SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   "VonDos & Co" shipyard! (big images!) (https://www.subsim.com/radioroom/showthread.php?t=136508)

Tigerzhunters 05-02-23 02:37 PM

https://i.ibb.co/Hh2yC18/image.png

Well it happend again the ship is Bugging it transparent:haha:

JapLance 05-02-23 03:17 PM

Quote:

Originally Posted by Tigerzhunters (Post 2865769)
https://i.ibb.co/Hh2yC18/image.png

Well it happend again the ship is Bugging it transparent:haha:

I'd say this could be a problem with the normals of the 3D model. Invert them in the polygons that appear transparent in S3D and reload it.

Tigerzhunters 05-02-23 04:00 PM

Yeah you right after restart my S3d it fixed
:Kaleun_Applaud:

Mister_M 05-02-23 04:02 PM

Quote:

Originally Posted by Gaming152 (Post 2865187)
Hello. Could you attempt to make the Castle Class corvettes?

Detailed plan here just in case :03: : https://maritime.org/doc/plans/castle.pdf

VonDos 05-02-23 04:32 PM

Quote:

Originally Posted by Tigerzhunters (Post 2865729)
Well can you share me the moddel i cant search FokkerC11w For the Catapult?

https://mega.nz/file/2xhEybaC#Pj8Piq...L1rppsDUzz7aPc

Small note, this really insn't a Fokker C.XI W, this is a vanilla SH3 german Arado model, raped in order te appear something similar to a Fokker biplane, and repainted with Netherlands marks. No more, no less.


Thanks about moltke2005 info!!


For others problems, i see Mister_M and JapLance give you useful solutions, i totally agree with them.
About poly numbers, i can only add a small advice. When i import a medium poly model, for example from SHV, i always separate 2 parts: 1) Hull&Superstructures, 2) Details,Railings&Portholes; number 1 will be the dat parent node's 3d model, the one who will show the damage; number 2 will contain everithing add polygons not requested for visual damage, and will be included in one or more different 3d models in child nodes.

https://i.ibb.co/W2QfjFb/German-dest...ember-1945.jpg

For example, here's an ensemble view of Shlesien on top, and the Hull&Superstructures only part below. You can see that every porholes railing, stair, door, etc is not into main 3d model.



Quote:

Originally Posted by Mister_M (Post 2865783)
Detailed plan here just in case :03: : https://maritime.org/doc/plans/castle.pdf

Interesting, this will be useful!
Thanks!

Best regards,
Vd

Tigerzhunters 05-03-23 01:38 AM

Quote:

Originally Posted by VonDos (Post 2865786)
https://mega.nz/file/2xhEybaC#Pj8Piq...L1rppsDUzz7aPc

Small note, this really insn't a Fokker C.XI W, this is a vanilla SH3 german Arado model, raped in order te appear something similar to a Fokker biplane, and repainted with Netherlands marks. No more, no less.


Thanks about moltke2005 info!!


For others problems, i see Mister_M and JapLance give you useful solutions, i totally agree with them.
About poly numbers, i can only add a small advice. When i import a medium poly model, for example from SHV, i always separate 2 parts: 1) Hull&Superstructures, 2) Details,Railings&Portholes; number 1 will be the dat parent node's 3d model, the one who will show the damage; number 2 will contain everithing add polygons not requested for visual damage, and will be included in one or more different 3d models in child nodes.

https://i.ibb.co/W2QfjFb/German-dest...ember-1945.jpg

For example, here's an ensemble view of Shlesien on top, and the Hull&Superstructures only part below. You can see that every porholes railing, stair, door, etc is not into main 3d model.




Interesting, this will be useful!
Thanks!

Best regards,
Vd

Well because im was Lazy to Delete 1 by 1 and add again 1 by 1 Probably that Make it cant handle it lol but now it work i need to add the Superstructure now

https://i.ibb.co/gDN6Z3T/image.png

Tigerzhunters 05-03-23 03:19 AM

MMM any idea what is Armor box do, And what Link To mean and what types mean?:hmmm:

https://i.ibb.co/y5fLdy2/image.png

Tigerzhunters 05-03-23 04:38 AM

Well when im add the Ambient oclusion it make it like shadow+Darker is this normal?:hmmm::hmmm:

https://i.ibb.co/4j2DPhX/Capture.jpg

And btw any idea why there no reflections ?:hmmm::hmmm:

