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This will be my new favorite thread :Kaleun_Applaud::Kaleun_Wink:
Great work everyone! If I can help, just ask! |
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Also, the above strutures (for flak guns) have to be modelled. |
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https://www.kilroytrip.fr/detail.asp...bs-portfolio-4 https://de.m.wikipedia.org/wiki/Date...Bootbunker.jpg https://www.uboat-bases.com/fr/brest/plan.html |
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OK. I've tried to model the main dock. What I've done :
a) imported a basic rectangle from harbour_kit.dat b) de-triangulated it c) selected both edges (top and bottom) to cut them into several parts d) moved the new vertices to the correct place e) connected each vertices (top and bottom) f) triangulated again And how it looks like : http://i.imgur.com/fw7RczJ.png But now, when I try to import the model into S3D, an error message says : "One or more vertices is not mapped to a texture coordinate." |
Teasing view with Bismarck in the large dock, Hipper at anchor, and a type IXC u-boat sailing outwards.
http://i.imgur.com/qh6Hoig.png |
Progress ...
http://i.imgur.com/swX6R78.png
Now these models have to be textured. And then the harbour devices have to be added on them. Requesting permission to use LSH harbours stuff (trains, vehicles, buildings, etc.) ! :D Also have some difficulties in modelling the U-bunker. |
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I need to put a texture on both new harbour bases and on the new seawall, to import them into S3D, in order to test placement in game. It doesn't require to be precise at all, I will probably change the shape again.
So, can anyone do this for me, or explain me how to do ? Also, gap, could you change the terrain as shown on the first post of this thread ? |
Two questions about Wings :
- There are plane surfaces which are subdivided. How can I remove the connexions in order to have polygonal surfaces containing only one face ? - The top face is not connected to the sides of the model. How can I connect it ? Is it necessary ? :hmmm: |
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Two last notes before you export your model:
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That said, there is not an easy way to weld adjoining edges or an authomatic function for splitting hard edges in Wings3D. There might be workaronds, but those tasks are performed much more efficently by other freeware programs such as Blender, Softimage Modtool or MeshLab. The edges that you are talking about should be hard anyway, so my suggestion is you to keep them splitted rather than having to learn other programs :salute: |
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Where there are some black crosses on this pic, there are land squares in game, and they must be converted into sea squares. |
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http://i.imgur.com/hR8dJwu.png |
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