View Full Version : Ship Models - request/development
Its easy to add new funnels.. but how do we clone smoke?
use a parent ship with more funnels
cheers NoLine
iambecomelife
01-04-06, 05:37 PM
Looks really nice, AG124. I tried to make a model with the NPTR hull, but it was a complete disaster. :stare: It seems to be a good base for modded ships since its detail level is quite good. I've always suspected that they made it and a few other models early on in the dev. process, before running out of time with ships like the C-3 and - [shudder] - the "T-2".
Here is a quick Whale Factory I threw together - it is quite similar to the Pyro but is still very different. I will probably release this separately as a bonus rather than include it in any merchant pack.
These photos were taken during a whale hunt off the south-west coast of Greenland. Also, with lots of scenic icebergs by a pure coincidence. :cool: Since the photographer didn't realize how dark the afternoons would be at that latitude in December ( :lol: ), there are some photos from the Museum as well.
http://img492.imageshack.us/img492/7831/cvw023wz.jpg
http://img492.imageshack.us/img492/4244/cvw037nk.jpg
http://img492.imageshack.us/img492/1259/cvw045le.jpg
http://img233.imageshack.us/img233/1886/cvw016ou.jpg
http://img233.imageshack.us/img233/7941/cvw089ng.jpg
http://img233.imageshack.us/img233/2286/cvw065ey.jpg
http://img233.imageshack.us/img233/6532/cvw074qe.jpg
iambecomelife
01-04-06, 11:16 PM
I can almost smell the blubber being rendered. :up: You've captured the typical rigging % cranes especially well; lots of them seem to have had those braced goalpoast masts, for instance. Now all we need is a dinghy with some environmentalists at the bow :rotfl: . It's also neat to see it under the Norwegian flag - I guess Norway, Sweden, and similar countries would have owned several.
BTW, I've been looking for photos & line drawings for my own factory ship, and they're hard to come by. I haven't seen a single one as a scale model kit, and even Uboat.net has only a handful of their pics. I bought some line drawings of cargo ships recently, but unfortunately there were only a few whalers amongst the thousands of illustrations. It turns out many of them had already been torpedoed by the time the merchant ship list was published (1942). :damn:
I will now search the internet to see what I can find. Nothing good, probably.
Can't find one single line drawing. :stare: But I did find an interesting photo.
Here's a strange looking Norwegian one that survived the war to be scrapped in 1964.
http://www.warsailors.com/norships/suderoy1.jpg
You've captured the typical rigging % cranes especially well
Thank you. But part of the rigging disappeared as I was positioning it - I was going to position two cables between the cranes amidships. I guess I can blame the Animal/Earth Liberation Fronts for their disappearance...or maybe it was Greenpeace. :cool: :rotfl:
I bought some line drawings of cargo ships recently, but unfortunately there were only a few whalers amongst the thousands of illustrations.
If you have several, maybe you could make a general model which is repesentative of whale factories as a whole - I guess it wouldn't have to be an exact replica of one particular ship.
BTW - Should an old converted factory ship such as mine have a ramp at the stern? I can add one, but I thought that a non-purpose built ship might not have one. I haven't seen a photo of the stern of a converted factory ship, only the bow.
Does anyone think that I should convert the Pyro to an oil tanker instead? Oil tankers would be more useful to the game than a class of freighters which was very unusual and had only two completed. Of course, I could always make a tanker and release the Pyro anyway - any thoughts on any of this?
BTW - I hope I can get some more work done soon - I have to go back to university on Sunday and will get very little work from then until April.:cry: I have two more ships that I hope to complete, and one that I cancelled but may still complete anyway as I have a lot of work done on it. All three are regular freighters.
iambecomelife
01-05-06, 07:25 PM
That ship in your pic isn't much of a beauty queen :-? . Still, it's better-looking than modern car carriers.
Re: the stern ramp: I think it largely depended on the machinery arrangement of the ship being converted. If the vessel had two engines sitting parallel the addition of a stern ramp would be pretty simple IIRC. If not, adding a ramp would probably be much more expensive and the company might just decide to build a ramp-less vessel (or even one with a bow ramp). The 'Southern Princess' class of factories had stern ramps despite being converted tankers, so I'm guessing they either had two parallel engines/turbines or a set of three (in which case the center one may have been removed). I could be completely wrong about this though.
Re: the Pyro: I think it should be classified as an auxiliary warship (no stock ships are in this class) or used as a tanker, just so that we don't see it too often.
Re: the Pyro: I think it should be classified as an auxiliary warship (no stock ships are in this class) or used as a tanker, just so that we don't see it too often.
I once suggested that we use the 'Replentishment' designation for warships - we could even change it to 'Auxiliary' in the .cfg (I think you suggested it once too). This would be entirely appropriate for the Pyro. But I could still make a tanker version without the cranes and with regular tanker deck fittings. Maybe with a different bridge too. I was also thinking about a submarine or destroyer depot, but I don't have the time right now. The transport would be a good model for such a ship though.
iambecomelife
01-09-06, 06:20 PM
Another brief "progress report". I've finished another medium-sized freighter. It's screenshot-ready, so I may post some pics soon. I'll need several more to get the balance of tonnage values I want. Then I'll need some tankers, small passenger ships, a few warships... :doh: . And to think I thought I could get this done by December 05. The modding isn't really as hard as I thought it would be; it's just finding the time to do it...
Marhkimov
01-09-06, 08:09 PM
Italian MAS motorboat (NoLine, Scirè, Rubini, Marhkimov)
Aside from a few details here and there, it's almost ready to play with.
...Need feedback... do people even read this thread anymore???
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/628f20e6.jpg
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/371b8e68.jpg
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/14e909a5.jpg
The real Type MAS 552 (not an exact copy, but this is the inspiration)
http://warships.web4u.cz/italia/mtb/img/ship-mas563.jpg
phatmatt
01-09-06, 09:38 PM
I still read it when somebody posts here. nice boat you got there mate keep the good work coming. you know when your going to release it?
Marhkimov
01-09-06, 09:42 PM
We're looking to release it as part of HT mod...
...but since Rubini is not due back for a while (he's on an internet-less vacation), I have no idea.
:o :o :o :o :o Is that an entirely new model? I love it, although I usually don't venture into the Mediterranean. If the Italian Navy was expanded, I may have more interest in doing so (just to catch a glimpse of an Italian patrol or fleet). :yep:
Iambecomelife, I agree with what you just said - finding time to make ships (and do a good job with them) is the hardest part of modding. I am in university as I am writing this and have had very little time to work on SH3 (I just got back from a late political science course on international maritme law less than an hour ago). I do have several other ships planned - one is about 50% completed and the other is about 95% completed. Here is an updated list of what I have completed and what I am working on. (I believe we should all coordinate our merchant packs so that we provide the best combination of ships to the community).
I have also added the classifications - it may seem obvious but I didn't think it would hurt to add them. "Completed" ships may not break in two, are not armed, and do not have ID images - I am still working on those things when I get the chance. Parent ships are listed too, so that you knwo which ones are being use the most - it may help for variety.
Completed Ships:
Pyro Ammunition Freighter (~7,000 GRT) - 102/100(?) (p=transport)
AOD Coastal Tanker (~1,000 GRT) - 101 (p=tugboat)
Belize Freighter (~2,300 GRT) - 102 (p=small merchant)
Rose Castle Ore Carrier/Freighter (~7,300 GRT) - 102 (p=liberty)
Kyle Coastal Merchant (~1,000 GRT) - 102 (p=coastal merchant)
Lake Ship (~1,700 GRT) - 102 (p=coastal merchant)
Meigle Coastal merchant (~850 GRT) - 102 (p=small merchant/tugboat)
Caribou Passenger/Cargo - (~2,200 GRT) - 102 (p=coastal merchant)
Granville Freighter - (~4,600 GRT) (p=small merchant/C3)
Chatham Troop Transport (~5,600 GRT) - 103 (p=transport/C2)
Converted Whale Factory - (~12,800 GRT) - 101 (p=transport)
Fleet Tanker - (~9,800 GRT) - 103 (p=troop transport)
Empire Celt Tanker - (~8,300 GRT) - 103 (p=transport)
Nearly Completed Ships:
'Generic Tanker' (~6,900 GRT) - 101 (p=T2)
- Needs minor work done on bridge and cranes.
Under Construction:
Refrigerator Ship (~6,400 GRT) - 102 (p=C2)
- About 50% done.
'Passenger Ferry' (~5,300 GRT) - 103 (p=passenger liner/transport)
- Barely any work done
Lord Strathcona Freighter (~7,800 GRT) - 102 (p=victory)
Planned:
Dayrose Freighter (~4,500 GRT) - 102 (p=small merchant/victory)
- Previous models scrapped, new one to be begun.
AOD Heavy Tanker (~9,000 GRT) - 101 (p=T3)
- I want to make this this one for the sake of nostalgia. The model I am planning shouldn't waste too much of my time either.
I hope to see more of your ships soon, they really do keep getting better and better (and the first ones were A+ jobs anyway :yep: ) My two favorites so far are the Marore and the President Grant (and it doesn't bother me that some of the PG's parts won't collapse - I'll put a fish into her anyday anyway :D ).
And I still hope to see a real whale factory someday, not like the piece of crap I threw together in 20 minutes from the leftovers of my first Pyro model... :cool:
BTW - if anyone else wants to join in the construction efforts, please feel free to do so. There is plenty of work to go around, and as Iambecomelife posted, there are time constraints (even worse for me than fro him) which limit quantity (although not quality, except in the case of my crappy whaler :rotfl: ).
Now, I better stop rambling, as a dozen posts have probably been written while I was doing this.
I guess I'll check back in the morning to see those screenshots.
Marhkimov
01-09-06, 10:55 PM
:o :o :o :o :o Is that an entirely new model?
Nope, it's a piece-by-piece clone, like most of your guys' ships.
NoLine is responsible for making it, but as far as I can tell, the hull is from a (Soldati?) lifeboat, the torpedoes and cockpit area are from the Elco, and there are other various bits and pieces. It even features a reflection, wake, and bowspray.
Oh Gawd, all you modellers are da sh!t... If only I had experience with 3D modelling.....
...Need feedback... do people even read this thread anymore???
This is THE thread I go looking for updates in every time I check SubSim, which is about 2-3 times a day... minimum..... :oops: :88)
All these new ships :rock:
he i didnt see the new tetures yet looks good :up:
but maybe i should remove the anchor now it looks a bit like a coffin :-j
Marhkimov
01-10-06, 05:04 PM
The front of the torpedo still draws its texture from the wooden deck...
I dunno... I'm still hesitant about that, but I don't know what to do. Would it be better if I left the deck as a solid color?
yes thats what i noticed also, ill take a look at the torpedo textures in wings3d
noline
I really didn't see that she was made from modded in-game ships. That really is a fantastic job, it looks completely new. :yep:
iambecomelife
01-10-06, 06:46 PM
lol - I used to do a lot of modding on weekdays, but I got tired of staggering around like a zombie at work from lack of sleep. :rotfl: Right now the 3d modeling itself is largely done on Fridays and weekends, in my case. On Monday-Thursday I look at cargo ship line drawings and research historical paint schemes for the new ships' skins.
Great torpedo boat, Mark. :up: BTW, do you know if the explosive motorboats the Italians used were similar to this vessel? Also, do you have plans for any large Italian warships? They're so much better looking than most navies' WWII-era ships. :cool:
Happy Times
01-10-06, 07:20 PM
Isnt it the same MAS boat as in Finnish Navy? Someone could add it to Finlands roster. :up: http://users.tkk.fi/~jaromaa/Navygallery/index.htm
Marhkimov
01-10-06, 07:54 PM
Great torpedo boat, Mark. :up:
All of it was done by NoLine. I'll tell ya, that guy is a genius! :up:
BTW, do you know if the explosive motorboats the Italians used were similar to this vessel?
Most of our history material we get from Scirè. He know all too well about the entire Italian history. :yep:
Also, do you have plans for any large Italian warships? They're so much better looking than most navies' WWII-era ships. :cool:
It depends how much NoLine is up to the task. I really don't want to force him to make something he has no interest in.
But as a community, we haven't gotten a warship in a long time, so I would love see a new warship... It doesn't have to be Italian, for that matter. ANY warship would make me happy! :yep: :D
Isnt it the same MAS boat as in Finnish Navy? Someone could add it to Finlands roster. :up: http://users.tkk.fi/~jaromaa/Navygallery/index.htm
I'm sure we could arrange it. :yep:
its not up to me at this moment, untill the texture problem is solved its hard to make anything atm
the Mas worked because the hull uses only 1 texture file iso 2 (unfortunuatly uses only a small part of that)
im hoping Sansal will have some good news soon
cheers
noline
HundertzehnGustav
01-11-06, 06:55 AM
looking good on that torpdropping italiano :D
when can i grab all these new ships mentioned here?
The front of the torpedo still draws its texture from the wooden deck...
I dunno... I'm still hesitant about that, but I don't know what to do. Would it be better if I left the deck as a solid color?
Awesome work guys! :up:
The end model with texture should look like this.
http://www.modellismo-navale.it/MODELLISMO-NAVALE/navi/mas_451/mas_451_M/Leonard_Xuereb/mas_451_M_I/ingrandimenti_mas_451_F_01.jpg
the above is (a good model made by a friend) an all wood deck plus camo pattern hull version (the most commonly ones) but there was an half painted deck with no camo wich is reproduced here (again a good model really useful to have a clear view of all the particular of the deck.)- btw ,this is a class 500 MAS the most used and powerful variants wich fought with the RSI until the end of war...-
http://www.modellismo-navale.it/MODELLISMO-NAVALE/navi/mas_562/mas_562_M/picciarelli_gabriele/mas_562_M_I/mas_562_M_I_F_01.jpg
http://www.modellismo-navale.it/MODELLISMO-NAVALE/navi/mas_562/mas_562_M/picciarelli_gabriele/mas_562_M_I/mas_562_M_I_F_02.jpg
http://www.modellismo-navale.it/MODELLISMO-NAVALE/navi/mas_562/mas_562_M/picciarelli_gabriele/mas_562_M_I/mas_562_M_I_F_03.jpg
Isnt it the same MAS boat as in Finnish Navy? Someone could add it to Finlands roster. :up: http://users.tkk.fi/~jaromaa/Navygallery/index.htm
You are right!
