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-   -   [REL] Regia Marina - Tre Pipe classes torpedo boats - 2021 edition (https://www.subsim.com/radioroom/showthread.php?t=250943)

VonDos 11-01-21 06:23 AM

Regia Marina - Tre Pipe classes torpedo boats - 2021 edition
 
I'm glad to release this new mod: Tre Pipe classes torpedo boats, including Sirtori (Sirtori, Acerbi, Orsini, Stocco), Pilo (Pilo, Abba, Dezza, Missori, Mosto, Cairoli, Schiaffino), La Masa (La Masa, Bassini, Bertani, Carini, Fabrizi, La Farina, Medici), Generali (Cantore, Cascino, Chinotto, Montanari, Prestinari, Papa) and Indomito (Insidioso) classes.

https://i.ibb.co/MDXYtkb/RMTre-Pipe2022.jpg

D\L link: https://www.subsim.com/radioroom/dow...o=file&id=6011


https://i.ibb.co/j5k1h2M/Mosto5448photo.jpg

https://i.ibb.co/ZxBsmt0/Pilo5449photo.jpg

https://i.ibb.co/DkCDdTy/Three-Piper5315-La-Masa.jpg

https://i.ibb.co/8P8LxHb/dvd9uzmmleh61.jpg


This is the seventeenth of a serie of units for Regia Marina, a major work who started after i've start a collaboration with flush deck, in order to "homogenise" various italian warships i've released during a lot of years, and assure a standard quality level for all of them.

Pack include a multiskin unit, with 12 different skins, ID letters on the hull.
Note, we choose to put an ID on the hull that could work with the symetric UV mapping systeme, using letters that can work in symetric view (A/O/H/U/I etc..)
That's not the historical ID, but that keep the spirit in size, color and typo.
The idea was also to split the Three Pipes in 3 class with 4 schemes for each.
Sirtori Class : ID first letter (O)
Pilo Class: ID first letter (A)
La Masa Class : ID first letter (U)

https://i.ibb.co/0JywFxx/VD-Sirtori-Recap.jpg

https://i.ibb.co/DV1BmwZ/VD-Pilo-Recap.jpg

https://i.ibb.co/RYNzphH/VD-La-Masa-Recap.jpg

As you can see, i've tryed to improve units, adding 3D details like doors, portholes, cables, rails, stairs, liferats, fixing small design flaws, taking care of "historically accurate" side, etc.
The goal is have a standard level for all my Regia Marina units released until now, and eventually for future releases.


----------------------------------- CREDITS

For this 2021 version:
Thanks to the author of the original Sirtori model, MAYBE AOTD_MadMax?? NOTE Since the real author of the ship is unknown, i encourage him to contact me to give proper credit or to remove her if so he wishes.
Thanks to JapLance, Jeff-Groves (Privateer) and Kovall 's for guns library improved and optimized by Stefan Thimme.
Special thanks to flush deck for new fantastic textures, for ship and library also!
Thanks to Sphere, who give me permissions to include and modify his searchlights mod (please read original readme included).
Thanks also to Anvar1061 for some suggestions about those searchlights and about optimize .eqp files.
Thanks also to skwas for silent 3ditor, a usefull tool!

-----------------------------------

Best regards,
Vd

JapLance 11-04-21 02:34 PM

Excellent job! :up:

I have two suggestions concerning the 3D model.

The first one is about the bridge wing, and can be very easily fixed: look at the sailor and the height of the baranda (not sure if it's the right term, but you will understand).

https://i.imgur.com/flJ00DJ.jpg

The second one is harder to change, and is the shape of the stern:

https://i.imgur.com/a4fJexa.jpg

The rudder should be stuck to the stern, and not have all that empty space in between.

Other than that, I'm already working to implement it in my SH4 :up:

VonDos 11-04-21 06:00 PM

Quote:

Originally Posted by JapLance (Post 2777206)
Excellent job! :up:

I have two suggestions concerning the 3D model.

The first one is about the bridge wing, and can be very easily fixed: look at the sailor and the height of the baranda (not sure if it's the right term, but you will understand).

The second one is harder to change, and is the shape of the stern:

The rudder should be stuck to the stern, and not have all that empty space in between.

Other than that, I'm already working to implement it in my SH4 :up:

Thanks, mate!
You've a PM!

Best regards,
Vd

iambecomelife 11-04-21 11:58 PM

Those are really nice boats. They remind me of the WWI "M" class and "R" class from the UK.

VonDos 11-05-21 12:58 PM

I've just reuploaded the file, with 3d the improvements suggested by JapLance :salute:

@iambecomelife yes, and Derzky\Novik russian too.. :)

Best regards,
Vd

VonDos 11-05-21 01:39 PM

Quote:

Originally Posted by Anvar1061 (Post 2777390)
Are you sure you downloaded the correct file? I have not yet found a difference, except for the two added names of the Italian ships.

Just downloaded for test.
Yes, stern is vertical and near the rudder, while command tower's balcony\baranda are higher.

