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So, I had a long break in this project caused by working on aircraft pack, but now with work on planes being almost complete, I resumed working on remaining "little ships" and I have a bit of progress to report (though no new ships for upload yet):
Coastal Ferry - based on MV Lochiel from 1939 - finished most of diffuse textures with just some details remaining, then I'll add interior, AO map and she'll be ready for import: https://i.imgur.com/jgoY3HQ.png https://i.imgur.com/TD5PWWd.png I started modeling a new warship as well - YMS-class minesweeper. Only halfway through modeling (not to speak of texture or import) so this one won't be ready soon, but I'll be getting there :) https://i.imgur.com/RcRMBOm.png |
Great job Kapuhy
And all in the GR2 format. What a mastery, great Master ! :yeah: Quote:
That interests me, please, can you just expand , with a few screenshots. Thank you :salute: |
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Let's say you want to make a new ship and you call it MyShip. It's folder inside \data\sea will be called MyShip, and it will contain, among other files following .gr2 files: MyShip.gr2 - main model gr2 file MyShip_LOD.gr2 - LOD model, simplified, for long distances MyShip_FX.gr2 - FX file - it doesn't contain any meshes, just bones that determine where SH5 effects will be placed (explosions, fires and such). The problem I had was that no matter how I moved bones in MyShip_FX.gr2 file, fires and explosions were being played in wrong places. Why? It turned out I forgot to update a small text file that is also in each ship folder, in our case it would be called MyShip.lst. This file consists of a single line that is a path to FX file responsible for the effects. Because path didn't point to my modified FX file, but to FX file of stock game ship that I used as template, all changes I made to effect placement were ignored by the game. |
Thank you for the answer Kapuhy.
I understand that you have also created your FX effect. this is great.:p2: Without wanting to bother you, in another thread I will wish to share with you my difficulties for the realization of a lighthouse with long range light ... and congratulations |
Another ship in progress. If it looks weirdly familiar, that's because I reused texture and a lot of small details from raised quarterdeck steamer, which simplified the work a lot.
https://i.imgur.com/5WI2NoG.png It's based on Kyle Rhea coastal steamer: https://photos.smugmug.com/SHIPS/Bri...KYLERHEA-M.jpg |
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It wouldn't be too difficult for you to model this ship :) : https://en.wikipedia.org/wiki/Mersey-class_trawler
Precise plans : https://modelismenavalradioc.forumac...ersey-de-a-a-z |
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No promises though, I have several ships I've already started to finish first, including one you've mentioned in earlier post. |
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https://i.imgur.com/NrT215V.png |
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I wish to import them in SH3 also, if you agree of course. :) Do you intend to create various "weathered" textures also, that would be great ! :yep: (Good pictures here can help you to ofind inspiration : https://www.sixtant.net/2011/artigos...ian-submarines) And don't forget to do a proper "war re-paint" to remove bright red deck and white upper surfaces... :03: (the funnel too could be repainted in grey). Oh, by the way, how many triangles for this complete model ? |
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Edit: As for "weathered" version: in SH5 "weathering" is done through Ambient Occlusion texture which is not visible in Blender, but will be in place in final imported version. Quote:
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:Kaleun_Wink: |
I've tried to convert one of your ship today, but I can't open GR2 files... What software do you use to edit those files ?
Another question : do you model the hull of your ships with their original lines plans, or do you use only side and top views ? Else, it seems some nations are missing in roster (Albania, Belgium, Bulgaria, etc.), because you've written some textures availability for these countries in your Countries availability table.pdf. Maybe these data are for TWOS and not vanilla ? |
kapuhy, the ship is amazing :up:
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