Four class 500 MAS (the same as above)the Mas 526-527-528 and 529 were sent in Finland forming the 12th MAS Flottilla on request of German Kriegsmarine.
The MAS under the former control of Finnish Command but operatively conducted by Italian crew was operative from 22 June 1942 at Uusi Laatokka (Novaja Ladoga) and Morja on Ladoga lake.
The boats sunk surely about seven Russian ships and were retired in October of the same year when the lake became freeze.
(...) BTW, do you have plans for any large Italian warships? They're so much better looking than most navies' WWII-era ships. :cool:
Hi iambecomelife,
me ,Rubini and Marhkimov have plans on this items.
If you would help us in the project i could provide any kind of info about the Italian vessels.
In my opinion should be made the following.
-MAS motorboat (currently WIP)
-CB class midget submarines
-Roma/Littorio class battleships (the most powerful ever made than japanese Yamato...)
-Condottieri class cruisers
Let me know anything you'll need for it.
marhkimov and NoLine could work at the skins
me and Rubini at the historical implementation in the next HT edition.
What do you think about?
http://www.regiamarina.net/arsenals/ships_it/battleships/images/battleship_1.jpg
BB Littorio
http://www.regiamarina.net/arsenals/ships_it/battleships/images/littorio_1.jpg
BB Littorio
http://www.modelli-navali.it/MM-Italiana/arch_immag/veneto1940/veneto1940_im/veneto40_00_V.JPG
BB Roma
http://www.modelli-navali.it/MM-Italiana/arch_immag/veneto1940/veneto1940_im/littorio40_01_V.JPG
BB Roma
http://www.modelli-navali.it/MM-Italiana/arch_immag/duca_abruzzi1950/duca_abruzzi1950_im/Duca%20Abruzzi50-00-V.JPG
Condottieri class cruiser
MAIN ITALIAN VESSELS:
http://www.regiamarina.net/battles/matapan/order_of_battle/images/vittorio_veneto.jpg
BB Roma, Littorio, Vittorio Veneto
http://www.regiamarina.net/battles/matapan/order_of_battle/images/trento.jpg
Heavy cruiser Trento
http://www.regiamarina.net/battles/matapan/order_of_battle/images/zara.jpg
Heavy cruiser Zara
http://www.regiamarina.net/battles/matapan/order_of_battle/images/abruzzi.jpg
Light cruiser "Condottieri" class
http://www.regiamarina.net/battles/matapan/order_of_battle/images/soldati.jpg
Destroyer "Soldati" class
Happy Times
01-11-06, 03:44 PM
Isnt it the same MAS boat as in Finnish Navy? Someone could add it to Finlands roster. :up: http://users.tkk.fi/~jaromaa/Navygallery/index.htm
You are right!
Four class 500 MAS (the same as above)the Mas 526-527-528 and 529 were sent in Finland forming the 12th MAS Flottilla on request of German Kriegsmarine.
The MAS under the former control of Finnish Command but operatively conducted by Italian crew was operative from 22 June 1942 at Uusi Laatokka (Novaja Ladoga) and Morja on Ladoga lake.
The boats sunk surely about seven Russian ships and were retired in October of the same year when the lake became freeze. Do you have info about the later operations of the Flotilla? You would think they remained in Gulf of Finland? No point in going back to La Spezia :hmm:
Do you have info about the later operations of the Flotilla? You would think they remained in Gulf of Finland? No point in going back to La Spezia :hmm:
The crafts were transported from La Spezia to the coast of this great lake, situated north of St. Petersburg, by a truck column that made more than 3.100 kilometers in 26 days. In August, the 15th, 1942, the two Italian torpedo motorboats began their brilliant also if limited activity with the sinking, made by Mas 527 commanded by tenente di vascello Renato Bechi, of a Soviet gunboat of the "Bira" class. The 28th August also Mas 528 sank an enemy unit: a large "maona" with a displacement of more than 1.000 tons, loaded with soldiers. The 29th September the two Italian Mas tried to torpedo a Russian armed motorbarge and in October, the 22th, a few days before the lake's glaciation, they had their last battle, attacking with torpedoes and machine guns three enemy gunboats near. In November, the two Mas were given to Finland Navy and the crews returned in Italy.
Happy Times
01-11-06, 04:52 PM
Do you have info about the later operations of the Flotilla? You would think they remained in Gulf of Finland? No point in going back to La Spezia :hmm:
The crafts were transported from La Spezia to the coast of this great lake, situated north of St. Petersburg, by a truck column that made more than 3.100 kilometers in 26 days. In August, the 15th, 1942, the two Italian torpedo motorboats began their brilliant also if limited activity with the sinking, made by Mas 527 commanded by tenente di vascello Renato Bechi, of a Soviet gunboat of the "Bira" class. The 28th August also Mas 528 sank an enemy unit: a large "maona" with a displacement of more than 1.000 tons, loaded with soldiers. The 29th September the two Italian Mas tried to torpedo a Russian armed motorbarge and in October, the 22th, a few days before the lake's glaciation, they had their last battle, attacking with torpedoes and machine guns three enemy gunboats near. In November, the two Mas were given to Finland Navy and the crews returned in Italy. I thought it was four boats? MAS 526 to MAS 529
* J 1, Jylhä
* J 2, Jyry
* J 3, Jyske
* J 4, Jymy
There were two older (built in 1917) MAS boats in service but they were obsolete. MAS 220 and MAS 221 * MTV 1, Sisu
* MTV 2, Hurja
I thought it was four boats? MAS 526 to MAS 529
* J 1, Jylhä
* J 2, Jyry
* J 3, Jyske
* J 4, Jymy
There were two older (built in 1917) MAS boats in service but they were obsolete. MAS 220 and MAS 221 * MTV 1, Sisu
* MTV 2, Hurja
Thats all right!
The craft were four but i have operative (read confirmed sinking) info only about two of the four MAS
I can confirm the presence of the two older type 200 MAs too but no operative info about them.
Happy Times
01-11-06, 06:23 PM
Thanks for the info, very interesting trip up north for the flotilla. These small stories are what makes history interesting :up:
Happy Times
01-11-06, 07:16 PM
I would like to see in the med the Free French units. Free French and Vichy French need some research to mod but could be better modelled in the game IMO. French ships interned in Alexsandria 1940 that joined the allies again in 1943 would be cool add in to the game. The ships were Battleship Lorraine http://www.battleships-cruisers.co.uk/images/bretagne.jpgNice model from someone http://www.guberski.com/images/lorraine.jpg , heavy cruisers Duquesne and Tourville http://www.battleships-cruisers.co.uk/images/duquesne4.jpg Heavy cruiser Suffren http://www.battleships-cruisers.co.uk/images/suffren9.jpg Light cruiser Duguay Trouin http://www.battleships-cruisers.co.uk/images/duguaytrouin8.jpgDestroyers Basque, Le Fortuné and Forbin http://www.battleships-cruisers.co.uk/images/fougueux.jpg These ships took part in allied operations in the mediterranean from 1943. Someone could tell more if they have more info. The French should be more accurately depicted in the game , even though it will require some research.
sandbag69
01-12-06, 01:30 PM
Are all the ships that are being built just Clones of other ships parts put together to make new ships?
or are some of them edited in a 3d programme to add new parts e.g. Superstructures.
Are there any step by step instructions on how to edit a hull to add a completely new superstructure to it?
thanks
and keep up the good work
Marhkimov
01-12-06, 01:42 PM
Are all the ships that are being built just Clones of other ships parts put together to make new ships?
Basically, yes. People are making new ships out of old pieces.
or are some of them edited in a 3d programme to add new parts e.g. Superstructures.
As far as I know, most ships are just clones.
However a few people are importing entirely new models. Most people don't know how, though.
Are there any step by step instructions on how to edit a hull to add a completely new superstructure to it?
Somewhere in this thread... LOL
Sorry, you'll have to comb through it. Have fun! ;) :D
Marhkimov
01-13-06, 03:30 PM
Impressive, isn't she?
She now belongs to the official International Red Cross.
http://img334.imageshack.us/img334/9251/sh3img13120061224286255zn.jpg
Marhkimov
01-13-06, 03:41 PM
And we have a problem. In Serg's nationality mod v2.0, Finland doesn't have a naval military flag, so currently we can't add any warships to Finland's arsenal... Unless you don't mind if they sail without a flag...... I'm not so sure about that....
And we have a problem. In Serg's nationality mod v2.0, Finland doesn't have a naval military flag, so currently we can't add any warships to Finland's arsenal... Unless you don't mind if they sail without a flag...... I'm not so sure about that....
in regards to the italian MAS employed on the ladoga lake theyr fllag was Italian until they were operated by italian crew than Finnish when sold to Finland navy.
The new Red Cross Nationality is a good idea IMO. :yep: I like the nationality mod, but I would like to see flags for Venezuala, Iceland, and Egypt too.
Also, here's a couple of other ships I am working on; a refrigerator ship based on the C2 and a tanker based on the Transport. With the C2-Refrigerator SHip, I am having one problem that maybe someone here can fix. The pipes have not been numbered progressively, so I am not sure which four vents are the ones surrounding the funnel. If anyone has worked on the C2, could you let me know which ones they are?
Refrigerator Ship:
http://img428.imageshack.us/img428/4589/reefer012ay.jpg
The skin is from Iambecomelife's MVP.
'Empire Celt' Tanker:
http://img247.imageshack.us/img247/6751/empirecelt017ph.jpg
This is the last model I will make from the Transport, as I am using that model too much lately. However, this one actually differes very much from the other Transport-based models which I have made.
iambecomelife
01-13-06, 07:48 PM
:up: It's going to be a great day when we get that 40-50 ship convoy on our hydrophones, raise periscope, and notice that there is little to no repetition in terms of the ships' models. We've only scratched the surface of Pack3d's capabilities, too.
Thanks for solving the Red Cross nationality problem, Mark - it was way on the backburner for me, and I'm not totally familiar with adding new nations myself.
phatmatt
01-13-06, 08:31 PM
:up: It's going to be a great day when we get that 40-50 ship convoy
you bet it will. Just cant wait... now where did i put that timemachine again? :damn: I love the red cross nationality too, will that be part of a mod or something? or did you just do it for yourself?
Marhkimov
01-13-06, 09:10 PM
you bet it will. Just cant wait... now where did i put that timemachine again? :damn: I love the red cross nationality too, will that be part of a mod or something? or did you just do it for yourself?
We're making plans as we go along... Patience, you guys will see everything sooner or later...... ;)
Most of my ships have been sent to the dev team by der Teddy Bar to have several problems corrected (zones, textures, etc.). I haven't heard back yet, but will post when I do.
Has there been any word on a new version of pack3d yet? The version we have is excellent, but of course, there are several minor issues which need to be solved.
Happy Times
01-14-06, 12:45 AM
And we have a problem. In Serg's nationality mod v2.0, Finland doesn't have a naval military flag, so currently we can't add any warships to Finland's arsenal... Unless you don't mind if they sail without a flag...... I'm not so sure about that.... Guees we have to wait until they are in the mod. Heres the flags if someone wants to add them. http://www.flags.net/FINL.htm
Marhkimov
01-14-06, 12:53 AM
Actually, I have all of the WWII era flags... for MANY nations, but Sergbuto hasn't added as many flags as I have.
The flags are all in high-res and in TGA format, just begging to be added.... Bummer.
EDIT: In my earlier posts, I mentioned that I was using Nationality Mod v2.0.... I meant to say I am actually using v3.0
EDIT: In my earlier posts, I mentioned that I was using Nationality Mod v2.0.... I meant to say I am actually using v3.0
Where can you download v3.0 from? I know that v2.0 is avaliable from U-Boot.RealSimulation.com
Marhkimov
01-14-06, 02:21 AM
At Sergbuto's website. He also has a few other mods over there: http://web.telia.com/~u18230645/
And before anyone asks, the lifeboat mod is NOT for download.
Thanks Marhkimov downloading it now. :up:
iambecomelife
01-14-06, 04:13 AM
Two of my latest tonnage-inflation-fighting medium sized ships. Once again, these are outdated steam merchantmen from circa WWI to the mid-20's. Both are in more or less historical early war skins. I want to get a lot more of these done, and then do some motorships later on. I forget how long the British freighter is, but the American one is definitely less than 400 feet - IIRC about 360 or so. I guess that 4000-4500 might be a good tonnage.
The US freighter was in part a test for some logos and flags I want to use on new skins. Hopefully we'll have a wide variety of neutral countries with these large flags on their ships. The flag should only be repeated one or two times, but this is the best I can do for now. At least this thing actually displays the company name text correctly on both sides (!).
http://i33.photobucket.com/albums/d54/iambecomelife/Lyner1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Lyner2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Lyner3.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Britmerch.jpg
I would rate both of those ships 10/10, but the US one is my favorite (and is now my 3rd favorite of all of the ships you have built). :yep:
I also like that small monochrone image you have included in the picture in your signature - how did you get it to be so clear? If I took a screenshot at a distance to make the ships that small, it would probably be much more blurry. :shifty: I need small images for the ID manual, so I am most interested in learning how to make the best ones possible.
Speaking of your new signature, by the looks of it, it seems you are planning to release your merchant pack soon. Is this the case? I would like some new ships soon - I'm not using my own at the moment as very few are actually ready to sink.
