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Yes. Same plans.
I lost those files YEARS ago! Like just after GWX 3 was released. :haha: |
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https://www.youtube.com/watch?v=ofaYyfeOQp8 |
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Here's a good bit of sound 5 mins in. https://www.youtube.com/watch?v=KwHdAWbzX2Q Les |
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this is probably the best sound I have heard so far. Extracting a loop from it shouldn't pose much problems. |
Hello. Ship still not launched ? :Kaleun_Binocular:
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Easter egg ?
Maybe we can hope for a nice surprise for Easter (tomorrow) ? :Kaleun_Salivating:
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Sorry guys, recently I have been busy with real life and I have done only little progress with the puffer. I am still working on the diffuse texture. Rivets and welding lines got me busy. I am trying to draw them according to the pictures of Spartan (VIC 18 as built) contained in the link below, but that's not easy due to the inevitable UV-map stretchings around the hull, especially in the stern section :yep: https://www.nationalhistoricships.or...er/622/spartan |
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In order to help you to draw the lines at the correct locations on the tga texture, maybe you could create the lines in 3D in order to visualize their exact location on the unwrapped 3D model of the hull. Then, once you've drawn the lines on the texture, you can delete the 3D model of the lines to keep only the original hull. |
Sad that you didn't find enough motivation to finish this nice project... :cry:
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What I find it a bit tedious at this stage is that I can't preview the blending of diffuse and AO textures before I import the model into a GR2 file, which is something I want to do at the very last moment when I have finalized textures and UV maps. I think the game multiplies the AO channel by the diffuse one, but for now I can only guess the final result. Do you guys know if Blender or some other 3D editing program with support for multiple UV maps, is capable of basic texture blending operations? |
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