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-   -   Help request with Ship modelling (https://www.subsim.com/radioroom/showthread.php?t=198362)

JapLance 09-10-12 01:02 PM

JapLance's SH4 Ships
 
Here are the links to the ships in this thread:

http://i188.photobucket.com/albums/z...HMSBelfast.jpghttp://i188.photobucket.com/albums/z...Town_Class.jpg

http://i188.photobucket.com/albums/z...IJN_Yubari.jpghttp://i188.photobucket.com/albums/z...diel_Class.jpg

http://i188.photobucket.com/albums/z...ps747f6371.jpghttp://i188.photobucket.com/albums/z...ps01595240.jpg

http://i188.photobucket.com/albums/z...psa1d3f6ab.jpghttp://i188.photobucket.com/albums/z...ps777d1fe1.jpg

https://i.imgur.com/oUbDBtn.jpghttps://i.imgur.com/85VNpAE.jpg

==========Original thread===========

I've been playing with the 3D program to make the CL Yubari, and everything was going well so far, right up until now.

I wanted to add a very simple occlusion map (up to now all ships I had done were in SH3 style) so it gave the ship this typical Japanese blueish grey (or greyish blue maybe?) colour.

I thought I was doing it well, and in S3D the ship looks the way I wanted

http://i188.photobucket.com/albums/z...ubariS3Dkk.jpg

but when I go to the museum to check the ship, she looks like the occlusion map is not there:

http://i188.photobucket.com/albums/z...ubariSH4kk.jpg

I've checked the stock game ships, and other than the map, which is much simpler in my ship, I couldn't find what can be wrong. The fact that it shows OK in S3D tells me that I'm close, but I've run out of ideas :hmmm:.

Does someone know how to finish this?. I could just paint the texture in SH3 way, but I'd like to do it like a proper SH4 ship.

Webster 09-10-12 06:58 PM

have you looked thru the modding info links? there might be so90mething in there that helps you figure it out

check the technical help section here: http://www.subsim.com/radioroom/showthread.php?t=155786

and also this could help: http://www.subsim.com/radioroom/show...light=tutorial

Madox58 09-10-12 07:04 PM

Check that the cfg file in the rosters are pointing to the Occlusion texture.

JapLance 09-11-12 10:19 AM

Quote:

Originally Posted by Webster (Post 1932595)
have you looked thru the modding info links? there might be so90mething in there that helps you figure it out

check the technical help section here: http://www.subsim.com/radioroom/showthread.php?t=155786

and also this could help: http://www.subsim.com/radioroom/show...light=tutorial

Thanks, I had already read all this threads, and some more.

Quote:

Originally Posted by privateer (Post 1932598)
Check that the cfg file in the rosters are pointing to the Occlusion texture.

Checked. Everything is correct.

the_frog 09-11-12 12:09 PM

The AO map shows up correctly in the S3D, which uses about the same graphic system as the SH4, but not in game?
Is the AO HiRes or a LoRes type? I suppose HiRes. Did check "Use High Resolution textures" in the game's setup?

JapLance 09-12-12 09:46 AM

Quote:

Originally Posted by the_frog (Post 1932853)
The AO map shows up correctly in the S3D, which uses about the same graphic system as the SH4, but not in game?
Is the AO HiRes or a LoRes type? I suppose HiRes. Did check "Use High Resolution textures" in the game's setup?

This is not the problem. Both low and high-resolution versions are in the ship folder, and the game is set to use hi-res.

The thing is that I have already used this system before with other ships to add a cammo pattern, and it worked, although I ditched it because I didn't like the result in that particular case.

I'm absolutely lost :huh:.

JapLance 09-21-12 12:00 PM

I finally found the problem. She looks much better now, but it will take me longer than expected to finish the model.

http://i188.photobucket.com/albums/z...ps383b897b.jpg

The problem was that, due to my lazyness, I used a lot of single-side polygons to make certain walls, and then in the .dat file I inverted the order of the materials and put the two-sided one on top so these walls were rendered properly. In S3D that works fine, but in the game seems like it "blocks" (not sure if it is the right word to describe it) the occlusion map.

Now I will have to come back to the 3D model and make these parts double-sided.

iambecomelife 09-21-12 08:31 PM

Quote:

Originally Posted by JapLance (Post 1937376)
I finally found the problem. She looks much better now, but it will take me longer than expected to finish the model.

http://i188.photobucket.com/albums/z...ps383b897b.jpg

The problem was that, due to my lazyness, I used a lot of single-side polygons to make certain walls, and then in the .dat file I inverted the order of the materials and put the two-sided one on top so these walls were rendered properly. In S3D that works fine, but in the game seems like it "blocks" (not sure if it is the right word to describe it) the occlusion map.

Now I will have to come back to the 3D model and make these parts double-sided.

A beautiful rendition of my favorite Japanese light cruiser! :up:

You talk of using double sided components in your ship; have you had problems with a shimmering/flickering effect ingame? I have always had to make SH3/4 ship hulls out of one-sided polygons to avoid that issue. Have you figured out how to prevent it?

JapLance 09-22-12 03:18 AM

Quote:

Originally Posted by iambecomelife (Post 1937510)
A beautiful rendition of my favorite Japanese light cruiser! :up:

You talk of using double sided components in your ship; have you had problems with a shimmering/flickering effect ingame? I have always had to make SH3/4 ship hulls out of one-sided polygons to avoid that issue. Have you figured out how to prevent it?

Well, I have little experience with 3D in general and SH ships in particular. I'm learning things as I make them. To create the Yubari I started from a stock Akizuki hull, and I didn't modify much other than resizing it and moving a few vertexes.

I have only made one hull from scratch, and did it starting from a cylinder. It was a quite simple ship (a destroyer), and did it that way just to get some experience. I haven't checked any of these ships thoroughly inside the game, only in the museum.

Tempest555 09-23-12 09:36 PM

Hulls are easy to do with Freeship. And you can import the hull into 3dsMax as a Wavfront Obj format since it will save in that format.

http://sourceforge.net/projects/freeship/

JapLance 09-25-12 03:24 AM

Quote:

Originally Posted by Tempest555 (Post 1938463)
Hulls are easy to do with Freeship. And you can import the hull into 3dsMax as a Wavfront Obj format since it will save in that format.

http://sourceforge.net/projects/freeship/

Thanks for the tip, I'll give it a try.

But I think that in general it's easier to take an already existing hull and reshape it.

JapLance 09-27-12 11:23 AM

I still have a lot of tweaking to do with the Yubari (the .zon file mainly), so I dusted off another cruiser I had in the yard and applied the same treatment as the Yubari:

http://i188.photobucket.com/albums/z...elfast1943.jpg

Now ships look so muck better :o

the_frog 09-27-12 05:06 PM

Hi, 1st time I see a reasonable try of a Belfast model. I like it. Consider to exchange positions aft HA and LA directors (if I remember corectly), the rest looks fine.

JapLance 09-28-12 05:49 AM

Well, the ships I make are not meant to be 100% like their real life counterparts. I lack the skill in 3D, the patience it takes and the data to do it.

In this case I've used a lot of parts from the Fiji and other stock ships. This gives me a reasonably good-looking ship to use in the game. I used the same approach for the Yubari, and the rest of ships I have waiting in the queue.

JapLance 10-12-12 10:59 AM

Another one of the ships I had in my hard drive awaiting some more work

http://i188.photobucket.com/albums/z...l_Class-04.jpg

http://i188.photobucket.com/albums/z...l_Class-03.jpg

Derived from the original Tribal-class destroyer, and with some parts from other stock British ships.


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