I personally have been waiting for the new ship pack for a long time. They're bound to bring a lot of new life into the game, and where it really counts :up:
Meanwhile, I reorganized things a little - this thread definitely needs to be a sticky :)
iambecomelife
01-15-06, 12:50 PM
My ship pack is still in its very early stages, unfortunately - it lacks tankers (one built) and passenger ships (none built). It also needs many more cargo ships. If we don't get out large numbers of small and medium freighters we'll still have players racking up too many 100K ton scores. The point of my mod is to try and make people grateful for every ship they sink, since IIRC most real U-Boats either never sank anything or only sank ships of 5-6000 tons or smaller. There also needs to be a special "wow" factor whenever that speck on the horizon turns out to be a factory ship, passenger/cargo, etc. :cool:
The photo in my sig is just a screenshot of the "Lykes" freighter shrunk down, cropped, and made B&W. ID book pics could be made with a similar process.
Why not, say, a "united" ship pack using new units from everyone? There's been enough units to more or less balance things out, I'm sure at least those which don't have current problems that require Dev fixes could be integrated together nicely. It would certainly help the players to have a 'big pack' like that :hmm:
Marhkimov
01-15-06, 01:21 PM
Yep, I think everyone is trying to get a big pack together. But my personal experience is that it's certainly easier said than done......
It's definately not an easy thing to do....
I don't know how or when I am going to release most of mine - but I am going to release my Converted Whale Factory as soon as I can as a separate release. There was talk of one huge combined merchant pack, but I don't know if that is still planned. If any of you are still planning something like this, don't hesitate to PM me.
I still have not heard back from Der Teddy Bar, but this is a busy time of year for the dev team members who have my ships so I am not rushing anything.
Marhkimov
01-15-06, 03:08 PM
If you guys would like, I can help organize a big mod pack for everyone's ships.
It's no simple task, but I have a lot of experience in putting together big mod packs. ;)
Charlie901
01-15-06, 11:30 PM
Italian MAS motorboat (NoLine, Scirè, Rubini, Marhkimov)
Aside from a few details here and there, it's almost ready to play with.
...Need feedback... do people even read this thread anymore???
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/628f20e6.jpg
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/371b8e68.jpg
http://i11.photobucket.com/albums/a172/hockeemaster/Silent%20Hunter%203%20Pics/14e909a5.jpg
The real Type MAS 552 (not an exact copy, but this is the inspiration)
http://warships.web4u.cz/italia/mtb/img/ship-mas563.jpg
I've completely reworked the Med, convoy wise and this ship would be an excellent addition. in short here is what my Mod incompasses:
Built on a modified version of Jason's Improved Convoy Mod:
The Med was totally and Historically incorrect; convoy wise.
That's now be rectified!
After approximately 30+ hours of extensive Historical research here's what I've come up with:
"I.C. Med REDUX"
Now includes historical convoys to/from Beseiged Malta, Greece, Crete, and historical seaborne relief efforts to many beseiged North African Ports, as well as Italy to N. Africa Troop/resupply convoys, all acurate date wise!
Plus......
Every major Allied Historical Operational Convoy (1 time apearance for each Operational Convoy) during the entire WWII timeframe in the Med is recreated by the exact, route, date left/arrived, ship types and numerical numbers.......leading to some crazy escort numbers (18+ for example on some convoys). Do you even dare attack one of these Operational Convoys?
Dynamic/Random chance of convoys/task forces running into each other creating, potentially titanic, random/dynamic sea battles!!!
Mod may need some Beta testing as I've not playtested everything yet.......but if you look at the files everything should work without problems. Serbugto's additional ships are required as well as Hospital Ships from; Iambecomelife.
Only effects the RND layer as not to conflict with the LND or SCR layers (i.e. HT Mods).
Having an entire career in the Med, although extremely dangruos and rewarding, should be as much fun, if not more than fighting it out in the Atlantic!
Let me know if anyone wants to Beta Test/ try it out and I'll try to host it somewhere...........?
I guarentee this Mod will not dissapoint anyone who wants a challenge and some excitement in the Med!!!
Marhkimov
01-16-06, 01:08 AM
Holy crap!
Marhkimov just downloaded the newest version of Java, and while he was at it, he also downloaded the newest version of Pack3D....
Watch out. You guys are in trouble!!!! :D :D :D
Italian cargo ship 1943.......
can you see it? :huh: :o
http://img201.imageshack.us/img201/3546/photo07c5fa.jpg
This is the camo state of the art!
Marhkimov
01-16-06, 04:35 AM
See what?!?!? :yep: :up:
:rotfl: :rotfl: :rotfl:
State of the ART!!!!
iambecomelife
01-17-06, 07:53 PM
Semi-OT: a recent accident involving two merchants, caught on tape. Dramatic pics, especially since one of them was carrying propane. :huh: I know they're not WWII-era, but still...
http://www.cargolaw.com/2005nightmare_maracaibo.html
I never knew ships that large could navigate Lake Maricaibo. I modded my campaign layer to have light tanker traffic, using the OTSF as a stand-in for the light tankers that WWII-era oil companies used there. There's a good line drawing of one of these lakers on a dutch website I visited the other day, so I may try to create it...
EDIT: That's "Maracaibo"... :oops: :damn:
iambecomelife
01-17-06, 10:03 PM
WIP screens of a ship derived from that last freighter.
http://i33.photobucket.com/albums/d54/iambecomelife/55e911c5.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/NethMerch.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/ee63bb9e.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/AmiMerch.jpg
Marhkimov
01-17-06, 10:06 PM
What version of Pack3D do you use?
I have the newest one, but I can't seem to clone anything with it... And the same goes for one of my older versions.
iambecomelife
01-17-06, 10:31 PM
I use the one released in early November (1.051121); I think it's the latest.
BTW, can people see the screenshot of the American ship?
BTW, can people see the screenshot of the American ship?
Yep
booger2005
01-22-06, 01:59 AM
Is it possible for someone to modify Serge's Large cargo (German commerce raider modified clone)? I think a quick improvement would be to cut out the vestage of the airplane catapult base on the bow and replace it with a node so that it could take deck cargo. That would be really cool. :cool:
iambecomelife
01-23-06, 06:49 PM
Is it possible for someone to modify Serge's Large cargo (German commerce raider modified clone)? I think a quick improvement would be to cut out the vestage of the airplane catapult base on the bow and replace it with a node so that it could take deck cargo. That would be really cool. :cool:
That might be possible. We could easily delete the 3d catapult base in wings3d. To add a deck cargo node we could take an existing node and rename it "K" in a hex editor. K is the dat file's shorthand for a node that carries cargo, instead of weapons. Of course, this would mean one less weapon or searchlight...
I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
booger2005
01-24-06, 02:25 AM
I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
As it is, with the awkward funnel, its a dead ringer for the Clan Chisholm. But there is a lot of potential there, I think a lot of ships had that configurtion with the bridge further upfront and the funnel near the center. I'm sure it can be modded into a lot of different ships, especially if the size is scaled down a bit. How expensive is the 3d modelling software? I've been considering giving one a try... :hmm:
The one which we are all using is free - Wings3d.
I think a lot of ships had that configurtion with the bridge further upfront and the funnel near the center.
Yes, most merchants from WW2 that I have seen have had that arrangement. Several ships that have been built on this thread reflect that design, although you have probably already seen those. And Iambecomelife often used the Large Cargo as a parent ship to make some of those, at least initially.
iambecomelife
01-24-06, 07:08 PM
The one which we are all using is free - Wings3d.
I think a lot of ships had that configurtion with the bridge further upfront and the funnel near the center.
Yes, most merchants from WW2 that I have seen have had that arrangement. Several ships that have been built on this thread reflect that design, although you have probably already seen those. And Iambecomelife often used the Large Cargo as a parent ship to make some of those, at least initially.
Since this style (split structure) was so common historically I've been making a number of merchant classes that feature it. It's a little inconvenient, since the ships start looking repetitive. I've been trying to think of several ways to improve some of my existing ships by differentiating them more:
1) Bow and stern shape. Sterns are pretty difficult for me, but I did manage a cruiser stern on one ship. Bows are easier for me to do, and there are three main subtypes: straight, raked (often on newer ships) and maierform (like a giant canoe).
2) Smokestacks. Taller funnels often indicate old, coal-burning ships.
3) Upper decks. Giving a long bridge deck can help alter the appearance, but again these can be difficult - in part b/c of 3d modeling and also due to texturing issues. Forecastles and elevated sterns are easier IMO.
4) Cargo handling gear. I've noticed two common types: cranes set in parallel and cranes that radiate from the center, like the Liberty Ships'. The small cranes on models like the NKGN can further diversify a ship (with a little 3d editing).
It's a little inconvenient, since the ships start looking repetitive.
Do you think most of the ones which I have completed in this style need to be changed? Those would include the Granville, Rose Castle, and Refrigerator Ship. I hope there isn't too much that I would have to do with them as I am deeply into my university work now and have had less time to work on SH3 than ever before. :cry: Plus, the Granville has already been sent to the Dev team Der Teddy Bar on my behalf.
I do think that the freighters which you have made represent a good variety and are not really repetitive at all. I especially like the fact that you have added forecastles to the Liberty-based models (something which I must do to the Rose Castle before submitting the model to the developers). I have also straightened most of my bows, but have only edited the sterns of some some of the Transport-based models such as the Pyro).
Do you have any more pictures? I was building a new Troop Transport (originally designated a Passenger Ferry) but have not progressed very far.
iambecomelife
01-24-06, 09:21 PM
I don't think yours are repetitive either; the Granville with its low-slung, swaybcked look is pretty distinct from the Rose Castle, for example. This whole thing is sort of a conflict between art and history; artistically, simmers want lots of variety, but historically many ships seem to have been similar-looking, except for the details I listed. Whenever I look at my freighter and tanker line drawings from the period it's surprising to see how many builders used nearly identical configurations.
I don't have any pics at the moment but I'm tentatively planning more tankers. We should probably make a tanker from the "British Aviator" class - just go to Uboat.net and search for almost any ship with "British" in its name. They were extremely common, and the same general type served several companies.
I did a "test run" in wings3d for a ship based on Esso's late-model tankers. It went well, so I'm going to make a serious attempt on it this weekend.
rfbranch
01-26-06, 10:56 AM
I was just courious about when we might see a mod pack with everyone's combined work. I agree that we seem to see the same ships a little too much, and I would just LOVE to see all the collective work of so many dedicated modders finally put into the game. I would really take the simulation to the next level.
I can't get over this post is 24 pages strong and still going!
Thanks to everyone who's added to the community!
iambecomelife
01-26-06, 05:06 PM
I was just courious about when we might see a mod pack with everyone's combined work. I agree that we seem to see the same ships a little too much, and I would just LOVE to see all the collective work of so many dedicated modders finally put into the game. I would really take the simulation to the next level.
I can't get over this post is 24 pages strong and still going!
Thanks to everyone who's added to the community!
I have no idea when I'll be done but the work is going a little faster now that I'm using the cloned ships themselves as parent units. AG124's already sent some of his work to the former developers.
If anything happens with a combined release pack, be sure to contact me as I am interested. However, I am not ready yet - if any of my ships are returned completed I will post immediately. Or hopefully, some of the outstanding issues will be worked out here in the near future. :hmm:
I am now ready to send the Meigle Coastal Merchant to the Dev team, but first I want some opinions on her deck cargo placement. Does anyone think I should leave the deck cargo in place in fron tof the bridge? (In the picture below, it has been lowered into the hull). If the cargo was a truck or plane, it would look really good but if it were a container it would look really awkward. :-? The picture is an old one though - the aft mast has been moved further towards the stern since I first posted it.
http://img321.imageshack.us/img321/9216/meigle021sz.jpg
EDIT: Since no one has commented, I guess the model is alright now, without the forward deck cargo. I will now send it in for fixing.
Woof1701
02-01-06, 09:03 AM
I like it. What tonnage do you expect it to have? Something around 1500 to 2000?
That particular ship will have a tonnage of 875 GRT. Most of my other ships were quite a bit larger, and I felt the tonnage in the game needed to be evened out with smaller ships. Also, no one else had posted a ship that was <1000 GRT.
Since no one posted otherwise, I have decided not to replace the forward deck cargo and to leave that space empty. :yep:
iambecomelife
02-01-06, 07:14 PM
I agree. You should leave that node empty until we manage to mod deck cargoes. The game could use a new cargo to replace those bizarre-looking, cubelike containers for general freight & ammo.
manomano
02-02-06, 04:46 PM
I have just finished two new units, I think final version.
I clone Ju88 e bf109 to obtains BR20M and MC202.
Piece on piece.
I have some problems with position of the Br20's propellers,
but I resolve it creating a dummy chunk .
I have to complete final version of my last fighter MC200
(last image)and then ...... perhaps a sub.
mano
http://img.freeforumzone.it/upload/387534_BR20finale.jpg
http://img.freeforumzone.it/upload/387534_Br20.jpg
http://img.freeforumzone.it/upload/387534_MC202.jpg
http://img.freeforumzone.it/upload/387534_01-200.jpg
:o :D
How did you import those new .obj's into the game - with Pack3d? And how did you get the correct texture mapping?
Good work, I must say. :yep:
UBOAT234
02-03-06, 01:42 PM
Hallo Comandante Manomano,
Tutto bene?
After some months of furtiveness, for job... I am returned in Italy... I recommence with the models... one collaboration?
use My mail :up:
Best Regards
UBOAT234
http://www.glop.org/starforce/boycott-starforce-mario-userbar.jpg (http://www.glop.org/starforce/)
http://www.glop.org/starforce/boycott-starforce.jpg (http://www.glop.org/starforce/)
http://www.glop.org/starforce/boycott-starforce-davebgimp.png (http://www.glop.org/starforce/)
Wulfmann
02-03-06, 05:30 PM
I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
I agree. the thing is when you can determine form the horizon that it is this ship you know it will be unarmed so can attack it (later years) with a deck gun where you would never risk it if you were not sure what class it was.
