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https://www.shipsnostalgia.com/media...ngiski.340503/ https://www.shipsnostalgia.com/media...-wreck.351324/ |
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Hmm, looked into the animations a little bit and while I still have no way to make functional floats or nets, I think I'll be able to at least give the trawler animated sails.
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Why not just add anti sub nets around the fishing units ? After all, fishing nets were dangerous for submarines... :O:
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The Nets could still bob up out of the water on ship movement unless run deep.
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:hmmm: |
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Slowly going forward :)
Added optional U-Boat deterrent to a fishing boat: https://i.imgur.com/5MA78ZK.png and in another part of shipyard, some progress on small freighter: https://i.imgur.com/8NITFkM.png |
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If you could send me your dat with animated sails? I MIGHT be able to get them into the GR2 format. |
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So, lineup for next update is this:
https://i.imgur.com/KjbiOFj.png Two minesweepers, coaster, two tramp steamers and a ferry. All ships on this screenshot are done modeling, texturing, and three of them are already in game and ready. Working on importing remaining three and then I'm planning to relase an update. I might be able to squeeze a fishing boat into it of other work goes fast, but as it requires new texture set (or several, for variants), I might save it for next update. |
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Very very nice! :Kaleun_Applaud: |
They look very good kapuhy....keep up the good work :salute:
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Incredible work ! :Kaleun_Applaud:
Did you plan variant skins for the merchant ships ? Red decks were probably not a good idea for sailing into WWII convoys. :hmmm: |
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1) "peace" skin used for neutrals and nations that only recently joined the war and their ships are not repainted yet. 2) "war" skin for ships that were repainted into low visibility colours or produced during the war. Now, my earlier coasters all have their "peace" skins so I will be making "war" skins for them but at the same time, why not go the other way around and prepare "peace" skins for stock ships that currently all wear late war camouflage even if it's September 1939 or they belong to neutral nations? The tricky part is to configure the game so it assigns proper texture for time and nation the ship belongs to. While in theory this is easily configured by roster files, in practice it often does not work as intended (as is often the case with SH5). So there will be need for some pretty tedious testing... |
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You can read a couple of quick updates with screenies at the following posts in Jeff's Almageist thread: https://www.subsim.com/radioroom/sho...0&postcount=36 https://www.subsim.com/radioroom/sho...0&postcount=45 |
amazing job, Kapuhy! :salute:
very cool content for future TWOS updates! thanks!! |
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In case you get time for it, you might also try the object_pendulum controller or a combination of object_pendulum and object_float. Quote:
https://lh3.googleusercontent.com/pr...8jveOfgBmnOrp4 Both methods should be compatible with mesh animations. There is another important drawback inherent to both methods though. As you can see from the drawing above, the sail convexity changes when wind and sail turn from port to starboard and vice-versa. You can choose your sails to have the right convexity fo either side or, through keyframe animation, you can make the convex side to change randomly, but you can't make the sail to flip appropriately, according to its rotation. |
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