use (and one that will display images for everyone)?
irishred
12-18-05, 07:59 PM
I have another ship which is ready for a screenshot. The crates are screwed up though - they look like those cardboard bankers boxes with the fake wood patter on them. This is probably because I stupidly chose the stock NKGN skin which looks good on the ship but which does not have textures for deck cargo. I think that's what caused it anyway.
I was going to upload the pictures but ImageShack is still not working. :damn: It hasn't worked since I tried to upload that second Granville picture. Does anyone know of another free image hosting site I can use (and one that will display images for everyone)?
When I have probs w/ image shack I just upload the images to a blog and link from ther.e
OK - now ImageShack is working again.
http://img516.imageshack.us/img516/4198/caribou012mk.png
http://img455.imageshack.us/img455/9818/caribou035di.png
http://img353.imageshack.us/img353/461/caribou025ka.png
Any suggestions for improvements?
irishred
12-18-05, 09:10 PM
I am now using http://www.imagecabin.com. Here are the pictures.
http://www.imagecabin.com/files/2005/12/18/4pPzAH78Y92n5qRI.bmp
http://www.imagecabin.com/files/2005/12/18/9UQ69Js6KuwBYew8.bmpimg]
[img]http://www.imagecabin.com/files/2005/12/18/2NI7w1q5A3600ow1.bmp
Any suggestions for improvements?
Now the pictures aren't loading. :x :damn:
Well I was able to see by C&P, and the criticisms I had before still stand, the superstructure just looks too small in comparison with the crates.
Well I was able to see by C&P, and the criticisms I had before still stand, the superstructure just looks too small in comparison with the crates.
Well, thanks for your imput but I don't see how you can say that this time - with this ship, the superstructure is much larger than that of the stock Coastal Merchant. Does anybody else think that it is too small?
Of course, I can just get rid of the deck cargo altogether.
Marhkimov
12-18-05, 09:24 PM
Holy hell. Don't you dare touch that boat! :stare: I love it as it is! :up: :up:
Well, aside from the texturing. But I know that there's little that you can do about it...
Well, actually I can choose a texture from a ship that can handle deck cargo. Or someone can make a custom one for it.
Marhkimov
12-18-05, 09:27 PM
Oh, is that because you are using the wrong texture?
irishred
12-18-05, 09:29 PM
Well I was able to see by C&P, and the criticisms I had before still stand, the superstructure just looks too small in comparison with the crates.
Well, thanks for your imput but I don't see how you can say that this time - with this ship, the superstructure is much larger than that of the stock Coastal Merchant. Does anybody else think that it is too small?
Of course, I can just get rid of the deck cargo altogether.
By Superstructure I specifically mean the bridge, the crates just seem to be on an equal height level. That 2nd pig just gives me an idea of a bridge crew struggling to see over the crates. Which is basically what I was criticizing before.
Oh, is that because you are using the wrong texture?
I compared textures from a Coastal Merchant skin and copied in the right textures - here is a picture with proper crates.
http://img367.imageshack.us/img367/4139/caribou041ve.png
By Superstructure I specifically mean the bridge, the crates just seem to be on an equal height level. That 2nd pig just gives me an idea of a bridge crew struggling to see over the crates. Which is basically what I was criticizing before.
http://uboat.net/allies/ships/photos/br/caribou.jpg
Here is the ship which the model was based upon. The bridge isn;t any higher - what I think the problem is is that SH3 piles up too much deck cargo anyway. I have heard complaints before. :yep: Maybe this ship would be better without deck cargo - she is primarily a small passenger vessel.
irishred
12-18-05, 09:47 PM
Oh, is that because you are using the wrong texture?
I compared textures from a Coastal Merchant skin and copied in the right textures - here is a picture with proper crates.
http://img367.imageshack.us/img367/4139/caribou041ve.png
By Superstructure I specifically mean the bridge, the crates just seem to be on an equal height level. That 2nd pig just gives me an idea of a bridge crew struggling to see over the crates. Which is basically what I was criticizing before.
http://uboat.net/allies/ships/photos/br/caribou.jpg
Here is the ship which the model was based upon. The bridge isn;t any higher - what I think the problem is is that SH3 piles up too much deck cargo anyway. I have heard complaints before. :yep: Maybe this ship would be better without deck cargo - she is primarily a small passenger vessel.
Ah, ok, in comparison to the pic its very well done! If you choose to delete the deck cargo is it possible to make it longer then?
