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View Full Version : WIP - Pyro class US Ammunition Freighter


AG124
11-05-05, 02:37 PM
The work on the ship is coming along, but I will need some help, so I have a few short questions.

1. How do I get rid of all of the air vents on the parent Transport model?

2. What are all of the reflections files for? I haven't changed any, but they don't appear to have much effect on anything anyway.

3. How do I scale down the entire ship? Is it possible to scale down all 3d parts together, I do I need to rescale ane reposition each one separately?

BTW - I am also having texturing problems - the deck is being screwed up quite a bit now. It's not too bad though - it looks as though she has a steel deck. :know: The hull and most of the superstructure is not affected.

Here is a photo of the actual ship in question.

http://warships.web4u.cz/usa/auxil/img/ship-ae1.jpg

iambecomelife
11-05-05, 05:07 PM
You can get rid of the ventilation ducts by scaling them all the way to 0%. To scale the ship down you must reduce the scale of each individual object. Right click on the object, select scale form the popup menu box, select "uniform" if you want all axes to be proportional (for an exact miniature or blown-up version), and just move the mouse laterally to enlarge and shrink the object. Pay attention to the percentage increase/decrease in size, which is indicated in the upper lefthand corner. You could open them all simultaneously in Wings3d but I don't see the advantage in doing that. Wings3d automatically centers many 3d parts so you won't get an idea of what they'll look like when they're all together.

AG124
11-05-05, 07:23 PM
Now why won't the picture appear? :-? For some reason, I always have trouble with pictures on forums - can someone tell me what I did wrong.

(I am continuing to work on the ship - I will post a picture when I have made more progress).

Marhkimov
11-05-05, 07:31 PM
upload pictures to http://reg.imageshack.us/ , and copy and paste the little forum links that they give.

For example, you would copy and paste these into your posts: merchantpicture1.jpg

AG124
11-05-05, 07:57 PM
But can I post a picture that is already on another site? The picture I was trying to post is of the actual ship.

Marhkimov
11-05-05, 08:08 PM
Oh, that's easy.


1) right-click on the picture

2) click on properties

3) highlight and copy the Address (URL)

4) paste the address in a forum text-box

5) highlight the address again and click on the Img button (located right above the text-box)


That should work.

AG124
11-05-05, 08:15 PM
Got it working. Thanks. :up:

AAnd here is a link, for statistics.

http://warships.web4u.cz/lode.php?language=E&stat=USA&typ=AE&trida=Pyro

iambecomelife
11-05-05, 08:36 PM
That's a really interesting design; you rarely see the fore & aft superstructure arrangement on dry cargo ships (which ammunition ships are, technically). I was expecting that the class would be the typical, engines/superstructure amidships type. Any idea when we can see some screenies of the unit?

AG124
11-05-05, 08:44 PM
I can post pictures now, but the cranes aren't in place, and there are vents and lifeboats floating in the air. :o

I am geting rid of the vents now - I have already eliminated one successfully. But first, I need to know about importing the new cranes. Should I reduce the vents to 0, and replace them by importing the cranes over them? I only need three cranes - I will use the stern one from the T3.

iambecomelife
11-05-05, 08:49 PM
I can post pictures now, but the cranes aren't in place, and there are vents and lifeboats floating in the air. :o

I am geting rid of the vents now - I have already eliminated one successfully. But first, I need to know about importing the new cranes. Should I reduce the vents to 0, and replace them by importing the cranes over them? I only need three cranes - I will use the stern one from the T3.

That's what I'd do. It's worked in the past for me.

iambecomelife
11-05-05, 09:51 PM
How did you get the hull to display properly on your unit, BTW? I'm still at my wits' end with Pack3d's texture reversal issue. To make matters worse I recently discovered that Pack3d reverses textures even when you don't change the hull at all - simply importing the hull in Pack3d causes the reversal immediately, whether you've changed 100 things or left the ship the same. At this point I can either (A) use Sergbuto's NKGN for all my models, since it's apparently the only cargo unit not affected or (B) use other ships but just mod their masts and funnels, which will be fairly unimpressive.

AG124
11-06-05, 12:17 AM
The ship is almost completed. There are only some minor thins left:

1. Reflections. I never bothered to do these. Maybe later.

2. Flag needs to be repositioned. Not sure how to change this. I will guess there is a file to be moved and imported into the .dat.

3. Space for deck cargo needs to be set. Don't know how to do this.

I have to go to bed now. I will post screenshots tomorrow.

And the textures are still not perfect.

BTW - Thanks to everyone for their help thus far, especially Iambecomelife. :up:

AG124
11-06-05, 12:28 AM
Well, here are a few anyway...Remember, the flag needs to be moved and the textures are not perfect. And I need to edit the museum info.

http://img320.imageshack.us/img320/6403/a55gq.jpg

http://img320.imageshack.us/img320/7571/a17rc.jpg

http://img320.imageshack.us/img320/6237/a20yh.jpg

http://img320.imageshack.us/img320/1449/a36za.jpg

http://img320.imageshack.us/img320/3695/a41br.jpg

Not bad for my first try, I guess, especially considering I have never done 3d modelling before.

