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-   -   WIP (Almost Finished) - Nipiwan Park Tanker (Help required) (https://www.subsim.com/radioroom/showthread.php?t=87622)

AG124 12-21-05 11:22 PM

WIP (Almost Finished) - Nipiwan Park Tanker (Help required)
 
Here is the last new ship I will complete before Christmas - the Canadian Tanker Nipiwan Park (2,400 GRT). The funnel needs to be shortened and widened, but the texturing isn't as bad as on some of my other ships. I would have liked to have added more elaborate tanker deck fittings, but the .dat kept rejecting them. :damn:

http://img517.imageshack.us/img517/7205/np013ot.png

http://img517.imageshack.us/img517/1914/np022os.png

Are there any other improvements which I should make?

caspofungin 12-22-05 01:18 AM

looks great. any armament?

snowsub 12-22-05 03:39 AM

Lookin good AG :up:

Stary Wuj 12-22-05 04:55 AM

Beautifull ship !

Stary Wuj

Schultzy 12-22-05 05:08 AM

Very good looking vessel! Even better through the periscope! :D
Can't wait, great job!

AG124 12-22-05 09:30 AM

Quote:

looks great. any armament?
No, none of my ships are armed yet. A lot of the node points have been moved, and I am not sure of the most efficient way to move them. I guess I could use the newer version of pack3d a downloaded, but it seems like guess-and-check would be more inefficient for nodepoints than for 3d objects.

Panama_Red 12-22-05 10:12 AM

Thanks for your continued contributions to this game. :up: :up: :up:

coronas 12-22-05 07:01 PM

I'm happy to see more new ships and more, and more, and more....
All modders are makiing a wonderfull work. Thanks!

Kpt. Lehmann 12-22-05 07:05 PM

YESSSSSSS!!! Another merchant!!! :rock: :rock: :rock:

Great work! :up:

rulle34 12-22-05 08:38 PM

Looks very nice :up:

AG124 12-22-05 09:04 PM

I just halved the tanker and saved the new halves - but the game crashed as she broke in two. :huh: Does anyone have any suggestions on how to make better ship halves?

I succeeded once, but did not really like the result. However, I may have to resort to this method again.

AG124 12-23-05 06:48 PM

I tried another method which worked with the Rose Castle earlier, but the game still crashes as the tanker is about to break in two.

Has anyone here even made a new ship which was capable of breaking in two? If so, then I would really like some help here as I cannot get this ship to break in two properly. The Rose Castle had no problems such as this - I have no idea what to do.

iambecomelife 12-24-05 10:40 AM

That's another swee-looking small merchant ship. :up:

I also experienced mysterious ctd's with several ships, including my NKG5 cargo ship. I'm not sure exactly what causes them, but I think part of the problem might be "stress" on the game as it tries to compute how different ships' parts ricochet off solid objects. If you have derricks and air vents embedded deep inside the hull, this may cause problems. After moving deck fixtures around for several hours I managed to create a version of the NKG5 that broke in two without crashing SH3. I hope this helps; I'm still solving this largely by trial and error.

AG124 12-24-05 11:05 AM

That could be what the problem is - this tanker has the KSQ superstructure lowered into the hull and it's even intersected by the breaking point. With the Rose Castle (which worked fine) there was nothing inside of the hull. I will get rid of the lowered superstructure and try again.

Canaris 12-25-05 07:22 AM

Hm, i had a similar problem when i've done a ship for "Flottenbasis Kriegsjahr" campaign. It is made from the files of german "Blockadebrecher", bridge from aux cruiser and so on.

http://img455.imageshack.us/img455/1669/nota31yi.th.jpg
Because of that the german ship has to many mastnodes, ive deleted some of them by setting the ID for geometry and material to 0 and then every time when the ship was breaking sh3 crashed.
To make it somewhat shorter, their were SH3ZonesCtrl for all mastnodes named macara in zon file. After deleting of not used one all was fine.
Maybe that helps to solve your problem.

And merry christmas! :)

sergbuto 12-25-05 07:52 AM

Canaris,

BTW, have you continued work on your program for treatment of SH3 3d models? Maybe you can make a simplified version of it to read/plot and edit all the spheres and boxes from the ZON file and write back modified ones?

Canaris 12-25-05 09:25 AM

As i have written in PM to sansal all of my finished work is gone because of a virus infection that ocured in august. That was beside the program for showing geometry also the DLL file project for read/write of Sh3 geometry. Sansals tool works great up to the little things with the materials so was no need for another tool.
But now, when i'm in need of something to work on Sh3ZonesCtrl i began to write a program to do so. It is in early stage but because of i have no longer to figure out how Sh3 files are built it may grow quickly.

AG124 12-25-05 09:36 AM

Quote:

Because of that the german ship has to many mastnodes, ive deleted some of them by setting the ID for geometry and material to 0 and then every time when the ship was breaking sh3 crashed.
To make it somewhat shorter, their were SH3ZonesCtrl for all mastnodes named macara in zon file. After deleting of not used one all was fine.
Maybe that helps to solve your problem.
Yes, it might. Although the parent KSQ does not have any 'macara' designated cranes, I have deleted catarg01 and catarg04. There are also some pipes which are no longer being used. Maybe this is what is causing the problem. :hmm:

Quote:

Sansals tool works great up to the little things with the materials so was no need for another tool.
But now, when i'm in need of something to work on Sh3ZonesCtrl i began to write a program to do so. It is in early stage but because of i have no longer to figure out how Sh3 files are built it may grow quickly.
Does that mean we will be able to change zones soon. That would be a tool that is badly needed. Also, will there be a way to fix messed up textures soon?

Great ship BTW - Is that the T3 or NKGN hull you are using?

Canaris 12-25-05 01:50 PM

The hull is from NAMC, the bridgehouse is made from NAXC, the pipes and masts on deck are from T2 and the smokestack is from Clemson DD. But because im an idiot with paintprograms i use the additional textures from sergbutos Large Cargo. :oops:
Quote:

Does that mean we will be able to change zones soon. That would be a tool that is badly needed. Also, will there be a way to fix messed up textures soon?
I've got no problems with textures. The only thing that happens to me is, that the material "2sided" is missed and the faces with that material are added to the "normal" material that uses the same texture. So are cables and reils only visible from one side. The problem with wrong decktextures may belong to wings3d? ;)

AG124 12-25-05 03:49 PM

Quote:

i use the additional textures from sergbutos Large Cargo.
It's also a stock texture from the C2. :yep: I used it for my Kyle Coastal Merchant.

Quote:

I've got no problems with textures. The only thing that happens to me is, that the material "2sided" is missed and the faces with that material are added to the "normal" material that uses the same texture. So are cables and reils only visible from one side. The problem with wrong decktextures may belong to wings3d?
So you're not using Wings3d? What do you use then?

I know there is an option for changing textures in Wings3d - but someone said that pack3d would reject the .obj if the change was made. I couldn't get it to work myself. If you do use Wings3d, how do you get the textures to work?


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