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-   -   WIP - Pyro class US Ammunition Freighter (https://www.subsim.com/radioroom/showthread.php?t=86267)

Der Teddy Bar 11-10-05 11:03 PM

Quote:

Originally Posted by AG124
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

Quote:

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...


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