Hmmmm, add a few guns for 1941 and on might also cure that.
I also think small cargo ships are needed particulary for around England. Many ships were 5-6-7-800 tons that were sunk by U-Boats
Wulfmann
iambecomelife
02-03-06, 09:45 PM
I have just finished two new units, I think final version.
I clone Ju88 e bf109 to obtains BR20M and MC202.
Piece on piece.
I have some problems with position of the Br20's propellers,
but I resolve it creating a dummy chunk .
I have to complete final version of my last fighter MC200
(last image)and then ...... perhaps a sub.
mano
http://img.freeforumzone.it/upload/387534_BR20finale.jpg
http://img.freeforumzone.it/upload/387534_Br20.jpg
http://img.freeforumzone.it/upload/387534_MC202.jpg
http://img.freeforumzone.it/upload/387534_01-200.jpg
Nice work with the skins and modeling; those things just scream "Mediterranean", IMHO. Looking at the fighters, brought back memories of my modded IL-2 installation... :D
GlobalExplorer
02-04-06, 02:47 PM
Now having followed this thread for months I must say it really hurts seeing all these beautiful ships and not knowing when I can play with them.
I don't wonna rush you in any way, but don't you think there could be a beta release of these wonderful ships, even though not all features are working?
Really great work .. really looking forward to more ship variety !!
GlobalExplorer
I'm not able to release any yet - all except the Pyro, Chatham, Empire Celt, and Converted Whale Factory would crash the game. I sent most of my ships to Dan (a member of the Dev team) and he is doing some work with them - the AOD Coastal Tanker will be the first one finished.
I can't send any more though, as he will only work on completely new ships from now on (I never got a chance to send in the Rose Castle, Chatham, Fleet Tanker, Refridgerator Ship, or Generic Tanker - the last two were/are not finished anyway).
I may release the Converted Whale Factory separately (and soon), but I need to make an ID book image first. She would not be armed, would have slightly messed up textures, and would have the same zones as the Transport though. :-?
iambecomelife
02-04-06, 03:11 PM
Now having followed this thread for months I must say it really hurts seeing all these beautiful ships and not knowing when I can play with them.
I don't wonna rush you in any way, but don't you think there could be a beta release of these wonderful ships, even though not all features are working?
Really great work .. really looking forward to more ship variety !!
GlobalExplorer
I'm going to try to work on the CAM ship again, and if it's successful I'll produce single release. I may also release a few auxiliary warships - I'm almost finished with a tanker that can easily be converted into a fleet oiler. However, I'd like to release the majority of the ships together in order to maximize the impact. The bottom line is that most SH3 players aren't going to download a single tramp steamer if it's a standalone. However, if there's a pack with dozens of new models - that will get people more excited.
iambecomelife
02-04-06, 06:08 PM
Are all the ships that are being built just Clones of other ships parts put together to make new ships?
or are some of them edited in a 3d programme to add new parts e.g. Superstructures.
Are there any step by step instructions on how to edit a hull to add a completely new superstructure to it?
thanks
and keep up the good work
A new superstructure can be kitbashed from an old one by stretching it in wings3d. This is particularly useful if you want to convert a freighter's model into a passenger ship, for example. If you want to add a superstructure from an entirely new ship you can import the ship's obj file, select the superstructure, and then "select inverse". Then you can delete everything but the parts you want. You can then export the deckhouse or whatever it is as an obj file with a name that will help you remember what it is. From then on it will be available for any ship you are building. Unfortunately there's no guarantee that the texturing will match but it often does. This process used to cause java errors in pack3d but the last two versions should handle it just fine.
GlobalExplorer
02-04-06, 06:31 PM
Now having followed this thread for months I must say it really hurts seeing all these beautiful ships and not knowing when I can play with them.
I don't wonna rush you in any way, but don't you think there could be a beta release of these wonderful ships, even though not all features are working?
Really great work .. really looking forward to more ship variety !!
GlobalExplorer
I'm going to try to work on the CAM ship again, and if it's successful I'll produce single release. I may also release a few auxiliary warships - I'm almost finished with a tanker that can easily be converted into a fleet oiler. However, I'd like to release the majority of the ships together in order to maximize the impact. The bottom line is that most SH3 players aren't going to download a single tramp steamer if it's a standalone. However, if there's a pack with dozens of new models - that will get people more excited.
Thats great news! I agree with you that packs are better, in fact they are absolutely necessary. But I think you are already recognized as one of the (if not "the") major ship creators so I think no one would have a problem with "iambecomelife's merchant pack Mk1" then Mk2, Mk3 and so on, with each subsequent one having less problems breaking apart and containing more ships.
My main concern was that this threat drags on for years and nothing being released because of absolute perfectionism. I have seen this with too many great mods before, and I really wish that you will succeed!
And most of all: I really want to play with your ships, in fact I am following this since the beginning. You guys are absolute geniuses!
New merchants, especially the small ones are absolute needed! I'm already sick of C2s.
GlobalExplorer
GlobalExplorer
02-04-06, 06:35 PM
I'm not able to release any yet - all except the Pyro, Chatham, Empire Celt, and Converted Whale Factory woulc crash the game. I sent most of my ships to Dan (a member of the Dev team) and he is doing some work with them - the AOD Coastal Tanker will be the first one finished.
I can't send any more though, as he will only work on completely new ships from now on (I never got a chance to send in the Rose Castle, Chatham, Fleet Tanker, Refridgerator Ship, or Generic Tanker - the last two were/are not finished anyway).
I may release the Converted Whale Factory separately (and soon), but I need to make an ID book image first. She would not be armed, would have slightly messed up textures, and would have the same zones as the Transport though. :-?
Ok, I didn't know that part about the game crashing, so a release is out of the question now. But it's great to hear that the cooperation with Dan is actually coming along. I wish you luck, and I hope I will soon see some of your beautiful ships in my game!!
iambecomelife
02-04-06, 07:32 PM
I'm not able to release any yet - all except the Pyro, Chatham, Empire Celt, and Converted Whale Factory woulc crash the game. I sent most of my ships to Dan (a member of the Dev team) and he is doing some work with them - the AOD Coastal Tanker will be the first one finished.
I can't send any more though, as he will only work on completely new ships from now on (I never got a chance to send in the Rose Castle, Chatham, Fleet Tanker, Refridgerator Ship, or Generic Tanker - the last two were/are not finished anyway).
I may release the Converted Whale Factory separately (and soon), but I need to make an ID book image first. She would not be armed, would have slightly messed up textures, and would have the same zones as the Transport though. :-?
Ok, I didn't know that part about the game crashing, so a release is out of the question now. But it's great to hear that the cooperation with Dan is actually coming along. I wish you luck, and I hope I will soon see some of your beautiful ships in my game!!
While working with a new tanker (which gave me an amazing amount of trouble) I started thinking about a new reason for the crashing upon breaking in two. I think that keeping objects out of the new ship's superstructure isn't enough - maybe you have to remember where the old superstructure was. The game seems to "recall" the parent unit's superstructure zone, so a mast placed there will cause a crash, even if the deck is clear on the new ship. My oil tanker kept crashing when it broke in half, but as soon as I moved the mast away from where the Liberty Ship parent's deckhouse had been, the crashes stopped. It could be a coincidence, but it's worth considering...
It could be a coincidence, but it's worth considering...
It is probably something like that, although it is interesting that the ships which have had the problems have all had sunken cargo node points. The Rose Castle worked when the crate was above deck. However, since Dan is fixing non-3d node points and is making progress with that, I will wait for a while to see if that will help. I have a 30 page essay to work on in the meantime anyway (on the diplomatic origins of WW2 in the Pacific, rather ironically).
iambecomelife
02-04-06, 07:48 PM
http://i33.photobucket.com/albums/d54/iambecomelife/Ross/stan1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Ross/stan2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Ross/stan4.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Ross/stan3.jpg
More blatant eye candy :rotfl: . Here's the ship I'm thinking about making two versions of - a regular tanker and a fleet oiler. For the oiler, maybe some refueling equipment and extra lifeboats. :hmm: It's nearly complete except for weapons nodes and some 3d errors. The tanker version's based on a class of ships built for Esso shortly before the war.
http://visseraa.topcities.com/UK/id110.htm
The rear mast's in the wrong position to prevent ctd's - ATM it breaks in two with no problems. It's annoying how I can't seem to get rid of the wiring for one of the original masts amidships. Also, does anyone know how to make the reflections accurate?
:D :D :D
How do you make your models look so different - it astounds me. :yep:
I especially like your choice of masts and funnel - I am now going to use the Victory funnel when I revise my Generic Tanker. You have demonstrated how well it works many times now. :yep:
iambecomelife
02-04-06, 10:31 PM
:D :D :D
How do you make your models look so different - it astounds me. :yep:
I especially like your choice of masts and funnel - I am now going to use the Victory funnel when I revise my Generic Tanker. You have demonstrated how well it works many times now. :yep:
I've been trying to diversify the ships a bit by searching multiple models for the components I need. This model contains parts from the T-2, C-2, Victory Ship, NKGN, and AMC Transport on a Liberty Ship hull. It's something like this:
T-2: Elevated catwalk and x-shaped bracing
C-2: Bulwark underneath the forward superstructure.
Victory Ship: Funnel.
NKGN: Cranes behind the bridge and on the rear superstructure.
AMC: Masts.
The superstructure consists of very heavily modded gun platforms and deckhouses from the stock LL. The hull was easy to stretch until it was the right dimensions, but the bow gave me trouble with texture distortion issues. I also bent it to give it the swayback look that the tankers of this class had.
I agree about the VV funnel - it's more realistic looking than most since it has a "lip" at the top and that little exhaust pipe - small details, but very difficult to create from scratch. Plus, the texturing allowed me to add the "Stanvac" logo without the repetition issues seen with other funnels.
booger2005
02-05-06, 02:20 AM
I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
I agree. the thing is when you can determine form the horizon that it is this ship you know it will be unarmed so can attack it (later years) with a deck gun where you would never risk it if you were not sure what class it was.
Hmmmm, add a few guns for 1941 and on might also cure that.
I also think small cargo ships are needed particulary for around England. Many ships were 5-6-7-800 tons that were sunk by U-Boats
Wulfmann
Ok, I'm working on an "improved" NKGN that I will release if serg gives me permission (he wil be credited of course). I am working to make the following improvements:
1) Remove the ugly Arardo catapault base
2) Add armament similar to and on a similar schedule as the C2, C3, etc. In the meantime, the ugly black nodes will be covered up by crate piles, as they are with the C2, etc.
3) Add a deck cargo node, so deck cargos like trucks (I love to see them fly :yep: ) and crates and whatnot will show up
And possibly, if iambecomelife or someone hasn't done already,
4) A shorter, thinner smokestack
So far, 1) has been a success, I think. I am however having trouble with 2). To my horror, it appears as if the textures for the crate plies are are all messed up. I was under the impression that they were already modeled and textured in their own file or something? Here is a picture to to the progress and my problem:
http://img368.imageshack.us/img368/2259/forimageshack16ho.jpg (http://imageshack.us)
Any suggestions?
Most types of cargo have their own textures, but crates have their textures built into the ship's .tga. I had the same problem with using a NKGN texture for my Caribou Passenger/Cargo vessel (further back in this thread) - what I did was copy in crate textures from another skin over the fighter section of the .tga. I can send you a copy if you like - check your PM.
booger2005
02-05-06, 06:30 PM
Thank you.
BTW...
This model contains parts from the T-2, C-2, Victory Ship, NKGN, and AMC Transport on a Liberty Ship hull.
:o :doh: That's a Liberty hull?! I really did not realize that - I was wondering how you made either a NKGN/T3 hull look so different. :rotfl: That really is great work - it does NOT look like the parent at all. :yep:
:up:
booger2005
02-05-06, 09:06 PM
@ AIG124
It works on the CratePileM on "A" type nodes, and CratePileL on "M" type nodes. However, not on CratePileM on "M" type nodes. Apparently, they type of node matters for which crate pile will get textured?
I guess so - I haven't done that much work with the crate types you mentioned - I just nullified the entries in the .eqp file. I did notice some texturing problems on several crates but I don't know which types (I didn't check). I am just as interested as you in finding out answers to any texturing problems though.
Also, do you have a particularly efficient method of moving non-3d nodes - the only way I can see is estimation (as in moving 3d objects). Dev team member Dan is fixing those nodes on my ships though, I believe.
booger2005
02-05-06, 09:27 PM
I was planning on using the x and y position of the 3d Arardo on the commerce raider. That should put the k node right on the hold lid. Then just adjust z.
booger2005
02-05-06, 10:38 PM
BTW, is it possible to change the name of a non-3D node in pack 3d? Say, cfg#M05_NGKN to cfg#A03_NKGN? I was under the impression from the comments of others that it was, but I'm having difficulty.... :damn:
No, I don't think you can - you need a hex editor.
thasaint
02-06-06, 01:03 PM
one thing i've noticed, and i'm just nitpicking here, is that the reflection is still of a liberty... is it even possible to fix that?
I too have not edited either the reflections or shadows on my own ships - I don't really know how to make the reflections look good. :-?
Marhkimov
02-06-06, 01:52 PM
NoLine does a smashing job with his reflections. Try PM'ing him?
iambecomelife
02-06-06, 05:01 PM
one thing i've noticed, and i'm just nitpicking here, is that the reflection is still of a liberty... is it even possible to fix that?
Nitpick away. :-? This has been a problem for me since the beginning. As Mark suggested, I'll PM Noline, or maybe he'll read this and help us out.
Also, I agree it probably isn't possible to alter nodes in Pack3d (except for their location on the ship) - I suggest using a hex editor.
booger2005
02-06-06, 10:13 PM
Ok, I'm armed and dangerous with a new hex editor. Lets assume, eh em :know: , that I can recall some info I had some time ago in a computer architecture course and actually know how to convert between decimal hex, and binary. Now what? :doh:
im here im here :D
but whats the question ?