Marhkimov
11-06-05, 12:34 AM
Well, that's not bad at all... but you still have a while to go before it looks like your real picture...

Good start, though. :up:

AG124
11-06-05, 10:36 AM
Well, I'm not planning on making the design identical - for example, I don't think there is any way to make her flush decked without screwing up the textures completely. I intend this to be a similar design to the Pyro class. But if there are any suggestions for specific improvements, I would like to hear some.

HEMISENT
11-06-05, 11:15 AM
Looks damn good so far.
Can't wait for the final release.

:up: :up: :up:

AG124
11-06-05, 12:05 PM
It also appears to me that the bridge should be taller, and the aft superstructure should extend to the stern, but with texturing problems, that may not be possibly either. I will try though. She also shouldn't have a mast forward of the first crane, but I liked it so I left it there.

Unfortunately, I soon have to go back to university, with my other computer that does not have SH3 installed :(. And for the next few hours before I go, I have to work on an assignment. However, work will proceed next weekend. In the meantime, I would like some suggestions. :)

BTW - When this ship is finally released, I don't mind if it is used in RuB, IuB, HT, or other free mods.

iambecomelife
11-06-05, 12:27 PM
Good work so far :up: . You might want to use the small merchant's stack as the funnel, since the default NPTR stack is raked, unlike in the photo. It's all up to you, though.

What did you name the mtl file for the unit? Did you leave it as NPTR or NAXC, or did you name it after the new unit's designation? I was working on the NPTR myself last night, and I couldn't get the hull skin to display properly (as usual!)

sergbuto
11-06-05, 12:29 PM
Well, that's not bad at all...

I second that. :up:

chris911
11-06-05, 12:31 PM
Some Suggestions for the model (very good one btw):

Get rid of some of the exaustpipes, mainly the long ones or shortem them.
For the bridge maybe u can use parts of the T2

Maybe use a double crane infont and no masts on the ship. masts somehow don t work for an ammu carrier cause of
lightning strikes also ...
Only suggestions.

Bye chris

iambecomelife
11-06-05, 12:39 PM
Another suggestion: This model would make an excellent base for some other fleet auxiliaries - possibly an oiler, submarine tender, or destroyer depot ship. It looks a lot like the Royal Navy's very large destroyer depot vessels (ex: HMS Tyne, HMS Woolwich). "Conway's All the World's Fighting Ships - 1922-1946" has some good line drawings of them. It would be great to sneak into a British harbor and see three or four Tribal DD's moored to one of these ships.

oRGy
11-06-05, 01:05 PM
Looking good so far!

AG124
11-06-05, 01:13 PM
Yes, the ship could be used for some more models - I have a saved a copy without the cranes that I will use for others.

I forgot to mention that I was changing the funnel, but I was going to use the Large Cargo funnel instead after making it thinner. Maybe you're right though - either the small or coastal merchants' stacks would be best.

I am definetely going to replace the forward mast with a double crane, and I think I'll get rid of the small one in front of the bridge too. I am also thinking of using different double cranes - the bigger ones amidships are from the T3, and the small one in front of the bridge is from the regular Troop Transport.

As for the bridge, I really like the edited bridge I have, but the T2 bridge is more appropriate for this ship - can't believe I didn't think of that when I have suggested it so many times to others. :damn: Other ships which will be made from this model could include the current bridge - that will help with variety.

I will also remove most of the remaining vents.

And as for the .mtl - I didn't rename it or anything else I extracted, it is still 1_NPTR.mtl. I only renamed the files which go under the Sea folder. It works in the museum with the Transport.

AG124
11-06-05, 02:05 PM
Here's a couple of pics without cranes. The screwed up rails on the main deck have since been removed. The flag has never been fixed.

http://img46.imageshack.us/img46/7919/ammocarrier35ew.jpg

http://img46.imageshack.us/img46/6230/ammocarrier45ob.jpg

It would make a good tanker/oiler, but I think a submarine depot or destroyer tender would best be made from a fresh Transport. I will start more work next weekend.

BTW - There are three skins in the version of the Transport that I downloaded from Sergbuto. Are they his, or are they stock skins from the AMC? I will need to know before release of the ship. I will credit him anyway, for having made the transport from the AMC.

sergbuto
11-06-05, 05:38 PM
BTW - There are three skins in the version of the Transport that I downloaded from Sergbuto. Are they his, or are they stock skins from the AMC?

They are stock textures.

AG124
11-10-05, 06:33 PM
I am now resuming work. :up:

WolfyBrandon
11-10-05, 07:48 PM
Question: Since this is an ammunition carrier, will it have more sweet spots to target? Is it possible to modify the ammunition bunkers etc?

Wolfy

AG124
11-10-05, 08:51 PM
It should be possible, but I'm going to need help with that. I would also like to edit the damage model so that the ship breaks in two when torpedoed. But I will ned help, because I am not sure how to do it.

