![]() |
Maybe it would be better to not add any sail. The trawler having a propeller, was her sail often used in real life ?
|
Quote:
Quote:
|
Quote:
First I wanted to create a very simple trawler based on NF_boat_1 template (easiest template to work with), but since trawler has 2 masts and a lifeboat I couldn't fit it in 16 meshes this template is limited to, so I decided to make masts as separate equipment taking cue from Gap's idea for his puffer. Then, since I was already making masts separate, I thought it would be cool to model two versions - with and without sail. |
Progress report :)
Three remaining ships have been imported, they still require a lot of work (currently all three are indestructible, can't catch fire and lack water reflections, plus positions of some crewmen/parts need correcting), but at least they show up in game: https://i.imgur.com/fCuyJBT.jpg https://i.imgur.com/hB9zTSz.jpg https://i.imgur.com/118jyzT.jpg Also added old 3pdr gun that was standard armament of Fairmile boats: https://i.imgur.com/siVKuQX.jpg |
Quote:
So, these beauties are ready for import to SH3 too ? :) |
Quote:
|
Quote:
|
Quote:
|
Quote:
|
Quote:
Talking about damage, did you find how damage effects linked to .fx files are related to zone damage effects? My guess is that if a box is damaged and if - according to the zone settings of that box - an certain effect is triggered, the game checks whether fx bones with the same effect linked to them are found within the box. If one or more matches are found, those bones are used as origin of the particle generation. If not, the effect is played at random (?) points within the box. Does it sound plausible? :hmm2: |
Quote:
:hmmm: |
Quote:
Enlighten me please :D |
Quote:
Quote:
https://i.imgur.com/qvZoobD.png EDIT: about the idea of checking whether bones are located within the box: stock SH5 ships have just one box for each "parent" fx node, never checked what happens if you set more than one. With one box per parent node its kinda moot point as the box covers entire area parent fx node is "responsible" for. |
@Kapuhy : Thank you very much for the files of Armora, I've started conversion for SH3. :up:
I'm having trouble with the AO map though. In Wings3D, I separated all sub-objects of "Hull1" object, and then combined only the sub-objects specific to the hull (I did the same process for "Hull1_AO" of course). In game, I have a "broken" AO-map as you can see on the screenshot below. Also, the same problem appears on the funnel, although I didn't modify this object. https://nsm09.casimages.com/img/2022...9017754882.png |
Quote:
|
Quote:
|
@ kapuhy
thank you for your answers! Some points in your account of FX bones and damage boxes don't quite match my recollections, but unfortunately I have not the files in front of me. I will be back to you on this topic as soon as I re-install the game :salute: @ Mister_M You importing/exporting kapuhy's files to/from Wings3D before importing them in S3d, is the likely reason for the AO map corruption you are experiencing :yep: |
Quote:
Also, all the AO objects have been imported/exported with Wings3D, and I see no problem for them... (I did that because I had to rename them with -uv2 at the end, in order S3D can import both diffuse and AO obj at the same time ; If I rename directly the files, it doesn't work). And rudder and propeller have been imported/exported as well, because I needed to change their rotation axis. |
Quote:
Before I go into details on how a simple Wings3D import/export cycle can mess up a pair of UV1/UV2 obj files, and how we can fix the mismatches, I recommend you to get some theory on obj file architecture. Please read carefully the following post by me and report back if any point is not perfectly clear to you: https://www.subsim.com/radioroom/sho...75#post2786275 Quote:
Quote:
mtllib *_AO.mtl to: mtllib *_UV2.mtl |
Quote:
Quote:
Edit : This solved the issue on the funnel. :yeah: |
All times are GMT -5. The time now is 02:14 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.