The question is - how do you make such good reflections and shadows for modded ships? Ours are not quite so good...
huh i dont do shadows just the reflection, i remove the shadow
its nothing more than import the new reflection into the old reflection
how else can you do it ?
cheers
NoLine
I do know how to import a new reflection, but how do you design a good reflection with Wings3d in the first place? I have opened the reflection files in Wings3d, but do not know what to do with them to make them match the new ship (aside from moving them).
i just take the original ship i made and remove the lower part (the underwater part)
problem i noted is that if i use several reflections the front reflections will be transparent
you maybe have a screenie of your reflection ?
cheers
NoLine
btw if i recall correctly (havent touched the big ships for a while)
the game uses the broken up ship as reflection which isnt the case with the units Marhkimov saw
dont know if this helps
Noline
Off topic:
These are not new ships, but their threads are fading into the archives of posts - this thread is a sticky and thus I will post a couple of pictures here instead. Most of you have already seen them though.
Chatham Troop Transport:
http://img283.imageshack.us/img283/3671/chatham010af.jpg
Nipiwan Park Tanker
http://img517.imageshack.us/img517/7205/np013ot.png
There are others (Belize, Heavy Merchant, Generic Tanker), but these either need work or aren't my best work. :oops:
havnt played for a few month now. the lack of a wide variety of merchant ships was one of the major immersion bummers for me. i couldnt read all the 25 pages of this thread, but seing so many nice new ships makes me want to ask: what is this all about? hav you guys found a way to drasticly increase the numbers of merchant ships? how will i t work?
The ships that you see on this thread have been made using parts of in-game ships - which have been interchanged, resized, and heavily edited (we have several tools to enable this - Pack3d [by Sansal] for exporting/importing, and Wings3d for 3d editing). There are some problems to work out with them before they can be released to play with though.
iambecomelife
02-09-06, 07:10 PM
Ok, I'm armed and dangerous with a new hex editor. Lets assume, eh em :know: , that I can recall some info I had some time ago in a computer architecture course and actually know how to convert between decimal hex, and binary. Now what? :doh:
I think you actually end up doing more work with non-hex editing programs, like Wings3d and Pack3d. At the moment I only use hex editors to make cargo nodes ("K" nodes) dormant, and I could probably use MSWord if I wanted to. It used to be necessary to hex edit the position of objects but now you can do this with Pack3d's simple system of X Y and Z coordinates. Hex editors might be useful for editing ship HP values, but I'm not sure.
booger2005
02-09-06, 07:26 PM
Ok, I'm armed and dangerous with a new hex editor. Lets assume, eh em :know: , that I can recall some info I had some time ago in a computer architecture course and actually know how to convert between decimal hex, and binary. Now what? :doh:
I think you actually end up doing more work with non-hex editing programs, like Wings3d and Pack3d. At the moment I only use hex editors to make cargo nodes ("K" nodes) dormant, and I could probably use MSWord if I wanted to. It used to be necessary to hex edit the position of objects but now you can do this with Pack3d's simple system of X Y and Z coordinates. Hex editors might be useful for editing ship HP values, but I'm not sure.
Actually, I'm trying to convert M nodes to K nodes and A nodes. How do I do that?
editing ship HP values
iambecomelife just edit the parent config file in TT's mini tweaker
Noline
iambecomelife
02-10-06, 06:31 PM
Ok, I'm armed and dangerous with a new hex editor. Lets assume, eh em :know: , that I can recall some info I had some time ago in a computer architecture course and actually know how to convert between decimal hex, and binary. Now what? :doh:
I think you actually end up doing more work with non-hex editing programs, like Wings3d and Pack3d. At the moment I only use hex editors to make cargo nodes ("K" nodes) dormant, and I could probably use MSWord if I wanted to. It used to be necessary to hex edit the position of objects but now you can do this with Pack3d's simple system of X Y and Z coordinates. Hex editors might be useful for editing ship HP values, but I'm not sure.
Actually, I'm trying to convert M nodes to K nodes and A nodes. How do I do that?
Me too. Anyone know how? I'm guessing a simple alphabetical substitution didn't work.
booger2005
02-10-06, 10:08 PM
Ok, I'm armed and dangerous with a new hex editor. Lets assume, eh em :know: , that I can recall some info I had some time ago in a computer architecture course and actually know how to convert between decimal hex, and binary. Now what? :doh:
I think you actually end up doing more work with non-hex editing programs, like Wings3d and Pack3d. At the moment I only use hex editors to make cargo nodes ("K" nodes) dormant, and I could probably use MSWord if I wanted to. It used to be necessary to hex edit the position of objects but now you can do this with Pack3d's simple system of X Y and Z coordinates. Hex editors might be useful for editing ship HP values, but I'm not sure.
Actually, I'm trying to convert M nodes to K nodes and A nodes. How do I do that?
Me too. Anyone know how? I'm guessing a simple alphabetical substitution didn't work.
Oh, man-and here I thought this was established practice. :( Well, 1st of all I have no idea how to use this $#$#$ text editor!
Canaris
02-11-06, 03:55 AM
To make K nodes is somewhat difficult if you use M or A nodes, because these nodes got an obj_turet Ctrl.
http://www.bildercode.de/galerie/3767
But in principle it should be a simple change of the letter to K and corect numbering.
MfG
Canaris
booger2005
02-11-06, 03:00 PM
But how, with what tool?
iambecomelife
02-11-06, 03:21 PM
But how, with what tool?
I use hex workshop for my node changes.
What A?
02-12-06, 01:29 PM
It's some very nice and some weird ships in this thread... :up: But has any of them being released? If so, Where can I get them???
It's some very nice and some weird ships in this thread...
Which ones are the weird ones? :cool:
As for release dates, I don't have any of my ships ready yet, and they probably will not be ready for at least a month (this is a very busy university term for me :( ). I don't know about anyone else.
Stay tuned to this thread though - if anything happens, this is where it will be posted. :yep:
kenijaru
02-14-06, 11:14 PM
could some1 make a Deutschland class panzerschif? it could replace the ugly commerce raider.
What A?
02-17-06, 03:28 PM
[Which ones are the weird ones? :cool:
LOL!!! I'm not gonna tell you. :rotfl: But I'll tell you this: I want them all! :up:
booger2005
02-17-06, 09:50 PM
Are there any general rules for what size of ship corresponds to what tonnage? For example. if one wanted to make a 3500 tonner, how big should the hull be in length, width, and depth. Or, to put it another way, what volume should the ship have?
What A?
02-17-06, 11:41 PM
Then you think of the weight of a ship, many forget to check what it's build/made off, Does it have armour? and so on...
Two ships can look exactly the same but weight very different. Just a thought :know:
Weight doesn't have any direct bearing on tonnage. Tonnage is measured by the displacement - that is, how much water a ship displaces. And that's really based purely on how much of the ship is underwater.
booger2005
02-18-06, 03:40 AM
Weight doesn't have any direct bearing on tonnage. Tonnage is measured by the displacement - that is, how much water a ship displaces. And that's really based purely on how much of the ship is underwater.
No, if a ship is in equilibrium, i.e. floating and not sinking or rising, then the weight of water it displaces is equal to the weight of the entire ship not just the portion under water. Its the volume of the water displaced that's equal to the volume of the ship underwater. Its Archimedes’ principle. I know where you are comming from though, I read something abut that somewhere where there is a difference in shipping records between the deadweight tonnage or actual weight of a ship as would be measured on a scale and the weight of water the ship displaces. However, this rediculous from a scientific point of view. Here, read this.
http://www.bartleby.com/65/ar/Archimprin.html
Yes, I'm aware that there are many variables in calculating the weight of a ship. But I'm looking for approximations. For example, I think we can assume ships in the 1940s were made of steel, had similar hull thicknesses, their engines were similar for similar classes, etc. What I would really like to find is the deminsions of various cargo ships where weight or displacement whatever its called is known, then compare.
iambecomelife
02-18-06, 09:12 PM
Are there any general rules for what size of ship corresponds to what tonnage? For example. if one wanted to make a 3500 tonner, how big should the hull be in length, width, and depth. Or, to put it another way, what volume should the ship have?
Here are the dimensions for some ships of that general size:
Euphorbia class freighters (1924, UK): 3400 tons, 331 x 48 x 23
Godfrey B. Holt class (1929, UK): 3600 tons, 331x47x25
Clunepark class (1928, UK): 3500 tons, 350x49x24
All measurements are in feet. 330-350 feet seems to correspond to 3500 tons. I've found that 400 feet generally corresponds to 5000 tons, give or take. 475-525 = about 10000 tons. A medium cargo ship of the era often had these dimensions: 400-425x55x30.
booger2005
02-19-06, 12:59 AM
That's what I'm looking for, thanks!
Weight doesn't have any direct bearing on tonnage. Tonnage is measured by the displacement - that is, how much water a ship displaces. And that's really based purely on how much of the ship is underwater.
i think you maybe confuse these two CCIP
one is the weight of the ship the other about howmuch insurrance your gonna pay :D
metric ton or tonne :
1000 kilograms. Abbreviation, mt. By the original concept for defining masses in the metric system, a metric ton would be the mass of a cubic meter of water.
register ton :
A unit used in describing the cargo capacity of a ship, = 100 cubic feet (approximately 2.83 cubic meters).
cheers
Noline
booger2005
02-19-06, 06:56 PM
Weight doesn't have any direct bearing on tonnage. Tonnage is measured by the displacement - that is, how much water a ship displaces. And that's really based purely on how much of the ship is underwater.
i think you maybe confuse these two CCIP
one is the weight of the ship the other about howmuch insurrance your gonna pay :D
metric ton or tonne :
1000 kilograms. Abbreviation, mt. By the original concept for defining masses in the metric system, a metric ton would be the mass of a cubic meter of water.
register ton :
A unit used in describing the cargo capacity of a ship, = 100 cubic feet (approximately 2.83 cubic meters).
cheers
Noline
Ah, ok. Its all starting to make sense now.
My AOD Coastal tanker is almost ready - I have started a new thread but should still post it here for the record.
http://img158.imageshack.us/img158/8113/ctnf6in.jpg
http://img135.imageshack.us/img135/5066/ncotsil0pd.png
iambecomelife
02-22-06, 07:29 PM
Wow; that's just so retro (in a good way). Also, very neat modding craftsmanship-no weird-looking 3d parts. The recognition manual page also turned out well. When I get it I'll need to add routes for it off South America, where a lot of the smaller tankers traded.
iambecomelife
02-22-06, 07:31 PM
Just one suggestion - I noticed the smoke's still near the wheelhouse. You can move it in Pack3d by increasing the negative value of the "cosh" 3d part. I guess "cosh" means smokestack in the devs' native language... :hmm:
iambecomelife
02-22-06, 07:47 PM
http://i33.photobucket.com/albums/d54/iambecomelife/CAM-BW2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/CAM-BW.jpg
Some B&W shots of the CAM ship. The catapult is incomplete, and the bow may get an anti-mine device attached.
That actually looks exactly like some of the CAM ships I have seen. :yep: The Empire Ocean (which ran aground and sank on the coast of my home province) had an almost identical superstructure - flat, without the sparse wings of earlier merchants. I have a picture of her (from one of my books) after the grounding, but before she was refloated and lost under tow.
I assume there will be a regular version as well? I think you mentioned that earlier.
Also, I have to say I love that grainy old photo look - looks just like a WW2 snapshot. :P
BTW - I do know about moving 3d objects and nodes in pack3d - that's actually what I use primarily for moving things now. I will indeed move the smoke. I may move it for the stock tugboat as well.
One last thing - how do I make this ship multi-skinned? I know there are people here who know how. :cool: One skin is not enough.
I will now see if I can do the multi-angled shots for the ID image.
iambecomelife
02-22-06, 08:07 PM
That actually looks exactly like some of the CAM ships I have seen. :yep: The Empire Ocean (which ran aground and sank on the coast of my home province) had an almost identical superstructure - flat, without the sparse wings of earlier merchants. I have a picture of her (from one of my books) after the grounding, but before she was refloated and lost under tow.
I assume there will be a regular version as well? I think you mentioned that earlier.
Also, I have to say I love that grainy old photo look - looks just like a WW2 snapshot. :P
BTW - I do know about moving 3d objects and nodes in pack3d - that's actually what I use primarily for moving things now. I will indeed move the smoke. I may move it for the stock tugboat as well.
One last thing - how do I make this ship multi-skinned? I know there are people here who know how. :cool: One skin is not enough.
I will now see if I can do the multi-angled shots for the ID image.
Sorry, I don't know how to go from single skin to multi..
A question for you, in turn ... do you know if there were any CAM tankers? There was an excellent (but depressing) WWII comic book that came out a few years back called "Nightingale" by Vertigo comics. The first part featured the tragic story of a CAM-tanker that was torpedoed and sunk in an arctic convoy. (http://www.thefourthrail.com/reviews/snapjudgments/121701/warstorynightingale.shtml) Very vivid, but I'm not sure they would have had hurricats on tankers because of the explosion risk posed by the rockets.
According to the Weapons & Warfare encycopedia from 1977, all 35 were freighters with tonnages between 5,100 and 9,800 GRT.
iambecomelife,
Sounds like a merge or mixup? between the CAM and MAC type of ships in that comic.
http://www.naval-history.net/WW2BritishShipsAircraftCarriers.htm
Scroll down to MERCHANT AIRCRAFT CARRIERS almost at the bottom of the page
Oil or grain bulk cargo carriers with superstructures removed and flight decks added. Manned by Merchant Navy crews, with Fleet Air Arm personnel to maintain and fly the aircraft - mainly A/S Swordfish and Sea Hurricanes. They flew the Red Ensign and some aircraft carried "Merchant Navy" instead of "Royal Navy" on their fuselage
25. Empire class Grain Carriers
EMPIRE MacALPINE, EMPIRE MacKENDRICK, EMPIRE MacANDREW, EMPIRE MacDERMOTT, EMPIRE MacRAE, EMPIRE MacCALLUM, 7 ships - 8,000 tons, 12 knots, 4 aircraft, crew not known, launched December 1942-January 1944.
