SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] "New" old unit: Queen Mary ocean liner \ troop transport (Reworked 2017 edition) (https://www.subsim.com/radioroom/showthread.php?t=233268)

nik112 09-15-17 01:16 PM

Quote:

Originally Posted by VonDos (Post 2512759)
Hi nik!
Multitexture: NPPQ_T01 & NPPQ_T02
(01 for Cunard colors, 02 for gray ghost)

Best regards,
Vd

Thanks pal


cheers :Kaleun_Cheers:

VonDos 09-15-17 01:27 PM

Quote:

Originally Posted by gap (Post 2512767)
Okay, I see the problems. I will see what I can do :up:
...
By the way: did you import normals when you imported the model in S3d?

No i didn't import normals, if i well remember :hmmm::nope:
If and only if (make me know) you've not started this work, can you please use this hull in place of previous posted please?
https://www.sendspace.com/file/rta3uc
This solve a couple of small vertex bug =) :yep:

Quote:

Originally Posted by nik112 (Post 2512774)
Thanks pal
cheers :Kaleun_Cheers:

You're welcome!

Best regards,
Vd

edit: i'm going to the mountain now, so if reply will be late in next 2 days, you know why =)

the_frog 09-15-17 03:14 PM

Hello,

using normals in SH3 is no good idea ...

I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October.

Cheers

gap 09-17-17 09:47 AM

Quote:

Originally Posted by the_frog (Post 2512801)
Hello,

using normals in SH3 is no good idea ...

I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October.

Cheers

Well, it depends: so far I have always imported them and I couldn't notice any problem, but I might have been lucky :hmm2:

@ VonDos

Opening your files now. I hope to post an update before dark :up:

Kendras 09-17-17 12:41 PM

Quote:

Originally Posted by VonDos (Post 2512691)
Please can you send me this texture file? =)
Thanks!

Here : http://www.mediafire.com/file/z2bb4y.../NPPQ__T01.tga

VonDos 09-17-17 03:25 PM

Quote:

Originally Posted by Kendras (Post 2513239)

Thanks!

Kendras 09-17-17 04:05 PM

A link for wartime appearance : https://www.boatbuilding.xyz/queen-mary/a-naw.html

Kendras 09-17-17 04:12 PM

I'm going to re-work the damage boxes as on this plan :

https://i.imgur.com/YUeaVoW.png

VonDos 09-18-17 02:23 AM

Thanks, Kendras!
About wartime appearance, i can add those tons of nodes (!) but i see a radar and degaussing coils on the side. This require a couple of idea about how to represent this ship (split in 2 different ships, add parts to both Cunard and Gray version, as a library, from 1942; create a "timeline unit" like Queen of Bermuda, with a pre 1942 Cunard e and a post 1942 Gray Ghost)...

BTW i'm working on detail on actual model: you can see the new rudder and rigging...

https://image.ibb.co/bLQ2tk/SH3_Img_...9_5_49_422.png

https://image.ibb.co/hsNhtk/SH3_Img_...9_4_53_258.png

Best regards,
Vd

ps Nice tga! I'm testing it now!

gap 09-18-17 07:23 PM

At last
 
After sleepless nights I can finally switch off my manifold welding machine :O:

https://1.bp.blogspot.com/-KxHoXHq1c...homerwelds.gif

Here is the result:

https://www.mediafire.com/file/zoh60...MSQueenMary.7z

Each of the two obj files stored in the package contain all of the parts that you sent to me. For ease, I have regrouped the meshes as follows: one object for each funnel, one for superstructure and decks, one for the hull and one for the portholes. You might want to further group them before importing them in unit's dat file.
Each object has only one material, except for the superstructure which has three materials: one for the vertical surfaces, one for the decks, and one for the railings.

One of the obj files contains meshes whose vertices/edges have been conveniently merged. This should fix the unwanted hard edges seen on stern, funnels, bridge and elsewhere on the model. It should also sensibly reduce file size (lesser vertex/edges coordinates stored on file).
Meshes stored in the second object file have been subsequently edge-splitted where hard edges were needed. This implies an increase in vertex/edge coordinates (their final count should still be lesser than it was in th eoriginal files though), but it should fix the weird lighting effect seen on the rear superstructure. My suggestion is you to use meshes from this file.

In addition to that, I have remapped deck's UV projection and added in the zip file a new wooden deck texture. Feel free to scrap it or to edit it at wish.

Furthermore, there were some small topological errors and overlapping faces in the model. I fixed those errors as much as I could, but there still are some redundant faces (that shouldn't be visible in game, being totally occluded by other faces), missing faces, and what I think are misaligned objects. See the spoiler below for an example of what I am talking about:



Last: included in tbe package is a version of the main unit texture with better 2D portholes (in case they are still needed) and intermediate funnel/hull colors between Kendras' and my last version (exactly 50-50). With Kendra's colours the ship looks as if she was fresh from shipyard: very shiny/saturated, but a bit flat and too much glaring (especially the red funnels); on the other hand I like dirty textures with a lot of 2D/3D detail painted on them (maybe too much at times). Let me know what you think about this third version, and we will eventually find a good balance between the two extremes :up:

Kendras 09-18-17 08:31 PM

Great work ! :up:

By the way, did you compare this SH5 model with original blue prints ?

The hull is especially wrong at the bow and at the stern if you look at it from above. I think it is the proper time to correct this 3D model. :yep:

gap 09-19-17 03:50 AM

Quote:

Originally Posted by Kendras (Post 2513511)
Great work ! :up:

By the way, did you compare this SH5 model with original blue prints ?

No, I didn't :doh:

Quote:

Originally Posted by Kendras (Post 2513511)
The hull is especially wrong at the bow and at the stern if you look at it from above. I think it is the proper time to correct this 3D model. :yep:

Was the original hull version more accurate? If yes, maybe it could be combined with SH5 superstructure, but let's listen to VonDos first

VonDos 09-21-17 05:14 AM

@gap: THANKS! You do it!!


I've modified a little your planks file, adapting this file to enalrged original tga. Mixed result appear to be:

https://image.ibb.co/eJVa15/SH3_Img_..._41_56_584.png


@for both: if we can improve stern and bow, let's do it. About militarized version method of illustration, any idea?

gap 09-21-17 09:09 AM

Quote:

Originally Posted by VonDos (Post 2514032)
@gap: THANKS! You do it!!

For a complex object such as the ship you are workin on, the polygon-merging process is a tedious one, but I am always glad to help :salute:


Quote:

Originally Posted by VonDos (Post 2514032)
I've modified a little your planks file, adapting this file to enalrged original tga. Mixed result appear to be:

Not bad at all! :up:

Quote:

Originally Posted by VonDos (Post 2514032)
@for both: if we can improve stern and bow, let's do it. About militarized version method of illustration, any idea?

I have not seen any top view plan of the ship. Let's see what Kendras says :03:

Kendras 09-21-17 09:19 AM

Quote:

Originally Posted by gap (Post 2514071)
I have not seen any top view plan of the ship. Let's see what Kendras says :03:

This :

https://i.imgur.com/6ZcYDGi.png


All times are GMT -5. The time now is 05:48 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.