Tigerzhunters 05-03-23 07:34 AM

Fokker C11w Transparent even in game:hmmm:

https://i.ibb.co/BVvvyyg/SH3-Img-3-5...-24-34-838.png

VonDos 05-03-23 09:08 AM

Quote:

Originally Posted by Tigerzhunters (Post 2865834)
Well because im was Lazy to Delete 1 by 1 and add again 1 by 1 Probably that Make it cant handle it lol but now it work i need to add the Superstructure now

Ok, fine, it's your mod, it's your choice =)

Quote:

Originally Posted by Tigerzhunters (Post 2865840)
MMM any idea what is Armor box do, And what Link To mean and what types mean?:hmmm:

Armor box are included into zon file and indicate what is and how armored is the point of the ship they included. The "what is" is "Type", for example Type = 11 indicates that this box is related to a "Command Deck". About LinkTo, with an hex addres, honestly idk, i never used this info.

Quote:

Originally Posted by Tigerzhunters (Post 2865843)
Well when im add the Ambient oclusion it make it like shadow+Darker is this normal?:hmmm::hmmm:

And btw any idea why there no reflections ?:hmmm::hmmm:

Most of the ships with AO in my installation appear darker, so, i guess yes. Again, i'm not into AO.
About reflections, you need to add controllerso to nodes. Look at vanilla ships, if you open, for example, a funnel node, for example cos_shipname, you'll found a child node called reflect_cos_shipname, with his label and a controller called "WaterReflection". Under "WaterReflection" you can find his propriety. You mast add reflection controllers for every object you want to see reflected in water.


Quote:

Originally Posted by Tigerzhunters (Post 2865874)
Fokker C11w Transparent even in game:hmmm:

Normal-related problem. Try to reverse normals and import it again, this should solve.

Best regards,
Vd

Alex.B 05-03-23 10:17 AM

Quote:

Originally Posted by Tigerzhunters (Post 2865843)
Well when im add the Ambient oclusion it make it like shadow+Darker is this normal?...

Yes.

The duffuse texture needs to add brightness and contrast. And if the AO-map is too dark, it also needs to be lightened.


ps: And what is this ship? Looks like a ship from WoWs.

Tigerzhunters 05-03-23 10:29 AM

Quote:

Originally Posted by VonDos (Post 2865895)
Ok, fine, it's your mod, it's your choice =)



Armor box are included into zon file and indicate what is and how armored is the point of the ship they included. The "what is" is "Type", for example Type = 11 indicates that this box is related to a "Command Deck". About LinkTo, with an hex addres, honestly idk, i never used this info.



Most of the ships with AO in my installation appear darker, so, i guess yes. Again, i'm not into AO.
About reflections, you need to add controllerso to nodes. Look at vanilla ships, if you open, for example, a funnel node, for example cos_shipname, you'll found a child node called reflect_cos_shipname, with his label and a controller called "WaterReflection". Under "WaterReflection" you can find his propriety. You mast add reflection controllers for every object you want to see reflected in water.




Normal-related problem. Try to reverse normals and import it again, this should solve.

Best regards,
Vd

Its not my mod But our You always helping me for some trouble and other so thx

Well issue with Fokker c11w I was already Restart and import again it still same,

And btw im making Silluete it was kinda ugly I cant search any siluete in google lol :D

https://i.ibb.co/G5874cy/image.png

Tigerzhunters 05-03-23 10:30 AM

well probably making mod named abdacom will be good :hmmm: but the game is more played in atlantic so idk

VonDos 05-03-23 10:45 AM

Quote:

Originally Posted by Tigerzhunters (Post 2865909)
Its not my mod But our You always helping me for some trouble and other so thx

Well issue with Fokker c11w I was already Restart and import again it still same,

You're welcome. Btw, when you created new material for plane, what material attributes you choosed? Opacity, glossiness, emissive etc?

Best regards,
Vd

Tigerzhunters 05-03-23 11:04 AM

Quote:

Originally Posted by VonDos (Post 2865912)
You're welcome. Btw, when you created new material for plane, what material attributes you choosed? Opacity, glossiness, emissive etc?

Best regards,
Vd

Well im just make new node-FokkerC11w-3D,without setting anything just like thats and Any idea how to make like the Lifeboat explode and separated from ship Also plane too :hmmm::Kaleun_Thumbs_Up:

Edit:Well im forget in the skins To active 2 Sided.hehe


All times are GMT -5. The time now is 12:17 PM.

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.