![]() |
:o
:rock: :rock: :rock: !!!! |
Verry nice but whats with the hat looking thinkys on Garys bouys?
|
Very nice :rock: :up:
|
Nice Job DD !
I see thats German perfection ......:rock: Greets AOTD|MadMax |
DD you've done it again. Great work.:up:
|
DD just a quick Q... may have been covered already - will the bells ring as you go by?
|
Quote:
|
Moin,
Quote:
Quote:
Regards, DD |
Very nice ... just have to weather them a bit more or make the colors paler!:up:
|
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.;) |
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? |
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 :|\\ |
Quote:
|
Quote:
|
Great work DD!:up:
|
All times are GMT -5. The time now is 05:38 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.