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-   -   Drivable sen Toku type 18 interior (https://www.subsim.com/radioroom/showthread.php?t=135277)

keltos01 04-19-08 05:09 PM

import works !
 
:oops: uh, yep skwasjer you were right:up: Easier to blame it on the devellopper when I was trying to rush the import I guess ;)

Did what you said here above (olympian right?) :

http://img245.imageshack.us/img245/8971/sentokucd5.jpg

the whole texture isn't there yet, maybe I missed something on the exporting as well, but here it is replacing the hull of my Jyunsen B type, untill I import the real hull and tower of course !

http://img237.imageshack.us/img237/7...forwarsye0.jpg

I can't say how grateful I am for your program, and advice, I can tell you're often there for us:sunny:

keltos01 04-19-08 05:37 PM

problems
 
are as follows :
no screws
doesn't move (although the ugly one did move)
missing bits of textures here and there
too high in the water (how do you lower it ??):damn:
getting there i hope

http://img260.imageshack.us/img260/58/18sentokuow7.jpg

skwasjer 04-19-08 06:25 PM

Hmm, I thought I was going crazy... I couldn't get the model to render properly. Then I went to your beta3.2 package, took out the NSS_Uboat18_T01.dds and then it finally did render ok... Those 2 texture are completely different ;)

So heh, you got the wrong UV-data/map on that model to be able to render with the NSS_Uboat9D2_T01.dds.


A non-related advice is, not to use the .3DS file format to save your work, better use the .MAX format in 3dsMax. All the other formats should never be used to save your original modelwork.

keltos01 04-20-08 04:10 AM

sun
 
thanks will do, but there's sun outside today....

keltos01 04-20-08 10:55 AM

jyunsen B tower
 
http://img132.imageshack.us/img132/6...lntowerar5.jpg

nikimcbee 04-20-08 10:59 AM

Quote:

Originally Posted by keltos01

Where was the original thread for this mod (the junsun boat)?

keltos01 06-05-08 04:18 PM

working again
 
I have started to work again on a playable Sen Toku, so as to complement my JyunsenB/kaichu/Kaidai mod.

I've separated the tower from the hull and am working on making it stand alone right now, then I'll add the typ XXI interior and hopefully be able to play it !

keltos01 06-06-08 08:45 AM

new stand alone mod WIP
 
WIP, still have to work on the conning tower 3d but getting there : it's already stand alone and fully workable :

http://img293.imageshack.us/img293/2581/sentokuuo4.jpg


http://img407.imageshack.us/img407/8...entokuixd5.jpg
http://img407.imageshack.us/img407/8...7a7a27594d.jpg

keltos01 06-06-08 09:21 AM

missing bits of handrail and stuff but we'll get there !notice how the tower is too far back, showing that it is actually a separate 3d model :)

http://img293.imageshack.us/img293/5199/turmqd0.jpg
http://img293.imageshack.us/img293/5...13f7292ffa.jpg

keltos01 06-09-08 03:44 AM

model whole in 3d
 
but when you use activeshade to render it, magically some pieces disappear !

http://img385.imageshack.us/img385/9...transpakm6.jpg
http://img385.imageshack.us/img385/9...422d89200c.jpg

keltos01 06-09-08 03:50 AM

model whole in 3d
 
http://img385.imageshack.us/img385/9...transpakm6.jpg

Look under the top of the tower on the left of the ladder : you can see through the tower, when in 3d it is whole, and when using normal 3ds rendering it is whole too.

When I use activeshade, here's what :

http://img338.imageshack.us/img338/9...escopiemc5.jpg
http://img338.imageshack.us/img338/9...d9e072f081.jpg

Missing side of the command deck on top and other otwer bits :damn: :damn: :damn:
whereas you can see in the rendered window of 3ds, the model is whole there ! and off course in game it lookslike the activeshade version of it !

keltos01 06-09-08 04:40 AM

inside pannel
 
I'll try and make one then... same for the part missing and only visible from the air ?

and if that's why, then the 3d model for my tower was in fact working... so I'm one step closer to add the Sen Toku as an Axis sub !

plus Peabody found a way to have 8 forward tubes !! it opens a whole new class of possibilities :)

keltos01 06-09-08 06:24 AM

flip
 
http://img369.imageshack.us/img369/8...edcopiezh1.jpg
http://img369.imageshack.us/img369/8...7275c2ff20.jpg

the faces on the side were flipped :up: Mikhayl !
went to surface properties/flip with faces selected.

let's see about that command deck now ;)

keltos01 06-09-08 07:04 AM

flip
 
that was the problem : why were they flipped in the first place ??????

http://img259.imageshack.us/img259/9...p3copieoh8.jpg
http://img259.imageshack.us/img259/9...442db427d0.jpg

keltos01 06-09-08 07:26 AM

missing parts
 
so basically you have to look at it from all angles, hit active shape, find what's missing (handrails, gun bases etc...) select the surfaces that don't show, hit "flip", hit active shade to check, save, find another missing part etc...

in this case the red selected faces were the ones I had to flip :

http://img401.imageshack.us/img401/3...ipcopieqy8.jpg
http://img401.imageshack.us/img401/3...26b570aa15.jpg

keltos01 06-09-08 07:59 AM

getting there
 
I think I've flipped all the faces that didn't show, gosh what a tedious job...

http://img528.imageshack.us/img528/8...flippeddm5.jpg



http://www.subsim.com/radioroom/showthread.php?t=137761 = modified tower -> IJN type AM submarine :)


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