BTW: I wasn't knocking your ships before, I just think the cargo takes away from its natural beauty.
Marhkimov
12-18-05, 09:56 PM
In response to what AG124 posted from a while ago, I would not mind if we got rid of the deck cargo altogether. IMHO it looks way overdone in SH3.
Well, except for the trucks, tanks, and airplanes. Those are nice.
Well, it should be possible to eliminate containers (and even crates if you like) from all ships without affecting trucks, tanks, planes, or oil drums at all. I am thinking about trying something like that.
Although neither the Granville or Caribou can break in two yet (I am still not satisfied with my halving capabilities) I tested them by sinking them. The Granville foundered on an even keel, while the Caribou capsized. I took ten screenshots of the Caribou and a few of the Granville - maybe I will post some someday.
But what concerned me was that both ships took very few shells to sink (and I wasn't firing Armor Piercing shells). Actually, the Caribou appeared fairly normal, but the Granville only took about five shots to the waterline on the bow (four more shots destroyed the bow container and the bow crane and one more hit the bridge). Ships usually take more than this, although I have seen some sink easily.
Ah, ok, in comparison to the pic its very well done! If you choose to delete the deck cargo is it possible to make it longer then?
BTW: I wasn't knocking your ships before, I just think the cargo takes away from its natural beauty.
Don't worry about it - constructive criticism is always welcome. :up: I don't know if I'll lengthen the hull, although the ship has been scaled larger than a stock Coastal Merchant. I was going to make the superstructure longer, but that would distort the textures.
Marhkimov
12-18-05, 10:16 PM
If it's easier for you, then you should just leave the length the way it is.
One improvement which needs to made is the replacement of the funnel - I am going to replace it with the one from the Transport (scaled down of course). I will do that in the morning.
I also hoped to have my 850 ton freighter done tonight, but she will have to wait until tomorrow as well.
I'm stuck on the Nipiwan Park tanker worse than I have ever been stuck on a ship before.
I get two problems with two different hulls. With one (which has more advanced changes), the hull doesn't appear in the museum and all the other parts start to burn and sink by the 'stern' - would be funny if I wasn't soo frustrated.
With a less advanced hull, the ship simply will not move in the museum. Does anyone have any clue what I am doing wrong?
EDIT - I now have the less advanced hull working, and I will contineu to try to get the better one working. This will be the last new ship I will complete before Christmas, as I have to finish some details on the others.
ive had this AG124, your hull model is probably to deep in the water and the game thinks its sunk, just put it higher in wings3d
and not moving ive seen if i use the wrong files together (example put the coastal merchant.dat in a smallmerchant folder) or ive been an idiot doing wings3d :-j
hope this helps
Noline
manomano
12-25-05, 04:35 PM
Many of you in this work are lightyears avanced than me,
I contribute with my little personal model.
I will not post it until I haven't a definitive result.
I suppose this is a almost definitive Beta.
There are some insignificant adjustements to be done,
but I do like the result.
http://img.freeforumzone.it/upload/387534_1.jpg
http://img.freeforumzone.it/upload/387534_2.jpg
http://img.freeforumzone.it/upload/387534_3.jpg
http://img.freeforumzone.it/upload/387534_4.jpg
the aircraft is a MC202Bis,
363 Squadron, 150 Group, Bengazi 1942
DAMNED TEXTURES!
manomano
Marhkimov
12-25-05, 04:39 PM
manomano,
I can't see what the problem is. That is a beautiful model.... Even the textures are beautiful! :yep:
iambecomelife
12-30-05, 04:31 PM
Just a quick update to keep this thread alive. I've more or less completed two new ships. One was a small freighter of about 3000 tons, and the other was a large cargo ship of 10000 GRT, which dated from the late 1920's. I won't bother posting pics of the small merchant since it's identical to some earlier ships except in length, but I may post some later of the larger vessel. Both are multi-skin models derived from the liberty ship. To solve the deck texture problem I've started giving models large cargo holds with wooden textures (enhanced versions of SH3's default tga's) that look quite nice. I'm almost done with the modeling for another dry cargo vessel of 5500-6000 GRT. How's everyone else doing?
I'm stuck on breaking ships in half. :shifty: No matter what I do, every one of them crashes the game. It's especially frustrating, considering that I had the Rose Castle working perfectly before (I have lost the working model that I had. :cry:).