Equipped with hangar and lift
26. Empire Class Oil Tankers
EMPIRE MacKAY, EMPIRE MacCOLL, EMPIRE MacMAHON, EMPIRE MacCABE, 4 ships - 9,000 tons, 12 knots, 3 aircraft, crew not known, launched May-July 1943
No hangar and lift; aircraft maintained and stored on deck
27. Rapana Class Oil Tankers
ACARUS, ADULA, ALEXIA, AMASTRA, ANCYLUS, GADILA, MACOMA, MIRALDA, RAPANA, 9 ships - 12,000 tons, 12 knots, 3 aircraft, crew not known, converted 1942-44
Anglo-Saxon Petroleum Company tankers. "Gadila" and "Macoma" operated under the Dutch ensign. No hangar and lift; aircraft maintained and stored on deck
iambecomelife
02-23-06, 07:12 PM
iambecomelife,
Sounds like a merge or mixup? between the CAM and MAC type of ships in that comic.
http://www.naval-history.net/WW2BritishShipsAircraftCarriers.htm
Scroll down to MERCHANT AIRCRAFT CARRIERS almost at the bottom of the page
Oil or grain bulk cargo carriers with superstructures removed and flight decks added. Manned by Merchant Navy crews, with Fleet Air Arm personnel to maintain and fly the aircraft - mainly A/S Swordfish and Sea Hurricanes. They flew the Red Ensign and some aircraft carried "Merchant Navy" instead of "Royal Navy" on their fuselage
25. Empire class Grain Carriers
EMPIRE MacALPINE, EMPIRE MacKENDRICK, EMPIRE MacANDREW, EMPIRE MacDERMOTT, EMPIRE MacRAE, EMPIRE MacCALLUM, 7 ships - 8,000 tons, 12 knots, 4 aircraft, crew not known, launched December 1942-January 1944.
Equipped with hangar and lift
26. Empire Class Oil Tankers
EMPIRE MacKAY, EMPIRE MacCOLL, EMPIRE MacMAHON, EMPIRE MacCABE, 4 ships - 9,000 tons, 12 knots, 3 aircraft, crew not known, launched May-July 1943
No hangar and lift; aircraft maintained and stored on deck
27. Rapana Class Oil Tankers
ACARUS, ADULA, ALEXIA, AMASTRA, ANCYLUS, GADILA, MACOMA, MIRALDA, RAPANA, 9 ships - 12,000 tons, 12 knots, 3 aircraft, crew not known, converted 1942-44
Anglo-Saxon Petroleum Company tankers. "Gadila" and "Macoma" operated under the Dutch ensign. No hangar and lift; aircraft maintained and stored on deck
They definitely intended for it to be a regular CAM ship. It had a normal, wide-spaced oil tanker superstructure, and was ordinary except for a catapult at the bow. IIRC the tanker's name was the "Empire Dawn".
Oh, and I can't recommend that comic book enough; the author really knows his naval history. Just be prepared for a sad ending, though... :cry:
http://www.thefourthrail.com/images/reviews/121701/warstorynightingale.jpg
pierreandre
02-25-06, 06:46 AM
Hello, it gives a new ship for SHIII. :o
The Scharnhorst is from the German ubi forum and the creator is called "gerome_73". I find that is a very good work! :rock: :up:
The Scharnhorst:
http://img122.imageshack.us/img122/3848/camo12jt3qe.jpg (http://imageshack.us)
http://img122.imageshack.us/img122/7266/camo77zw9ya.jpg (http://imageshack.us)
http://rapidshare.de/files/13656318/NBC_Scharnhorst_1.2.rar.html
:o :o :o Holy Crap. That's all I can say. :o
Although I have to wait until Wednesday to install it. :damn:
Do they have any more of those around that we can download? :D
WolfyBrandon
02-25-06, 02:18 PM
:o
I just downloaded the Scharnhorst and took a look at it in the museum... That baby looks bigger than the Bismark! :o :o :rock:
Great looking ship, looks really well done!
Wolfy
booger2005
02-26-06, 04:59 PM
:o
I just downloaded the Scharnhorst and took a look at it in the museum... That baby looks bigger than the Bismark! :o :o :rock: Wolfy
Nope, its shorter and narrower, just like it should be :up:
Is that a brand new model, BTW?
(I can't see why there isn't more excitement over this. :-? ).
Kpt. Lehmann
02-26-06, 06:50 PM
HOLY COW!!! The SCHARNHORST!!!
That modder ROCKS!!! :rock: :rock: :rock:
Very nice. Now someone needs to plot out their historical South Atlantic raid in the SCR layer :up:
they really look great, any more inside as how to do the deck textures ?
cause all textures look in place :D
cheers
NoLine
Solution is - you guess it, RE UVW map the model.
yeah i guessed it, now only find out what it means :D
any tutorials ?
thanks
NoLine
I think I found a UV mapping tutorial once for Wings3d, but it was for an older version. :-? I posted it in a different thread.
Maybe Cdr. Gibs could enlighten us on his method. :hmm:
However its NOT freeware but its cheap.
Do you know where one could find a good freeware 3d UV mapper?
I have now made a Beta release of my AOD Coastal Tanker. I have started a thread on the subject, which you should check out - I made a couple of corrections there that need to be read.
iambecomelife
03-04-06, 11:40 AM
:o That Scharnhorst is one of the best surface ship mods I've seen for any game. Just imagine her going at it with the "Duke of York" !
Does anyone remember who created all those warship add-ons for SHII and Pacific Aces? Those were very high-quality too, and we need a lot more warships for the game.
pierreandre
03-06-06, 04:35 PM
The creator the "Scharnhorst" Gerome_73 of the German Ubi forum has already a new project in work. This times it tries to provide the U.S.S Iowa for SHIII.
Here are first pics:
http://img373.imageshack.us/img373/6974/iowa22tr7dw.jpg (http://imageshack.us)
http://img451.imageshack.us/img451/6021/iowa14dz1mp.jpg (http://imageshack.us)
I will hold you up to date! :up:
I knew they would keep turning them out. :up: And such good quality too. Do you know if they are planning anything else - I would like a Courageous class carrier myself. :hmm:
iambecomelife
03-16-06, 07:09 PM
The creator the "Scharnhorst" Gerome_73 of the German Ubi forum has already a new project in work. This times it tries to provide the U.S.S Iowa for SHIII
Hmm this is gonna be interesting, I have an Iowa Class in the works an jerks as well. But this 1 is not a kit bash job, its all new.
Do you know if we could see some US & UK heavy cruisers as well? Maybe using the 6-inch triple turrets for the American ships? And how about one of the old US battleships that served in the Atlantic? :hmm:
Happy Times
03-17-06, 10:44 AM
Whats happening in this front? Is Ubi delivering what it promised?
:D All that is great to hear - please keep us updated. :up:
I won't have any more kitbashes ready for awhile though.
Happy Times
03-17-06, 03:46 PM
I have the Iowa in max at about 80% done, the NevadaA and NevadaB at about 70% Done, The Yamato at about 60% done. The MGBs an MTBs are still in early stages, say 40% done. The Queen Mary is a hull form only, 5% done if lucky. The Blue whale is done, the Great White Pointer is done. The Female Orca is done. The IJN DD is done. The Hood is done. The Ark Royal is done. The 18" Guns are done, the 11"Guns are done, the 14" an 16" Guns have been sorted out. The Avenger conversion is 50% done ( to enable Dual side call signs and British version) The OS-2U is 40% Done. plus I have some other in different stages but still very rough. (RL has slowed me down of late)
The only thing is, for some strange reason I cant seem to import bits atm :(
The Orca is as you know 100% Done, but I made a small adjustment in its alignment and reimported it, but now every time I do so I CTD with everything. I havn't worked out why yet.Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
Der Teddy Bar
03-17-06, 06:06 PM
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.
For the damage zones to be corrected to correctly represent the ships they will need to come to me.
Happy Times
03-17-06, 06:14 PM
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.
For the damage zones to be corrected to correctly represent the ships they will need to come to me.One question, when? I downloaded the NYGM tw and i like it, just cant wait to see some new merchants in the game.
Der Teddy Bar
03-17-06, 08:26 PM
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.
For the damage zones to be corrected to correctly represent the ships they will need to come to me.One question, when? I downloaded the NYGM tw and i like it, just cant wait to see some new merchants in the game.
The can be added and will use the NYGM settings.
From another thread...
I have been asked about ‘new’ moded ships and NYGM.
I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’
All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play.
For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160.
Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results.
Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships.
EDIT: how long for custom ships old & new? I am 'designing' the damage layout for the merchants and this is expected to be done in a few weeks. At which time I will start work on the merchant ships, then comes the per ship testing.
My time is the first issue, beta team size is the 2nd...
So how long? Not soon...
Tomorrow, I am releasing a NYGM-compatible Converted Whale Factory with 2160 HPs. :yep: Don't know what to do about the zones though.
Happy Times
03-17-06, 10:32 PM
Thank you for your aswer:up: I just finished a mission and i really like how the ships go down :up: Great things happening with this game :D
Smoke now fixed on NCOT. Hasn't yet been tested, but funnel should still collapse fine.
BTW - Does anyone think I should release a fix for the Tugboat smoke too? :hmm:
http://img160.imageshack.us/img160/3922/ncotsf4eg.jpg
EDIT: Also, is there any feedback on this USS Pyro skin? (made from a combination of other ships' skins).
http://img397.imageshack.us/img397/1307/pyroskin9lw.jpg
WolfyBrandon
03-18-06, 12:43 PM
Smoke now fixed on NCOT. Hasn't yet been tested, but funnel should still collapse fine.
Nice work AG124, I was wondering if the smoke would be fixable on that or not.
BTW - Does anyone think I should release a fix for the Tugboat smoke too? :hmm:
Id like to see it, that would be one less bug in the game :yep:
EDIT: Also, is there any feedback on this USS Pyro skin? (made from a combination of other ships' skins).
I think the skin looks great! release it! :D
Wolfy
I think the skin looks great! release it!
Well, I can't yet because the USS Pyro is not ready for launch.
:oops: But I think I will fix the Tugboat smoke, if the NCOT fix works properly. :yep:
UBOAT234
03-19-06, 11:06 AM
Hi, AG124
Is possible to clone Submarine?... :damn:
Best Regards
UBOAT234
I've never tried. I'm sure it can be done, but others have reported that it is much harder. Even if they could be cloned, it would not currently be possible to make them human-controlled without replacing existing ones.
Sergbuto has imported new models of US Balao and S class subs though. :yep: Only the S class is currently available for download.
UBOAT234
03-19-06, 11:37 AM
hi,
I upload a file in rapidshare...
http://rapidshare.de/files/13371284/New__AIuboats_Texture_names_and_Cable_fix.7z.html
I download it in a site but i dont remember were. Are, i Think, uboat cloned and with AI...
Can you try...
Best Regards
UBOAT234
iambecomelife
03-20-06, 09:47 PM
:damn:
Well, it just had to happen. A corrupt registry forced me to reinstall Windows. To make a long sory short, most of the models I've been working one are gone, as is my heavily modded SH3 installation. The modded ships that are left are mostly older ones from when I started modding. It's going to be some time before I can get back to where I was mod-wise. At least most of my research sources survived, but still-this is not good. :(
NNNNNNNNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!!!!!!!! :cry: :cry: :cry: :cry:
I really mean that - I looked forward to the release of your ships more so than finishing my own. :down: Is there anything I can do to help? I can't think of anything though.
Next time, you should make a backup - I burned my ships on two different CD's and have them stored on three different computers as well.
BTW - isn't there some way you can recover them? As long as the deleted files haven't been overwritten, they are still on your HDD even if you reformated the whole thing. You probably already know this, but when Windows is told to delete a file, it just deletes the path and leaves the file as 'blank' space to be overwritten later. Make a search for freeware File Recovery Software (there should be lots on the internet - maybe on Tucows) and give it a try. Don't throw in the towel and start over unless you have to. :yep:
iambecomelife
03-20-06, 10:12 PM
I reinstalled WinME over the corrupt XP installation. I haven't reformatted yet but I probably will. I'm going to use my newer, more reliable 80gig HDD for Windows now, and devote my old 40gig HDD (which seems close to failing) to storage until it can be replaced.
Ships that survived: composite structure freighter, ore carrier, old tanker, large steamship, two small freighters, and one new freighter I've never posted pic's of. Most of these were in a backup folder for new ships that I'd foolishly stopped using. :damn:
Lost: the Ross/McKnight class tanker, Lykes freighter, General Grant, Beaverford, and five freighters of about 5000-5500 grt - four of which were brand new.
Man, this reads like a bad convoy battle, or something... :lol:
At least I've leaned a lot in the past few months. The new freighter's can act as a parent for the replacement ships, once I have Pack3d and my new SH3 install ready. Plus, I'd hate to have to scour the web for 100's of merchant pics all over again, so it's a really good thing the research materials were unharmed.
I'll look for that software you mentioned and see what can be done...
Cdre Gibs
03-20-06, 10:27 PM
Been there, done that. I feel for you Iambecomelife.
Last time it happend to me I lost near on 3000 models and some 7000 odd skins, was not a happy chappy. I now use a removable HDD Caddy with a 80GB HDD to store my work on.
I do hope you get a full head of steam up and plow on, it can be such a moral kick in the pants that you can wonder if its worth it all. But it is ;)
Iambecometolife, get a program called "recover it all"
It scours your hard drive and finds anything that it can that was on there before you formatted/reinstalled. anything that has already been overwritten should be gone, but as long as you haven't filled your HD up again, a lot of what you had will be found.
