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Since having one custom skin per ship is impossible and we are limited to custom skin per ship class, it would really be nice to have the class name in japanese characters :yeah:
I'm happy that you volunteered for that yyzBegonia, my ethernal gratitude goes for you:Kaleun_Cheers: An applause for this man please :Kaleun_Applaud: |
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Hi folks I'm back again!:D
Another report of a big-mistake (I hope you guys won't beat me for my chattering:O::har:) The Hatsuharu-class' model is wrong. This is what we have in game: https://i.imgur.com/gGBatp7.png It's correct, in some way. Because it is what they looks like when they just been built in 1933! https://i.imgur.com/KzIAEIP.jpg However it was reported that the hull was lack of stability and all Hatsuharu-class DDs were sent to reconstruct urgently in 1934. That's what they looks like after the modification: https://i.imgur.com/kepzqDZ.jpg Since our campaign begins from 1941, it is impossible to encounter a Hatsuharu in 1933's hull. Fortunately after reconstruction they looks just like Shiratsuyu-class (Shiratsuyu-class was actually developed from the 7th ship of Hatsuharu-class!:arrgh!:), so it's quite easy to fix this problem: just copy the model of Shiratsuyu-class and rename it as Hatsuharu and it will be fine!:har: Perhaps the only thing needs to do is change the characters painted on the side, and that's what I may help!:Kaleun_Salute: |
There is a way to add nearly anything you want to anything that uses a eqp file.
Add a placement node on the part then create the stuff to be placed. For the side lettering? I have an example nearly ready to send to you all. Took me 15 minutes to do the 3D work and that was really slow cause I went outside to stand and have a smoke break. So yes. I was outstanding! :haha: Using an Alpha channel the only thing that will show in game is the lettering or whatever we want to show. Now this will need to be tested to see what happens when you hit that area and damages appear. Does it show the damage or does it over lay it? |
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https://upload.wikimedia.org/wikiped...uharu_1934.jpg Oh my gosh! Lettering on the side!!! Now, what it looks like to me (uned-juh-mah-cated in the ways of 3D), is that the ship doesn't lose it's upper-forward gun turret (M04) until 1944, so the RecMan is accurate for the game, just not real life... We'll see what happens with that. Thanks. :salute: Quote:
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Good that you are willing to test it.
Only need to add the node to the main dat and create the extra dat to store the placer object. Then do the texture with the alpha channel. Now it is possible to use the same 3D object with as many textures as you wish. So file size is kept small. So it would be a simple matter to change things in the eqp file as you wish. I call it the Freedom Friday Mod. |
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Jeff's method seems great!:Kaleun_Applaud: I can supply lettering, and.....perhaps something else:hmmm: if I can think of it:yeah: |
So pretty much a clone with an eqp file would do the Hatsuharu.
Believe it or not you are fast approaching the way GWX 4 was planned and started. |
https://i.imgur.com/XrwjSqr.png
LOL I suddenly find that the space for putting kanas is so short that I can hardly put the whole name within it. In fact the historical font should be flatter instead of vertically thin and tall like this way:hmmm: |
Very limited working with stock texture files and stock UV mapping.
One reason I came up with terms your way for SH3. I still wonder why other Mods don't use that. |
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https://i.imgur.com/6z23oXa.png
Modified Akatsuki-class DD, IJN Akatsuki |
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https://www.youtube.com/watch?v=XRK6LTgg-Gc |
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