I have two or three others that I began, but I have suspended them for now. I have too many ships which do not break in two and which are not armed - I have to fix that first.
Speaking of armaments - what is the best way to change weapons node points? Many of them no longer exist in some of my more heavily modded ships. It seems that guess and check would not work so well here.
I have also not heard back from Der Teddy Bar on the three ships I sent to the Dev team - nothing at all. I e-mailed him twice - I hope nothing is wrong.
I don't know what I am going to do next. :(
iambecomelife
12-30-05, 06:42 PM
To change weapons nodes you'll need to move them in Pack3d with the xyz coordinates; it's pretty easy once you get used to it. You need one of the more recent versions to do this. For instance, if you shrink the liberty ship to a 350-foot freighter, you'll need to move the rear gun node forward. If it was at -6z a value of, say, 5.5z might work (these are just made up).
About breaking ships in half - one thing to try and do is make sure that the cranes do not touch the superstructure. I'm not sure if this causes the errors, but they seemed to stop on my last ship as soon as I did this.
Re: releasing them - I strongly suggest that we release them independently if the thing with the former developers doesn't work out. Hull textures are almost a non-issue now, we have a work-around for the deck textures, and we can alter the weapons nodes. The main thing is the ships' internal zones, and this isn't a major problem as long as you use the right parent unit for each modded ship. ATM I envision a pack of several dozen cargo ships (1-2 skins apiece) and soon after a pack with 100's of skins for them. Then, maybe a few warships, since we'll all be more experienced with 3d modeling by then.
To change weapons nodes you'll need to move them in Pack3d with the xyz coordinates; it's pretty easy once you get used to it. You need one of the more recent versions to do this. For instance, if you shrink the liberty ship to a 350-foot freighter, you'll need to move the rear gun node forward. If it was at -6z a value of, say, 5.5z might work (these are just made up).
I did download a newer version and have used it successfully to move many 3d objects and other items, although I have never used it for weapons yet. I will give it a try. :yep:
we have a work-around for the deck textures
:huh: What work-around might this be? :hmm: My deck textures are still a considerable problem.
I will now make another attempt to halve the Rose Castle.
iambecomelife
12-30-05, 10:29 PM
I meant the method where you use the game's default wood texture to cover up awkward spots. I assigned it to the top of the gun platforms and then stretched the platforms into large cargo holds for the ship. This has some historical merit, I think, since steel hatch covers don't seem to have been common for WWII-era merchants. It's not perfect, but it's what I'll try and do until the next version of Pack3d arrives. I first did it with my new large cargo ship model. Here it is with the deck cargo set to "NULL".
The model's based on a pretty interesting design - the "Beaverford", a ship owned by the Canadian Pacific and sunk by "Admiral Scheer" in 1940. It's not an exact copy, but it's a lot more faithful to its inspiration than most of my ships.
http://i33.photobucket.com/albums/d54/iambecomelife/Beavbare.jpg
http://www.merchantnavyofficers.com/beaverford.html
Ships are still not breaking in two correctly - even though no cranes touch their superstructures. :damn: :damn: :damn:
I am going to post a step-by-step proceedure of what I am doing to see if anyone can point out whta I am doing wrong.
But first, here are some screenshots of a 900 GRT coastal merchant I was going to finish, but which may never be finished because of severe texturing problems. :cry:
EDIT - Photos posted a couple of posts down. I deleted them here because they weren't working.
And yes, I realize she's too low in the water - I don't know how to raise the hull with the rest of the parts simultaneously. :-?
Marhkimov
01-01-06, 04:27 PM
I'm not seeing any screenshots.
Why don't you try JPG format instead of PNG...
And yes, I realize she's too low in the water - I don't know how to raise the hull with the rest of the parts simultaneously. :-?
I'm not sure about this, but I don't think it takes any 3D modelling to alter the draft depth. Just use one of TT's tools.
Jpeg's are of a lower quality, but here they are.
I can't get imageshack to load - sever must be too busy. Maybe this site will work.
EDIT - NOW imageshack works. :roll:
http://img321.imageshack.us/img321/9216/meigle021sz.jpg
http://img321.imageshack.us/img321/9985/meigle034hw.jpg
http://img321.imageshack.us/img321/6320/meigle046no.jpg
http://img321.imageshack.us/img321/4917/meigle053nk.jpg
Marhkimov
01-01-06, 04:44 PM
Use Irfanview to save JPG's. It will make the pics in excellent quality; oftentimes you will have a hard time to discern the difference between a BMP and a JPG if you use Irfanview.