It takes about a day to do, but worth it to get all those files back.
I I haven't reformatted yet but I probably will.
Don't do it yet, got a program at work called file scavenger, once it saved 20gb of data lost (and my rear end). If you want to give it a try PM me.
Ref
Don't do it yet
Even if the drive has actually been reformated, the files may be recoverable, although it is possible they may be partially written over.
iambecomelife
03-21-06, 09:31 PM
Good news. I installed XP over ME, which was unable to read half the files on my partitioned hard drive (including the ship models). Once Xp was installed it recognized the file system and everything was there, good as new - the ship files, my old install, etc. It will take a couple of days to get my computer in a condition to mod, but everything's been recovered. :sunny: Thanks, guys, for your suggestions.
I am SO going to put my work on CD backups from now on...
As for the modding itself, right now I guess we need medium freighters as counterweights to large cargo ships like the C-2 and Liberty Ship. I'm hoping that when a player has a randomly generated encounter with a ship there will be, say, a 66-70% chance that the merchantman will be 6000GRT or less. Does that sound like a realistic percentage?
Happy Times
03-21-06, 09:38 PM
Thank god. :zzz:
:D :D :D I knew everything would work out, and it turned out to be a good and easy fix too. :yep: You are definitely making the right decision when you save a backup copy on a burned disk, tape, flash drive, or 5.25" floppy :know: .
VonHelsching
03-22-06, 04:43 PM
That was definitly good news, iambecomelife.
BTW (posting again to the appropriate thread now)
Has anyone thought of modeling the ship in the following picture? (background)
http://img.photobucket.com/albums/v701/TOGLDOG/u-boot/clr-pc-Stroh-04.jpg
It would be a fine addition to ports.
:huh: What is THAT? I do not have any idea what it is, but it looks cool. :P Is it a scrap barge, or a dredge, or something like that?
UBOAT234
03-22-06, 09:27 PM
Have a question:
I have modify with MAYA The hull of ILLUSTRIOS Carrier...
if I lengthen a hull of ship, how I change bow spray?
I think is generated of the prow? Or no?
Imean, where the hull touches the water?
...
Best Regards
UBOAT234
:huh: What is THAT? I do not have any idea what it is, but it looks cool. :P Is it a scrap barge, or a dredge, or something like that?
It's almost certainly a dredge. I've seen them at work and, well, that's what they looked like to me :hmm:
VonHelsching
03-23-06, 03:32 AM
:huh: What is THAT? I do not have any idea what it is, but it looks cool. :P Is it a scrap barge, or a dredge, or something like that?
Well it looks like a C2 merged with a dock crane plus a spice comprised of converted whale factory. I'm sure you can pull this together in no time :-j
BTW excellent job with your two new ships. I put them in a single mission to sink them, but the destroyers got me first :damn:
I havn't seen them on the normal campaign yet. (So many ships, so little time)
Here is a picture of the ship my Coastal Tanker is based upon. I was finally able to get a screenshot (after about 8 years).
http://img213.imageshack.us/img213/4985/lighttanker5km.jpg
iambecomelife
04-03-06, 09:30 PM
An update on the ships to be released later this year: Six new old-fashioned freighters w/superstructure amidships are almost done. They are intended to add variety to the medium sized merchants ingame; all are between maybe 4800-5500 GRT. I also have a single merchant with a tanker-style superstructure - bridge forward and engines aft.
I remember seeing various other new merchants, like some enlarged coastal steamers and a copy of the "Elin-K". There was also a really nice steamship that somebody posted a 3d render of. Where did they go? :( Are you guys still working on them?
I remember all of those two - I particularly liked that C3 edit that you said looked like a 1930s Dutch freighter. The model had a black hull. Hopefully, some progress is being made.
I am going to release my Chatham Troop Transport this weekend, hopefully. It has some minor problems that need to be fixed first. The Belize Coastal Merchant should be easy to get ready too. :hmm:
iambecomelife
04-04-06, 11:28 PM
Some screenshots of medium-sized, older ships for inclusion in the new merchants mod. I'm trying to "balance" some of the larger ships I made earlier with these medium-sized vessels.
Old-fashioned steam merchant with little cargo handling gear.
http://i33.photobucket.com/albums/d54/iambecomelife/tallstack.jpg
Merchant, split superstructure, radiating cranes.
http://i33.photobucket.com/albums/d54/iambecomelife/starstack.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/starstack2.jpg
Freighter with a long bridge deck.
http://i33.photobucket.com/albums/d54/iambecomelife/Longbridge.jpg
Another split superstructure model. Colors are from J&C Harrison line.
Another old-fashioned freighter. Both shots show UK colors but are (like all the other ships) easily converted to other nationalities' schemes.
http://i33.photobucket.com/albums/d54/iambecomelife/MM01Stern.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/Brockie.jpg
Freighter with a rare engines-aft configuration. This type's easy to mistake for a tanker. Loosely based off the French's PLM class and the SS "River Afton" (sunk in Convoy PQ-17).
http://i33.photobucket.com/albums/d54/iambecomelife/afton1.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/afton2.jpg
Another early-model merchantman.
http://i33.photobucket.com/albums/d54/iambecomelife/rusted.jpg
We still need lots more new tankers and passenger ships, since the ingame ones are larger than average.[/img]
EDIT: Posted new screens w/corrected hull color for J&C Harrison.
iambecomelife
04-04-06, 11:34 PM
WIP for the CAM-ship...
http://i33.photobucket.com/albums/d54/iambecomelife/CAM1.jpg
Cluttered deck behind the bridge.
http://i33.photobucket.com/albums/d54/iambecomelife/clutter.jpg
:rock: :rock: :rock:
I'm eagerly looking forward to this mod. Superb work! :up:
They are great! But why do you use version of pack3d with the bag that turns textures to the head?
booger2005
04-05-06, 01:33 AM
iambecomelife:
I don't know if its just perspective, but some of the cranes look like they are going through the crate piles. What tonnages do you expect on those?
How are your tankers doing, the previous images of those looked great.
Is the engines aft one based on the NKGN? I think I can see the remnants of the old Arardo catapult left over from the German raider. This is actually quite easy to get rid of, I think.
http://img368.imageshack.us/img368/2259/forimageshack16ho.jpg (http://imageshack.us)
UBOAT234
04-05-06, 01:49 AM
how to download: MERCHANT MOD?
BEST REGARDS
UBOAT234
Someone's been busy. :hmm: :o
The CAM ship is definitely my favorite - as for second and third, I think I would go for the engines-aft freighter, and the third one from the top. It's really amazing how you can make the Liberty Ship look so different (and the CAM Ship is based on the NYGM, right?). :up:
When are you planning to release your Merchant Pack?
EDIT: And are you still working on a purpose-built whale factory?
coronas
04-05-06, 03:34 PM
This new ships are a beauty. Thanks maestros! I wish the merchant mod is here soon! :rock:
iambecomelife
04-05-06, 06:30 PM
Thank you guys for your interest. I'm kind of surprised, since I thought people were mainly warship fans by & large.
All of the prewar ships are from the LL (she had kids again). :-? The CAM is from the NKGN mod by Sergbuto.
Thanks for catching that cargo node error - I've moved some cranes and ventilation ducts. I checked some historical photos today & also noticed a paint scheme error for the grey-hulled freighter, so I'm going to replace the tga file.
What do you think of the ship with the red stack? It's been annoying - I just can't get the superstructure to look quite right.
Re: the tankers - I practiced making an old-fashioned tanker in Wings3d but I haven't gotten a chance to do the final product. I most likely will not release the NKGN-based old tanker b/c of quality issues. Now I can replace it with more realistic-looking ship w/o that weird midships smoke pipe.
Re: the tankers - I practiced making an old-fashioned tanker in Wings3d but I haven't gotten a chance to do the final product. I most likely will not release the NKGN-based old tanker b/c of quality issues. Now I can replace it with more realistic-looking ship w/o that weird midships smoke pipe.
Can't you just get rid of the smoke pipe, and then move the funnel with both Wings3d and Pack3d to get it into the right place? I recall that tanker and actually really like it.
Also, have you figured out the UV Mapping yet? Your ships don't seem to have a lot of texturing problems anymore. :hmm:
EDIT: Concerning the red-stacked freighter - I don't see anything wrong with the superstructure. What do you think needs to be changed.
iambecomelife
04-05-06, 09:26 PM
The corrected Harrison colors.
http://i33.photobucket.com/albums/d54/iambecomelife/longb-2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/corrected2.jpg
http://i33.photobucket.com/albums/d54/iambecomelife/corrected1.jpg
I think the old tanker's superstructure is too blocky. It will be easy to replace it with several more accurate-looking WWI-era tankers.
OMG iambecomelife, your ships look awesome. Who said people were warship fans?? bah, they're worthless... I want more merchant tonnage to sink to the bottom!
How well can these new ships be integrated into the campaign? I know i've heard stuff about generic values, but any new ships I have installed (like AG124's whale factory and small tanker) I have never encountered.
It would be a shame to have all these new ships but to never see them.
The only new ship I have ever seen regularly is the large cargo included in the more recent mod packages, including GW.
Can new ships be added manually? I would'nt know where to start.
Off topic:
These are not new ships, but their threads are fading into the archives of posts - this thread is a sticky and thus I will post a couple of pictures here instead. Most of you have already seen them though.
Chatham Troop Transport:
http://img283.imageshack.us/img283/3671/chatham010af.jpg
Nipiwan Park Tanker
http://img517.imageshack.us/img517/7205/np013ot.png
There are others (Belize, Heavy Merchant, Generic Tanker), but these either need work or aren't my best work. :oops:
Hey, AG124. I went back a few pages in this thread and found these... are these still WIP?
How many new ships have been released all up anyway? there's a serious lack of merchants in SH3, and I think you ships guys are doing the most important mod work to make the game more diverse.
Concerning those two ships, The Chatham Troop Transport should actually be ready this weekend. That small Nipiwan Park Tanker will not be ready any time soon though. I also hope to fix the Belize Coastal Merchant and AOD Heavy Merchant soon too (neither of these two ships are listed in this thread though).
I am surprised that you are not seeing the NCOT or NCVW in the campaign, as there are random entries which should spawn them occasionally. It is better if you can script them in the campaign manually (using either the mission editior or wordpad/notepad) but they should appear occasionally on their own. I have not heard of a single Coastal Tanker appearing in the campaign, although several people have seen and sunk Whale Factories. :yep:
Edit: There are six new merchants currently available for download.
- Transport - Sergbuto
- Large Cargo - Sergbuto
- Hospital Ship - Iambecomelife
- Large Old Liner (Ceramic) - Chris911
- Coastal Tanker - AG124
- Converted Whale Factory Ship - AG124
There are also at least 40 WIP's from different modders.
UBOAT234
04-06-06, 11:20 AM
Hi, AG124,
Have reworked The Liner (NPPL_), to construct it much similar to the ship Cunard LUSITANIA, (in this moment it is still under construction, still it is not completed), experience most interestant ...
-Long 240 m (moved bow spray and twek the displacement)
-Added, obj of Barca15 and Barca16; (lifeboat)
-Added, obj for Cush and Funnel; (now it work);
-All obj added in .zon and .sim file (hit and smoke now it work 4 Funnel) moved hit zone in .zon file.
-All texture reworked.
A lot of the job has been made in HEX. But now I work with Visual C++
and I think is possible to create a tool for add all object.
But... they are not much able with Maya 3d... and UV-Map.
http://img437.imageshack.us/img437/6199/100168ro.jpg (http://imageshack.us)
http://img396.imageshack.us/img396/2495/100150iw.jpg (http://imageshack.us)
http://img396.imageshack.us/img396/8062/100170wx.jpg (http://imageshack.us)
http://img156.imageshack.us/img156/1629/100103mj.jpg (http://imageshack.us)
http://img156.imageshack.us/img156/77/100068tz.jpg (http://imageshack.us)
http://img156.imageshack.us/img156/8430/100074uk.jpg (http://imageshack.us)
http://img480.imageshack.us/img480/9646/100083jy.jpg (http://imageshack.us)
http://img480.imageshack.us/img480/56/100094kk.jpg (http://imageshack.us)
--I have a request: is possible mount in addition, a propeller ? (also work-spin)
(Excuse for my ugly english)
BEST REGARDS
UBOAT234
Hi!
I'have a question is it possible to make a sailing ship?
:huh: :huh: :huh: :o :o :o :o :o
That is incredible - you are making very good progress! :up:
As for 3d nodes, I don't know if you can add another propeller. I didn't even think you could add extra .obj's or extra smoke nodes. I never added extra nodes before - I only worked with what was there.
I have a couple of suggestions though. First, you should change the name to be more realistic. There were actually a couple of four funnelled liners left by the Second World War (and a greater number of large three funnelled liners) but the Lusitania was sunk in 1915. Also, you should change the bridge - I don't know why such a modern-looking bridge was ever used in the game in the first place.
But still, great work. :up:
And to answer Uapa'a question - yes, a sailing ship can be made, but it would be hard to kitbash.
GlobalExplorer
04-06-06, 01:48 PM
iambecomelife, your models look freaking amazing, the textures are superb too. I have been following this thread forever, and now it looks like we are getting near. Any ETA?
And no, there are definitely not only people interested in warships. For me your new smaller merchants will be the most game enhancing mod up to date. I mean the combination with AGs ships, of course.
Bring it on, and great work, lads.
GlobalExplorer
04-06-06, 01:51 PM
AG124, the Chatham Troop transport is particularly nice. How many tons has it got? I`d reckon it is in the range of the standard Troop transport, ca. 9000 tons? Which would be great, as I am dying for more ships in the mid to upper range (5000-10000 tons). Cheers.
