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-   -   [WIP] Ship Silhouettes - Modder's Resource (https://www.subsim.com/radioroom/showthread.php?t=245395)

DanielCoffey 06-11-20 08:18 AM

I had to put in additional lights in the Blender scene to showcase the CVs clearly and move the cameras back. Reckon this is a useful silhouette for such a large ship? Final one will be DDS of course...


http://www.dcoffey.co.uk/images/sile..._Akagi_sil.jpg

propbeanie 06-11-20 08:57 AM

If it looks better than what's in there, then "yes" it is useful... lol

As for the W-19, I'll try to find someone who knows what the "scheme" is there... :salute:

Moonlight 06-11-20 09:22 AM

Just 1 mistake in the SilhouettesMisc05 zip, you've inadvertently named the T07B_sil to T07B_sil - Copy, apart from that there's nothing else amiss. :up:

DanielCoffey 06-11-20 09:24 AM

Fixed, thanks.

DanielCoffey 06-11-20 10:44 AM

Lights adjusted on the CV Akagi above.


I increased the brightness of all lights, made the "light window" larger to soften the shadows and spread the bow and stern lights apart more so that the shadows at the far ends were reduced.

Havan_IronOak 06-12-20 06:04 AM

Downloads seem to work fine for me
 
I am a bit curious about the names that I'm seeing though... Is there a ready reference for translating between these names and what one sees in The in-game Museum?

DanielCoffey 06-12-20 07:07 AM

Yes. It is in Data \ Roster \ CountryName \ Sea

Jeff-Groves 06-12-20 08:04 AM

Quote:

Originally Posted by DanielCoffey (Post 2677024)
No - when looking at the hull OBJ in Blender there seems to be a black skin on it over the real texture. There is some visible z-fighting at the bow where the real paint "shows through".


In addition, the skin also covers where the funnel would be despite there being a separate funnel object. I can move the real funnel out of the way and the black layer still shows where it was.


For now I have just made a 100% black silhouette.


Id' like to fix it of course but I didn't want it to hold up releasing the big bunch of misc ships.


Next... CVs.

Sounds to me like you have the Full Hull object and the fore and aft Hulls in there.
The Full Hull you see in Game until you torpedo it.
Then the fore and aft hulls come into play.

propbeanie 06-12-20 08:25 AM

Quote:

Originally Posted by Havan_IronOak (Post 2677256)
I am a bit curious about the names that I'm seeing though... Is there a ready reference for translating between these names and what one sees in The in-game Museum?

There is some cross-referencing involved. The sil files DanielCoffey has made, go into like-named "Data / Sea / ShipName" folders, just drop the "_sil" from the main name. In that same Sea / ShipName folder is the cfg file that you then edit to what DanielCoffey has measured in the S3D app and put into tables in the Open Document format. The Sea / ShipName cfg file has a similarly named cfg file in the "Roster / Country / Sea" folder, both should have matching ClassName entries. The "Data / Roster / Names.cfg" file holds the names of what you see in the RecMan. Below the listing of the asset types, you will see a series of "ShipName = RecManName" entries. It is not complex, but due to the size of things in FotRSU, it can make an old man go cross-eyed rather quickly... :doh:

DanielCoffey 06-12-20 08:44 AM

Quote:

Originally Posted by Jeff-Groves (Post 2677271)
Sounds to me like you have the Full Hull object and the fore and aft Hulls in there.
The Full Hull you see in Game until you torpedo it.
Then the fore and aft hulls come into play.


I don't believe I have made that mistake on the W-19 as it doesn't seem to have a 3D model for fore and aft sections like some others. The only hull OBJ I exported was Node 2 : 3D Model for the full vessel.


It is a mystery as I have redone it from scratch and it is only that one vessel that has given me trouble so far.

Jeff-Groves 06-12-20 09:36 AM

You don't have the reflection models loaded do you?
I notice the The fore is correct but the Aft one is actually a FULL HULL!
(Bad way to build a Unit!)
I tried to convert your linked blend file but all the online converters failed.
Can you link me to all the obj files you imported to blender?

DanielCoffey 06-12-20 09:47 AM

Quote:

Originally Posted by Jeff-Groves (Post 2677291)
You don't have the reflection models loaded do you?
I notice the The fore is correct but the Aft one is actually a FULL HULL!
(Bad way to build a Unit!)
I tried to convert your linked blend file but all the online converters failed.
Can you link me to all the obj files you imported to blender?


I didn't load the reflection models, no.


Here is the folder with the imported OBJ files... http://www.dcoffey.co.uk/images/silenthunter4/W-19.7z

Jeff-Groves 06-12-20 09:57 AM

Thanks Mate!
Will look at them today and see if I find something funny.
(Aside from the whacked way this Unit was created!)
:up:

DanielCoffey 06-13-20 06:44 AM

Please could one of the S3D modellers check the NCV_Shinano.dat file in FotRSU because I think there are some serious issues with the model.

When I open NCV_Shinano .dat in S3D I see this. The sides of the hull and some of the deck seem to be missing. I think the culprit is Node 334 : NCV_Shinano_Deck

http://www.dcoffey.co.uk/images/sile...CV_Shinano.jpg


EDIT : The model does display in the Ship Museum although the sides of the upper deck section do appear to be untextured. Is this another model that has parts in a different library somewhere (such as VonDos ships)?

DanielCoffey 06-13-20 09:21 AM

An update to this... in Blender the hull and deck do display properly but there are many objects in the .DAT that are missing their UV mapping.

The following objects do not seem to have any UV mapping...

NCV_Shinano_boat01 to 06, _dir01 to 08, _dirBig01 to 02, _funnel, _struct01 to 02, _cablu01 to 02, _catarg


NCV_Shinano_rad01 to 06 are all at 0, 0, 0 in the middle of the model and therefore invisible.


Without these the model is useless and no silhouette can be created.


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