Here's what I do. Open the BMP screenshot with Irfanview and resize it if necessary. Then I save it as a JPG (choosing a quality setting between 90 or 100). Done. Upload to imageshack.
Another upside of making JPGs this way is that they will be considerably smaller than most other file formats.
I'm not sure about this, but I don't think it takes any 3D modelling to alter the draft depth. Just use one of TT's tools.
Which one do you recommend?
Also, I need to move the bow wave. Didn't someone post a solution for moving that earlier? I forget. :oops:
And, I do need to move the aft crane further towards the stern. That will be no problem, of course. :yep:
Marhkimov
01-01-06, 10:07 PM
I recommend using the mini tweeker. It's his newest one.
http://www.delraydepot.com/tt/sh3.htm
Not sure about the bow wave, though...
iambecomelife
01-01-06, 11:22 PM
I'm not sure about this, but I don't think it takes any 3D modelling to alter the draft depth. Just use one of TT's tools.
Which one do you recommend?
Also, I need to move the bow wave. Didn't someone post a solution for moving that earlier? I forget. :oops:
And, I do need to move the aft crane further towards the stern. That will be no problem, of course. :yep:
Nice mini-merchant :up: . I don't "move" the bow wave at all, instead I do this:
1) shrink the hull to the length I want
2) import the parent unit's unmodded hull
3) move the "child" hull along the z axis until its bow is where the parent's is
4) delete the parent hull and save the object
I try to do this at the beginning of the mod process so I don't need to move all the deck objects forward with Pack3d after the fact. This is not the ideal method, and it may cause some internal zoning issues, but it's the best that can be done until we get improved modding tools.
Re: draft - download sh3 inspector and mod the draft manually in there. If you can't find it I might be able to email it to you.
bow wave are 3 nodes, goto non 3d nodes in pack3d they are called shipname_siajF and shipname_siajF2 (the bowwave) and shipname_siajF_C for the bow splash if the ship is in heavy weather
cheers Noline
HanSolo78
01-02-06, 07:38 AM
@AG124
great model !!!! :)
iambecomelife
01-02-06, 12:58 PM
bow wave are 3 nodes, goto non 3d nodes in pack3d they are called shipname_siajF and shipname_siajF2 (the bowwave) and shipname_siajF_C for the bow splash if the ship is in heavy weather
cheers Noline
That's really good news; I'll probably use this method in the future.
Der Teddy Bar
01-02-06, 01:09 PM
http://img321.imageshack.us/img321/9216/meigle021sz.jpg
Now that is great!
I've seen those there too - I never knew what they were. I'll try to move them later today to see if the bow wave moves.
What is the node for the wake called?
iambecomelife
01-02-06, 01:12 PM
I've seen those there too - I never knew what they were. I'll try to move them later today to see if the bow wave moves.
What is the node for the wake called?
I don't know, but the wakes for modded ships seem to look fine even when I don't move them. Have you noticed a gap between the ship and the beginning of the wake, or something?
Have you noticed a gap between the ship and the beginning of the wake, or something?
No, I just assumed I'd have to change it at some point. :lol:
I've seen those there too - I never knew what they were. I'll try to move them later today to see if the bow wave moves.
What is the node for the wake called?
this is what i know about the non 3dnodes
cfg#FLS_shipname = your flag
shipname_Shipwake = shipwake :D
cfg#A01_shipname = the A nodes mentioned in your shipname.ecq
cfg#T01_shipname = torpedo nodes on some ships mentioned in shipname.ecq (destroyers)
cfg#L01_shipname = the L node mentioned in your shipname.ecq
shipname_siajF and
shipname_siajF2 = the bow wake
shipname_siajF_C = the bow splash in heavy weather
shipname_siajB = the splashing water above your propellor
aud_engine_shipname = the sound of your engine
aud_fore_shipname = the sound of your bow wave
aud_propellor_shipname = the sound of your props
this is what i dont know
cfg#R01_shipname = almost no clue (maybe radar)
cfg#O01_shipname = no clue yet
cheers
NoLine
shipname_Shipwake = shipwake
:oops: I can't believe I missed that. But as Iambecomelife made me realize, I am not having a problem with the wake yet anyway.