GlobalExplorer
04-06-06, 01:53 PM
@UBOAT234, very nice liner!! This should not show up too frequently, so I assume you will put it into the Class=103 category?
The tonnage which I have set for the Chatham is currently about 5,500 GRT. That was about the tonnage of the actual ship on which it was based. :yep: The hull is a modified C2 hull, so it approximately that size.
The Nipiwan Park is about 2,400 GRT.
The other two ships which I might have done soon are the Belize Coastal Merchant and Heavy Merchant - the tonnages of those ships are around 2,300 and 4,500 GRT. There is also the possibility of the Caribou being finished in the next month - the tonnage of that model is 2,222 GRT.
GlobalExplorer
04-06-06, 02:38 PM
The tonnage which I have set for the Chatham is currently about 5,500 GRT. That was about the tonnage of the actual ship on which it was based. :yep: The hull is a modified C2 hull, so it approximately that size.
The Nipiwan Park is about 2,400 GRT.
The other two ships which I might have done soon are the Belize Coastal Merchant and Heavy Merchant - the tonnages of those ships are around 2,300 and 4,500 GRT. There is also the possibility of the Caribou being finished in the next month - the tonnage of that model is 2,222 GRT.
That´s fine for me. Smaller targets! Makes the bigger ones worthwile, finally, and no need to scale down tonnage anymore.
iambecomelife
04-06-06, 06:01 PM
Man, 234, that liner kicks some serious stern! :up: It's especially great that the four funnels all work. When X1 made their two-stack ship they used a dummy funnel (I plan on doing the same for my liners). Can you explain how you got them to work?
Someone asked about new ship tonnages. I'm thinking between 4800 and 6000 for all the new ships I posted. They are intended to balance out the larger ships (General Grant, Canadian Pacific freighter, Ross/McKnight tanker). The cargo ship with engines astern is slightly smaller than most of the others.
No idea when the ETA is for my stuff - we still need lots more ships. I was thinking about doing additional medium merchants - some composite deckhouse style (common for Norway and Japan) and modern motor freighters dating from 1930-39.
sandbag69
04-06-06, 06:06 PM
that would travel on the surface in a straight line and detonate against a ship.
We could simulate PT boat attacks if this was possible
Thanks
iambecomelife
04-06-06, 06:06 PM
Re: ship spawning - you don't need to make any entries to see the new cargo ships in campaign, as long as there are generic spawning points. I distinctly remember sinking Sergbuto's large cargo, and someone recently mentioned sinking AG124's whale factory. The more new merchants are released, the greater chance you will have to see modded freighters ingame.
BTW, AG, I haven't forgotten about the skins for the factory ship - maybe in a week or two. I'd like to find info about the paint scheme for an American company that did whaling prewar, but I can't remember its name. :damn:
Cool. :up: I will be eagerly awaiting those skins. But your new ships should be a priority, of course. :yep:
UBOAT234
04-07-06, 05:01 AM
I can explain all, but I have many problems with the English language and not sò if I will succeed to answer correctly.
A lot of the job has been made with hex workshop and must create of the photographies in order makes to understand you.
But mainly much job of logic and experimentation, many tests.
But I still have a not resolved great problem, I do not understand like changing the lenght of hull.
I have lengthened the hull of the ship, from 199 to 240, but when I go against to the Bow ship, with the Bow of the submarine, it is in the Bow points and of Stern, where I have lengthened, penetrating, then within there is the hard one of the ship. e' possible to change this or I have mistaken something in clone mode?
In second: is possible increase the smoke?
Can you help me? :hmm:
@UBOAT234, very nice liner!! This should not show up too frequently, so I assume you will put it into the Class=103 category?
Yes, Class=103
BEST REGARDS
UBOAT234
You can increase the thickness of the smoke with TimeTraveller's SH3 MiniTweaker. :yep: Check the sticky with the list of mods and tools.
UBOAT234
04-07-06, 06:01 AM
Thank, and for this?
But I still have a not resolved great problem, I do not understand like changing the lenght of hull.
I have lengthened the hull of the ship, from 199 to 240, but when I go against to the Bow ship, with the Bow of the submarine, it is in the Bow points and of Stern, where I have lengthened, penetrating, then within there is the hard one of the ship. e' possible to change this or I have mistaken something in clone mode?
Can you help me? :hmm:
In the next reply I explain like adding objects and conserving the origin ID.
In this moment I am making the screenshot.
BEST REGARDS
UBOAT234
VonHelsching
04-08-06, 06:35 PM
I have not heard of a single Coastal Tanker appearing in the campaign, although several people have seen and sunk Whale Factories. :yep:
This is true. Since your last relase, the NCVW I have played more than ~10 missions but have not seen yet a coastal tanker (except for a single mission, which I put a NCOT, A NCVW and a S-Type US sub, just to shoot them down the the DG. :sunny:
But I've seen a NCVW getting out of the port of New York at high speed, as I was getting in for a harbour raid (I was Pauckenschlag-ing). Those two stern tubes of the IX proved useful. :yep:
VonHelsching
04-08-06, 06:44 PM
Have reworked The Liner (NPPL_), to construct it much similar to the ship Cunard LUSITANIA, (in this moment it is still under construction, still it is not completed), experience most interestant ...
-Long 240 m (moved bow spray and twek the displacement)
-Added, obj of Barca15 and Barca16; (lifeboat)
-Added, obj for Cush and Funnel; (now it work);
-All obj added in .zon and .sim file (hit and smoke now it work 4 Funnel) moved hit zone in .zon file.
-All texture reworked.
UBOAT 234,
This is excellent work! I am shining my torpedos and re-testing my magnetic detonators. Don't make it run too fast! :-j
VonHelsching
04-08-06, 06:49 PM
I was away for less than a day and look what happened.
~10 new ships WAF-WOLMD (work almost finished, working on the last minute details) :-j
What I wanted to ask the merchant shipping gurus, is if someone noticed the small merchant ship that is featured in the movie King Kong (the new one by Peter Jackson):
a) What is this ship type?
b) Has anyone thought to model it? It would be a fine addition to the small ships fleet. Lately, we are getting a lot of above average ships (not that this is actually a bad thing :|\ )
c) How did they fit King Kong in? :-j
Thanks,
VonHelsching
UBOAT234
04-10-06, 02:43 AM
I was away for less than a day and look what happened.
~10 new ships WAF-WOLMD (work almost finished, working on the last minute details) :-j
What I wanted to ask the merchant shipping gurus, is if someone noticed the small merchant ship that is featured in the movie King Kong (the new one by Peter Jackson):
a) What is this ship type?
b) Has anyone thought to model it? It would be a fine addition to the small ships fleet. Lately, we are getting a lot of above average ships (not that this is actually a bad thing :|\ )
c) How did they fit King Kong in? :-j
Thanks,
VonHelsching
The difficulty is that there are many dark sides in the file that compose the ships. But not only, also the way with which interacts with AI of the game.
I have tried just in these days, to modify the file in order to lengthen, as an example the length of ship, this to my opinion, is the main problem.
In order it makes to understand me with my English bad:
Es.I have tried to construct one aircraft carriers, and the aircraft carriers Illustrious it was adapted to this, but the length of the hull was not served to me.
However I have tried to lengthen the main hull, and it works well when it shoots or shooting to it of the torpedo, but if you go against with the submarine for sure points, to bow and stern, where I have made the lengthening, is transparent (uboat penetreted in it).
For move,this is necessary to workaround the .zon file of the ship created.
Then, for every modification it is necessary to work 3 file mainly. I am trying to realize one able instrument to make this, that aids to construct without too much hard work. For hour many things you must make them in hex and must make much attention not to mistake, otherwise all the job is lost, and to make attention costs much time...
However, in end:
I have:
- added new weapon in .guns fie, and it full work,(is necessary modify also .sim, and then tweek for personalze really this).
-added new object in dat file of ship, and it fully work. (is necessary modify also .sim, .zon). and for funnel, it has been a hardwork, but in the end, there are successful.
BEST REGARDS
UBOAT234
Whenever I do anything with ship modding, I always post it here so I should post this stuff too.
I have released the Chatham Troop Transport, and it is on my fileshare site. There is already a picture a few pages back. Below are pictures of a cloned Hospital Ship version, as well as a cloned and repainted Hospital Ship version of the stock Troop Transport.
http://img373.imageshack.us/img373/5310/chthos1zu.jpg
http://img138.imageshack.us/img138/2065/trhos4gf.jpg
malcymalc
04-11-06, 07:33 AM
AG124,
I downloaded your new ships and added them to my set up last night. I have started a new campaign so have not yet seen one in the flesh.
However I noticed when consulting the ID book that only the NCOT was there (and was called NCOT rather than Coastal tanker or whatever) but not the Chatham, Whaling Ship etc.
How do I add them to the ID book?
Thanks
Malcolm
That's strange. They should show up, as they have ID images. I think you may have made a mistake in installation.
I just checked my own installation, and all four showed up. Check each ship's folder under the 'Sea' directory. Each one should have a file with one of the following names:
NCOT_sil.tga
NCVW_sil.tga
NCHT_sil.tga
NCHH_sil.tga
Also, check your Englishnames or Germannames cfg file to make sure you have entered the names correctly. And make sure that you have assigned each ship to at least one nation, although I assume you have done that already. :lol:
malcymalc
04-11-06, 05:49 PM
Actually, I just copied them all into the game using JSGME - I guess this means I need to go back and edit some?
Malcolm
I personally don't use JSGME, although I've heard good things about it. So I am not sure how to use it, but it does seem as if you should recheck your installation.
Warhunter
04-20-06, 12:46 PM
HMS Hood
http://img501.imageshack.us/img501/8790/wip78b8ml.jpg (http://imageshack.us)
http://img523.imageshack.us/img523/806/wip780tc.jpg (http://imageshack.us)
Warhunter
04-20-06, 01:56 PM
http://img115.imageshack.us/img115/2666/render225dt.jpg (http://imageshack.us)
:o :o :o
Do you have her working for SHIII yet?
THE_MASK
04-21-06, 12:13 AM
:up: :D :rock:
Cdre Gibs
04-21-06, 01:02 AM
:-? This is the 2nd time a ship I have been working on quietly has been also done by some1 else. At this rate I may as well hang up the towel ! :-j
Hood
http://www.git.com.au/~voyager_tek/Hood01.jpg
http://www.git.com.au/~voyager_tek/Hood02.jpg
to Cmdr Gibs
It is not finished yet. You may be the first who will? do not stop. Cheers
sergbuto
04-21-06, 02:47 AM
HMS Hood
http://img523.imageshack.us/img523/806/wip780tc.jpg (http://imageshack.us)
Cool.
sergbuto
04-21-06, 03:01 AM
:-? This is the 2nd time a ship I have been working on quietly has been also done by some1 else. At this rate I may as well hang up the towel ! :-j
One should never assume that he/she is the only person working on some particular ship. There is always a chance that somebody is doing the same kind of model as well. And I think there is nothing bad in such an ovelap. To everyone's benefit eventually.
Here is what I did on Hood quite a while ago but never finished due to lack of time. The only thing I can say guys: "Take care of the damage model". Without appropriate damage models these nice ships will be mostly an eye candy because it will be difficult to reproduce historical battles/events.
http://usx218.fysik.uu.se/users/Sergei/files/Hood.jpg
Warhunter
04-21-06, 04:29 AM
Here is another model of mine. It's a german landing craft, which was operating in areas like the Black Sea or the Mediterranean. There were mainly used to support landing operations, but also to attack Soviet oil transports.
I plan to versions:
2x 20mm single barrel, 1x 20mm quad barrel, 2x 88mm main guns
2x 20mm single barrel, 1x 37mm single barrel, 2x 105mm main guns
http://img506.imageshack.us/img506/8076/malrender8ep.jpg (http://imageshack.us)
Warhunter
04-21-06, 04:35 AM
:o :o :o
Do you have her working for SHIII yet?
yes but without textures.
This is why Iambecomelife and I usually discuss the ships we are working on. We are kitbashing merchants, which is quite different than what you guys are doing, but it would not be good if we were all working on the same ones in some cases (whale factories, for example).
The three of you should work out which ships you are going to work on so that a wider range of ships will be completed. :yep:
booger2005
04-21-06, 08:42 AM
Here is another model of mine. It's a german landing craft, which was operating in areas like the Black Sea or the Mediterranean. There were mainly used to support landing operations, but also to attack Soviet oil transports.
I plan to versions:
2x 20mm single barrel, 1x 20mm quad barrel, 2x 88mm main guns
2x 20mm single barrel, 1x 37mm single barrel, 2x 105mm main guns
Very nice. Reminds me of the German flak barges from IL2. Is that what you call an "f-lighter"?
Warhunter
04-21-06, 11:34 AM
In german it's: "Marine Artillerie Leichter". Perhaps you can translate it with "maritime artillery lighter".
http://www.german-navy.de/kriegsmarine/ships/landingcrafts/nal/index.html
Warhunter
04-21-06, 11:50 AM
In order to prevent us modelling the same ships, I started a collection thread about ships, which are currently under development.
Type941
04-21-06, 02:34 PM
:-? This is the 2nd time a ship I have been working on quietly has been also done by some1 else. At this rate I may as well hang up the towel ! :-j
One should never assume that he/she is the only person working on some particular ship. There is always a chance that somebody is doing the same kind of model as well. And I think there is nothing bad in such an ovelap. To everyone's benefit eventually.
Here is what I did on Hood quite a while ago but never finished due to lack of time. The only thing I can say guys: "Take care of the damage model". Without appropriate damage models these nice ships will be mostly an eye candy because it will be difficult to reproduce historical battles/events.
http://usx218.fysik.uu.se/users/Sergei/files/Hood.jpg
I wonder why you guys would rather make some tanker than this!!! I mean... it's like you pick a yugo over ferrari when you can get the ferrari. Please if anyone ever finds time to see it through, this could be one of most popular downloads ships for SH3. :lost:
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