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-   -   Subsim Higgins PT-Boat Model contest (https://www.subsim.com/radioroom/showthread.php?t=193766)

Madox58 04-23-12 05:46 PM

Quote:

Originally Posted by nikimcbee (Post 1874371)
Curious, how long did it take the computer to render it? Looks great:salute:

Less then a second to render to jpg.
It's only a basic render with no advanced lighting or anything.
The hardest part was getting the smoothing adjusted after exporting from Freeship.

Then welding a few verts here and there to reduce the faces count and get things ready to run through Balancer.

Balancer is a pretty good reduction tool.
And the free version works fine for most things I do.

nikimcbee 04-23-12 05:57 PM

Quote:

Originally Posted by privateer (Post 1874387)
Less then a second to render to jpg.
It's only a basic render with no advanced lighting or anything.
The hardest part was getting the smoothing adjusted after exporting from Freeship.

Then welding a few verts here and there to reduce the faces count and get things ready to run through Balancer.

Balancer is a pretty good reduction tool.
And the free version works fine for most things I do.

I'm thinking of the high poly count renders, those used to take an hour or two. But that was around 2005 on an old AMD computer.

nikimcbee 04-23-12 06:00 PM

@ privateer,
Before you do the details on the exterior of the chart house, let me know so I can send you an accurate photo of the exterior.(sp)

yubba 04-23-12 06:09 PM

Please do, don't want this
 
http://img46.imageshack.us/img46/285...3173937nm7.jpg

Madox58 04-23-12 06:11 PM

I just chased down several good shots of the exhausts to use along with the actual plans from Higgins.
:yep:

http://i222.photobucket.com/albums/d...t/DSCN1717.jpg
http://i222.photobucket.com/albums/d...Trepair007.jpg
Nice thing is I only need to model one.
Then I'll mirror that for the other side.

nikimcbee 04-23-12 06:12 PM

Quote:

Originally Posted by yubba (Post 1874399)

:haha: I saw that.

Well, there was that one PT...
And you know, if they could fit it on the deck, they'd used it.:yeah::03::haha:

nikimcbee 04-23-12 06:15 PM

Quote:

Originally Posted by privateer (Post 1874401)
I just chased down several good shots of the exhausts to use along with the actual plans from Higgins.
:yep:

http://i222.photobucket.com/albums/d...t/DSCN1717.jpg
http://i222.photobucket.com/albums/d...Trepair007.jpg
Nice thing is I only need to model one.
Then I'll mirror that for the other side.

:salute::rock: That's pre-boat house days. I thought there was something missing in that picture.:haha:

nikimcbee 04-23-12 06:47 PM

Is it possible to get the depth charges to work? It's not a priority of mine, but I thought it would be cool for a pt v midget sub mission.:hmmm:

Hylander_1314 04-24-12 01:49 AM

Interesting to see how Higgins differed in construction. With running the planking horizontally along the sides of the boat.

Great photos! Thanks!

nikimcbee 04-24-12 12:56 PM

tested 109 model last night
 
First thoughts, impressions, questions:

Is it possible to create unique sounds to this model? The engine sounds broke the engines for the rest of the game. (All of the US subs, German subs still worked)

The 40mm bofor using the deckgun model is a cool idea, but it breaks the deckguns for the rest of the games.

It would be cool when you hit the F9/F3 key it takes you the chartroom.

Could we keep(use) the current gun sounds in TMO 2.5?

How hard would it be to mod the deck crew? Have them wearing shorts, lifevest, and helmet?:hmmm:
http://www.savetheptboatinc.com/rolfsPT127e.jpg


If we're able create unique soundfiles only attacked to the pt-boat model that could coexist with the sub sound files, That would be totally cool.

I'll think of more stuff later...:hmmm:

yubba 04-24-12 04:32 PM

I had seen that in the first stages of the pt 109 mod they didn't have a 40 on the bow or those butt ugly 20 tubs, @nikimcbee did you see if torps worked ????

nikimcbee 04-24-12 04:35 PM

Quote:

Originally Posted by yubba (Post 1874781)
I had seen that in the first stages of the pt 109 mod they didn't have a 40 on the bow or those butt ugly 20 tubs, @nikimcbee did you see if torps worked ????

Yes, they worked, but they launch from the from of the boat (like it does on the subs). They didn't actually launch from the tube itself.

yubba 04-24-12 05:18 PM

well, I'm not that good, I said I got them to work, if You are at uzo you wouldn't see them go any way, have to use your im mage in nation, but hopefully someone will come along and fix that. This is what I'm looking for.
http://img300.imageshack.us/img300/3...0184104xa1.jpg

Bubblehead1980 04-24-12 05:20 PM

Quote:

Originally Posted by yubba (Post 1874798)
well I'm not that good, I said I got them to work, if You are at uzo you wouldn't see them go any way,
http://img300.imageshack.us/img300/3...0184104xa1.jpg


Nice, now all he needs is a navy blue or grey life jacket and a helmet.Ducimus put helmets on the AA crews in TMO.

yubba 04-24-12 05:30 PM

I can't take any credit on that, that's someone elses work, I just tweeked files so the torps would work. I think I ran this with tmo over it, it wasn't pretty.

nikimcbee 04-24-12 07:52 PM

It'll be cool if we can get the twin 50s in there with the gun tub. Any good 50 cal gun sounds out there?

yubba 04-24-12 08:12 PM

the ai pts looks correct I tried to swap files to make it playable but this is beyond me.

Madox58 04-25-12 12:49 PM

The exhaust is pretty much done and am starting the struts and rudders next.

Also, I played a bit with Yubba's files.
(You only need to enable the .upc file by the way)

I also moved the position of the torps when they appear, to get a grasp of what needs done for a roll-off torp.

What I was thinking will work as to that part. There's another part that I'll need to test to see if it works.

yubba 04-25-12 04:49 PM

Quote:

Originally Posted by privateer (Post 1875183)
The exhaust is pretty much done and am starting the struts and rudders next.

Also, I played a bit with Yubba's files.
(You only need to enable the .upc file by the way)
.

It's been so long since I worked on that I forgot what I did, so enable-ing .ucp file, what does that do, how do you do that, and is there a way to swap weapons around, and get rid of those butt ugly 20 tubs ????? I'm messing around with the Fletcher DD Mod found in here it needs some work like sound and torps what ever we are doing with the pt should cross over to fletch.

Madox58 04-26-12 04:46 AM

Detail question.............

The trim around the Hull at the deck line doesn't look like the plans I have.
Can you get any better pictures or information on this area?

Here's what I have..............

http://i108.photobucket.com/albums/n...2006/guard.jpg

And a cut-off from the other plans you sent me..........

http://i108.photobucket.com/albums/n...06/guard-2.jpg


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