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Very good VonDos!!!
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:agree:
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P.S: the new bow and flying deck look much closer to the original design :up: |
Thanks everyone!
According to blueprints, i've modified a little again the flying deck: here's the new: http://s32.postimg.org/omzlr9nd1/aquila_OK.jpg http://s32.postimg.org/ycwfbjlmt/aquila_OK.jpg I've also add some wires to masts and fixed minor UV map's problems. Work in progress... |
With all the goodies you have recently added, the detail level of your model is so far comparable to the one of SH5 ships. :yeah:
The one thing it is missing now, is the addition of a good ambient occlusion map. Dunno if it is possible in SHIII though... |
Thanks a lot, Gap!
Ho, this is just a "improved" version of a very old model. No more. I don't know how ambient occlusion system works (i know what is, just this, a theory) and i don't know if is this implemented in SHIII.. At moment all my attention is on two turret nodes (M01 and S12, for specify); i've checked ID's, numbers, orientation, ecc ecc but they shot into ship's hull. And if i try to delete them for replace, voilą a CTD.. :/\\!!:/\\!! Is there a node\guns expert who is reading this post? If yes, please, help!! :doh: |
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Files sent; thanks!
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About the 2 gun nodes, i don't see any errors. I'll try in-game after changing id number.
F. |
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In my game, M01 and S07 don't follow the rules of the .sim file. Why ? I don't know ... :hmph:
Ah, by the way, you were not obliged to set any values under "fire" (fire restrictions) in the .sim file. ;) |
@gap
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@Fahnenbohn S07? That's :o; in my game, they're S12 and M01.. btw, that's the point: why are them "rebels?" :/\\!! I set fire restrictions just for try an idea for solve this, only a few are really used for something (A\A near the island, if i well remember); also show_restr is, i think, useless ingame.. right? |
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For example, if traverse = 300 to 60 and elevation = -5 to 40, if you set a fire restriction in traverse = 350 to 10 and elevation 10 to 40, then fire will be forbidden in traverse = 350 to 10 and elevation = -5 to 10. :know: |
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That's right gap!
I've tested them ingame... no effects at all; don't know if debug command has been implemented for a different applicaton.. I'm trying again to solve node's bug, but at moment without succes. I'm thinking to rebuilt .both *dat and *.sim files.. EDIT: M01 is POWNED! Got it! |
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