Here are some images of my latest progress.

http://img381.imageshack.us/img381/7655/ammocarrier73sw.jpg

http://img381.imageshack.us/img381/6548/ammocarrier87sn.jpg

However, I still need help.

1. I have no idea how to move the flag.

2. I don't know how to change the zones.

3. I don't know how to edit the damage model.

4. What should I do about the reflections?

I have decided not to change the funnel - the other ones I tried got screwed up when I tried resizing them. I am also considering moving the rear mast in front of the funnel. The enlarged bridge turned out pretty good, but there is a slight error when viewing from behind - the bulkhead between the wings (?) leaves an empty space. :roll: Oh well...

Feedback thus far?

iambecomelife
11-10-05, 10:01 PM
.I tell you, this thing's going to be a must-have mod! I strongly suggest that you go ahead and move the mast so that the flag doesn't look strange floating in midair. I'm not sure how to handle reflections or zones yet.

Is there any chance we could see her in camo paint soon? I can't wait to see the mod with an original skin :up:

Sheppard
11-10-05, 10:57 PM
You must find a way so that when the ship is hit, it disappears in a giant mushroom cloud

Der Teddy Bar
11-10-05, 11:03 PM
I would also like to edit the damage model so that the ship breaks in two when torpedoed. But I will ned help, because I am not sure how to do it.

2. I don't know how to change the zones.

3. I don't know how to edit the damage model.

4. What should I do about the reflections?

This is the part where you send it to me, I give it to the Devs, they make the compartments etc bundle it up and send it back.

That way the engine room and cargo space actually matches the ship. Rather than in game having to torpedo the second mast to get the engine room.

11-11-05, 03:06 AM
Wouldn't it be more realistic if the bridge will be moved forwards, to discard the "bulk"?

chris911
11-11-05, 05:10 AM
Wouldn't it be more realistic if the bridge will be moved forwards, to discard the "bulk"?
Hunter is absolutly right i think thebridge would be nicer between the both life boats so the crans in the back would make more sence.

Another thing maybe to get more life to the aft section of the ship...: u could add the life boats with racks of the troop transport to that part behind the funnel and also u could add somr kind of AA nest there maybe composed of two small and one large plattform. some rafts on the sides of the bridge would also look nice.

AG124
11-11-05, 11:24 AM
I may send the ship to the dev's - I don't know how to do the zones and they really need to be changed. How exactly will that work? Will the ship be returned to me for release, or will be added to a Ubisoft patch or something?

I will probably return the stern mast to its original position - its not exactly where the real-life mast was located, but this ship is not an exact replica anyway. I am also considering moving all the lifeboats to the stern area - maybe I'll replace them too. :hmm:

Moving the bridge will be a problem however. :-? If it is moved than it will leave an empty hole. :huh: Is there something I could use to patch that hole?

BTW - I am also starting two other freighters - a 4,500 ton one and a 7,800 ton one. They won't be exact replicas of the actual ships. I have no major proress yet, but at least textures aren't getting messed up. The parent units will be the Small Merchant and Liberty Ship.

http://uboat.net/allies/ships/photos/br/dayrose.jpg

http://uboat.net/allies/ships/photos/ca/rose_castle.jpg

Iambecomelife, how did you move the flag on the Marore?

Col7777
11-11-05, 11:37 AM
Fantastic job so far, this is really another great model. :up:

AG124
11-11-05, 02:31 PM
No progress with either of the other freighters - any changes to the bridges crash the game. :(

I've moved the mast into the right place on the Ammunition Freighter though.

Jotte
11-11-05, 03:17 PM
Hope you can solve that so we can get the C2 and C3's back to their real tonnage. :)

AG124
11-11-05, 05:05 PM
I just decided to go on a war patrol, and an Ammunition Carrier appeared. She was SW of the UK, stationary with a Small Merchant. (Both vessels were British). I torpedoed the Ammo Carrier first - one torpedo did the job. The explosion was particularly large, but the only part that collapsed was the crane aft of the bridge and some lifeboats. She began to sink by the bow, but I had to sink the Small Merchant so I did not watch the whole sinking. Here is a picture - the explosion has subsided somewhat when I took it.

http://img376.imageshack.us/img376/4930/018mx.jpg

iambecomelife
11-11-05, 06:13 PM
It' good to hear the model's working OK. I tested my own NKGN-based ships in a convoy mission and had no problems, although someone had warned that modded ships might have distorted textures.

Re: explosion size: I modded my materials.dat file in an attempt to create bigger, more dramatic explosions and smoke plumes. I failed with the smoke and had mixed results with the fireballs. Aircraft explosions were extremely dramatic and large, to the point of being inappropriate. Ship explosions were slightly more impressive, but not enough to warrant releasing it as a mod. Smoke looked slightly worse than it had looked before owing to a magnified, blurry tga, so I reverted to the stock materials file. However, I'm sure a more experienced modder/hex editor could dramatically improve them if given enough time...