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- different number/order of texture vertices (vt lines) in the UV2 model compared to the main model. - different order of face definitions (f lines) in the UV2 model compared to the main model. What I can tell you for sure is that if the main and the UV2 model are identical in all the respects except vt coordinate values, there is a 100% probability of success. With this idea in mind I have created an Excel spreadsheet which sorts vt coordinates for us. It is a rather crude tool, it requires a lot of manual data filtering, cutting and pasting; any mistake will cause wrong results, but if used correctly it does its job just fine. If you are interested into testing it, I can upload it somewhere and post its link in the Almagest thread where it belongs more than here. Sorry kapuhy for kidnapping one of your threads again :D Quote:
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EDIT. I've posted this into the Almagest thread. Sorry Kapuhy for hijaking your thread. :oops:
By the way, I love your small tramp steamer "Armora", both for 3D model and texture. It's very clean without being too heavy. Great work ! :Kaleun_Applaud: |
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We are waiting in SH3 |
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https://nsm09.casimages.com/img/2022...9017770492.png https://nsm09.casimages.com/img/2022...9017770490.png https://nsm09.casimages.com/img/2022...9017770491.png |
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Such a beautiful steamer! The pic of it sinking makes me feel bad. :haha:
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https://i.imgur.com/63Nl2Mf.png If game checked positions of bones against damaged box, I expected only effect B2 to play, but instead both played out as soon as damage to Z2 box exceeded 40% requied for L1 effects to play. So no, it appears game only uses positions of fx bones to anchor their effects in 3d space, not to decide which ones to play out. Also, making multiple boxes for single parent fx bone does not make game "divide" effects between boxes - all effects will play out as soon as one box sustains enough damage to trigger them. |
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If I got you correctly: - damage boxes tell the game where to hit for triggering certain damage effects; - damage zones (assigned to various boxes) decide which effects should be played and at which level of damage; - FX bones determine position/orientation of the played effects. In other words (correct me if I am wrong): - if a box located let's say near the bow gets assigned a zone with a fire effect among its effects; - if that box is damaged beyond the level which triggers the fire effect; - if "fire bones" are equally distributed along the ship: the whole ship will be set on fire, not only her bow. On a side note, I think it is legitimate assuming that if no fx bones are found for a given effect, the effect will originate (only) from the center of the damaged box triggering it. E.g. in stock games aircraft have no FX file assigned; if an engine nacelle is damaged, we can expect a black smoke trail to originate from there and only from there :hmmm: |
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Here's how this zone is defined: Quote:
FX_LX_Dummy_Y where X is either 1,2 or 3 and Y is I guess like bone's index number. So the zone definition basically says: "play all effects that are assigned to L1 bones at 40% damage", then "play all effects assigned to L1 and L2 bones at 60% damage" and so on. You can asssign any FX effect to any "child" bone so nothing stops you from having fire, explosion, and lets say water splash all assigned to different "FX_L1" bones in FX file - and they will all play when damage reaches 40%, as long as their bones have "FX_L1" in their name Quote:
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Overall - I think the FX files in SH5 are very under-utilized at the moment, and with some creativity you could do basically any combination of effects trigger whenever and wherever you wish, it would just require creating more zones that use FX file and more variations of FX bone names. At its heart though, entire FX file is just a fancy way to have effects trigger in different places than center of the box. |
Very good post on the FX files.
:up: Now that people can understand how they work? Think of the crazy stuff one could possibly do! :03: Say a panicked Crew man jumps off the ship at the Bow when torpedoed at the Stern and such. |
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https://i.imgur.com/2TbFJ2W.jpg https://i.imgur.com/PWmrkfM.jpg |
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Yes, ok. Maybe your could add different shades of grey. I think a lighter grey would be more appropriate.
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Waiting for your war skins to release the SH3 conversion of Armora tramp steamer. :) :up:
The answer is probably obvious, but I guess that this class of ship was only sailing near the coast, and never into atlantic/arctic/med convoys... |
Really like how one of them is a Long Bridge Deck type merchant ... great eye for detail. They were pretty common for companies that needed to ship high volume/low density cargo like cotton or grain....until postwar designs made them obsolete.
Also like that they are low tonnage, unlike the big Liberty & C2 ships you always see in the Silent Hunter series - ships as small as 1,000 GRT were pressed into service in Atlantic convoys, bc every cargo ship was valuable in wartime. This is good to counteract "tonnage inflation". :up: |
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Kapuhy's merchants are around 2000 tons of displacement. But that's different than GRT !!! |
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https://drive.google.com/file/d/1bOc...ew?usp=sharing Quote:
https://uboat.net/allies/merchants/ship/687.html https://uboat.net/allies/merchants/ship/704.html https://uboat.net/allies/merchants/ship/1121.html https://uboat.net/allies/merchants/ship/1120.html Quote:
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