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-   -   [WIP] Buoy reworked (https://www.subsim.com/radioroom/showthread.php?t=118207)

Alex 07-19-07 09:54 AM

:o

:rock: :rock: :rock: !!!!

WilhelmSchulz. 07-19-07 10:12 AM

Verry nice but whats with the hat looking thinkys on Garys bouys?

Jimbuna 07-19-07 10:28 AM

Very nice :rock: :up:

AOTD_MadMax 07-19-07 10:45 AM

Nice Job DD !

I see thats German perfection ......:rock:

Greets

AOTD|MadMax

TarJak 07-19-07 07:39 PM

DD you've done it again. Great work.:up:

GoldenRivet 07-19-07 08:05 PM

DD just a quick Q... may have been covered already - will the bells ring as you go by?

Kpt. Lehmann 07-19-07 09:05 PM

Quote:

Originally Posted by GoldenRivet
DD just a quick Q... may have been covered already - will the bells ring as you go by?

LOL, if we get ahold of it... very likely yes. :arrgh!:

DivingDuck 07-19-07 09:35 PM

Moin,
Quote:

Originally Posted by GoldenRivet
DD just a quick Q... may have been covered already - will the bells ring as you go by?

Now, that the models, skins and uv mapping rework has been finished, I´m at the bell ringing sound.


Quote:

Originally Posted by WilhelmSchulz
Verry nice but whats with the hat looking thinkys on Garys bouys?

The new "Gary buoy" is a 1930´s model he sent me yesterday. More realistic in the historical way.

Regards,
DD

Reece 07-19-07 11:51 PM

Very nice ... just have to weather them a bit more or make the colors paler!:up:

Kpt. Lehmann 07-20-07 12:02 AM

I dunno. I think the weathering looks fine. It is easy to over-do such things... and you don't want them to look as if they aren't maintained at all.

Just my two cents.;)

TarJak 07-20-07 01:04 AM

I'm happy with the weathering also. It looks like they've been in the water for a while but also that they are kept in good nick and working. And nicer some look more weathered than others which is important. Can't have them all looking exactly the same.

The one question I've got is how much movement they will undergo in extreme weather? If they all move at the same rate then it shouldn't look too bad but in extreme weather in RL buoys do break loose so one or two going astray shouldn't bee too bad.

Just a question/idea on making them immovable is it possible to use the mine anchor cables with the buoys floting at 0 depth? I know we don't want to have fields of them but is it possible to have sparse rows of mines?

Not knowing how the minefields are modelled/placed into the campaign files I can't comment on whether this will work or not. Does anyone know if using the minefield modelling would work?

TheDarkWraith 07-20-07 01:52 AM

DD,

An idea to bounce off of you. If you set these bouys to the sea floor (or give them a parent object that's anchored on the bottom) I've found a 'FastGenHeightControl' that controls the height of items in relation to the water. Once you attach this 'FastGenHeightControl' to your object the y position doesn't matter anymore (just set it to 0) as the parameter 'FloatingHeight' takes care of this....the good (or bad) part is if there are waves it will bob up and down keeping the same 'FloatingHeight' to the water (FloatingHeight can be negative also!). Now to further this another parameter can be added that can actually make the object move (x position) in waves, what I can do is basically trick the game engine into thinking that the object is moving when it really isn't (in waves that is). I don't know what you modeled these off of (a ship, a sub, ??) but just throwing some ideas out there.

Racerboy :|\\

Alex 07-20-07 04:14 AM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by GoldenRivet
DD just a quick Q... may have been covered already - will the bells ring as you go by?

LOL, if we get ahold of it... very likely yes. :arrgh!:

Yes mate, you'll hear the bell ringing as you go by. ;)

WilhelmSchulz. 07-20-07 05:00 AM

Quote:

Originally Posted by Racerboy
DD,

An idea to bounce off of you. If you set these bouys to the sea floor (or give them a parent object that's anchored on the bottom) I've found a 'FastGenHeightControl' that controls the height of items in relation to the water. Once you attach this 'FastGenHeightControl' to your object the y position doesn't matter anymore (just set it to 0) as the parameter 'FloatingHeight' takes care of this....the good (or bad) part is if there are waves it will bob up and down keeping the same 'FloatingHeight' to the water (FloatingHeight can be negative also!). Now to further this another parameter can be added that can actually make the object move (x position) in waves, what I can do is basically trick the game engine into thinking that the object is moving when it really isn't (in waves that is). I don't know what you modeled these off of (a ship, a sub, ??) but just throwing some ideas out there.

Racerboy :|\\

I belive he has tried that.

Rubini 07-20-07 12:13 PM

Great work DD!:up:


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