I was going to work on two ships tonight that did not need to break in two - My Pyro Ammo Freighter (which is getting some major changes) and my still-incomplete Chatham Troop Transport. But now I am getting tired, and the Chatham will be a lot of work compared to most of my other ships. It is probable that neither will be ready for a screenshot until tomorrow. :( I had hoped at least one would be ready tonight.
thanks Cdre Gibs, i think we got all non 3dnodes now :up:
malcymalc
01-03-06, 02:53 PM
AG124 - looking at your set of ship photos reminded me of a Canadian ship built in 1930 - the CNSS Prince Robert (she had two sister ships, the Prince David and Prince Henry).
http://www.airmuseum.ca/rcn/prstory02.html
At the outbreak of war she was initially converted to an AMC and then in June 1943 coverted to a AA cruiser where she served on the Liverpool to Malta convoys.
Her sister ships served as Troop Transports. Initially they were the biggest ships in the Canadian Navy until the Canadians acquired "proper" cruisers.
I have to say I really like the look of these ships as passenger ships, and the idea of them serving multiple purposes during their lives attracts me even more.
I also had a thought about the landing craft - could it not be converted to a barge (and left as eye candy in harbour?), and going one step further on could the barge not be decked over and have a couple of flakvierlings mounted on it for use as a Flaklighter?
I love the ships you chaps are building - I just wish I was not quite such an ignoramus or I would have a go myself (my attempts at the wings3D doghouse tutorial have so far been pitiful!).
Regards
Malcolm
I have heard of the three ships you mentioned, and have though about building them. The Chatham does bear some resemblance but is still quite different. And yes, I do believe they were the largest warships operated by the Canadian Navy until the HMCS Uganda and HMCS Ontario were acquired from the UK. :yep:
And as for the landing craft, either NoLine or snowsub (I am an idiot and cannot remember who it was :damn: :oops:) has made one into a fully operational craft (along with the sloop from the Nelson). There are screenshots further back in this thread, I believe.
manomano
01-03-06, 03:37 PM
One more model in... for Regia Aereonautica.
http://img.freeforumzone.it/upload/387534_01-200.jpg
http://img.freeforumzone.it/upload/387534_02-200.jpg
http://img.freeforumzone.it/upload/387534_03-200.jpg
The aircraft is a Macchi Castoldi MC200
90° Sq., 10°Group,4° Air Wing, Sicily 1941
Wait a little for italian and english subs.
manomano
Our site is here:
http://www.maricosom.net/
malcymalc
01-03-06, 03:59 PM
AG124 - I saw the Chatham WIP you posted and she looks pretty good - I am excited at the cornucopia of new ships in the pipeline from you chaps.
Yes I saw the landing craft pictures earlier - it was their boxy shape that made me think of barges. It struck me that this might be a relatively simple model to build - no wakes or bow waves to worry about....
:o We're beginning to see a lot of entirely new models lately - and new aircraft are a good thing, as there are not that many in the game. It would be nice to see some Italian fighters patrolling the Mediterranean, or maybe engaging in dogfights with the British.
BTW - What type of aircraft is that? I am not as knowledgeable on aircraft as I am on warships. :oops:
Wait a little for italian and english subs.
For new ships? I suppose I can. :cool:
Got any surface ships under construction?
Yes I saw the landing craft pictures earlier - it was their boxy shape that made me think of barges. It struck me that this might be a relatively simple model to build - no wakes or bow waves to worry about....
I too would like to see barges, but there would be one problem. They could spawn as coastal crafts by themselves in the middel of the ocean with nothing to tow them. :o Since they can't move under their own power, this might look somewhat unusual. :cool: Still, maybe it could work.
johnfriesen77
01-04-06, 10:15 AM
Its easy to add new funnels.. but how do we clone smoke?
I've made some improvements to the USS Pyro. Now that I'm better at modding, I decided I could make the ship look better and more like the original.
http://img416.imageshack.us/img416/8525/p052pn.jpg
http://img416.imageshack.us/img416/9677/p062bg.jpg
http://img416.imageshack.us/img416/5792/p073pr.jpg
http://img416.imageshack.us/img416/818/p089mt.jpg
http://img416.imageshack.us/img416/9426/p103ut.jpg
http://img416.imageshack.us/img416/9347/p119no.jpg
http://img416.imageshack.us/img416/6479/p094xo.jpg
http://warships.web4u.cz/usa/auxil/img/ship-ae1.jpg
I hope I didn't post too many pictures - I didn't realize how many I had taken. :o I also have a full sequence of her exploding and sinking which I may post as well. :yep:
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