Maybe you've a previous version into your dowload folder?
:hmmm:

Anvar1061 11-05-21 02:06 PM

Quote:

Originally Posted by VonDos (Post 2777378)
Maybe you've a previous version into your dowload folder?

I downloaded it before you updated it, now everything is fine.
https://www.subsim.com/radioroom/ima...n_Cheers-1.gif

VonDos 01-28-22 04:53 PM

Hi everyone!
Today, while working on a couple of WIPs, time for reupload this small TB!

New features included new interiors, glass windows, and anchors' UVmap fixed. Also, latest version of IT library is included.


https://i.ibb.co/kKnpRm1/SH3-Img-28-...-26-16-500.jpg

D\L link:https://www.subsim.com/radioroom/dow...o=file&id=6011

Best regards,
Vd

Mister_M 01-29-22 03:49 AM

Hello !

Really nice torpedo boat, I like it ! :yeah:

I've found some small problems though :

- no "caustics" on the underwater hull ;
- instead there is a UnifiedRender Controler which might not work in SH3 ;

- it seems that the diffuse color of the materials has an effect on the texture's color in game (although I've always seen in stock SH3 units that it has no impact at all, which is strange....... it seems that S3D doesn't show all the parameters involved), so I would recommand to give a white color to this diffuse color (unless you really want the texture to be darker in game) ;

- the anti-mine device on the stern ("paravane") looks way too big for me :hmmm:.

By the way, what kind of file did you use to create the .dat file ? Is it a .dat file from SH4 ?

Else, do you plan to make this unit able to split in two ? :D

Anvar1061 01-29-22 07:54 AM

I would call it "Tre Pipe TB - 2022 edition"
https://www.subsim.com/radioroom/ima...n_Cheers-1.gif

VonDos 01-29-22 06:48 PM

Quote:

Originally Posted by Mister_M (Post 2790569)
Hello !

Really nice torpedo boat, I like it ! :yeah:

Thank you :salute:

Quote:

Originally Posted by Mister_M (Post 2790569)
I've found some small problems though :

- no "caustics" on the underwater hull ;
- instead there is a UnifiedRender Controler which might not work in SH3 ;

True. I'm not an expert on those kinds of controllers, so i mantained the parent unit's ones. Easy to solve, btw. Good for next version :03:

Quote:

Originally Posted by Mister_M (Post 2790569)
- it seems that the diffuse color of the materials has an effect on the texture's color in game (although I've always seen in stock SH3 units that it has no impact at all, which is strange....... it seems that S3D doesn't show all the parameters involved), so I would recommand to give a white color to this diffuse color (unless you really want the texture to be darker in game) ;

I really want the texture to be darker in game :O: Materials' diffuse color has been chosen by texture's author. I really love the effect. But, if you don't like it, feel free to change it in your installation :yeah:

Quote:

Originally Posted by Mister_M (Post 2790569)
- the anti-mine device on the stern ("paravane") looks way too big for me :hmmm:.

I've used the same object from others unit, like Navigatori, Soldati, Spica classes etc. I think those were "standard" equipment for every classes who use them, so i copy and paste them from unit (where they were correct) to unit.

Btw, some original pics show them, and they appear to be higher than the visible hull, for example:

https://i.ibb.co/j5k1h2M/Mosto5448photo.jpg

https://3.bp.blogspot.com/-fJBGLCBSr....pro%25292.jpg

They appear to be high as half of the funnels (?)
:hmmm::hmmm::hmmm:


Quote:

Originally Posted by Mister_M (Post 2790569)
By the way, what kind of file did you use to create the .dat file ? Is it a .dat file from SH4 ?

Else, do you plan to make this unit able to split in two ? :D

-Yes, parent unit was an SH3 model converted by unknow author from SH4
-Maybe, this could be material for a next version also, a more radical improvement. This could require to give a new game to the mod :hmmm::hmmm:

Quote:

Originally Posted by Anvar1061 (Post 2790585)
I would call it "Tre Pipe TB - 2022 edition"
https://www.subsim.com/radioroom/ima...n_Cheers-1.gif

Quote:

Originally Posted by VonDos (Post 2790585)
This could require to give a new game to the mod :hmmm::hmmm:

Good one, thanks!! :salute:

Best regards,
Vd

itadriver 01-30-22 04:23 AM

Quote:

Originally Posted by VonDos (Post 2790517)
Hi everyone!

Also, latest version of IT library is included.
Vd


Did you just change textures or something else?
Thank you

Mister_M 01-30-22 09:05 AM

Quote:

Originally Posted by VonDos (Post 2790729)
I really want the texture to be darker in game :O: Materials' diffuse color has been chosen by texture's author. I really love the effect. But, if you don't like it, feel free to change it in your installation

:up:

Quote:

Originally Posted by VonDos (Post 2790729)
I've used the same object from others unit, like Navigatori, Soldati, Spica classes etc. I think those were "standard" equipment for every classes who use them, so i copy and paste them from unit (where they were correct) to unit.

Btw, some original pics show them, and they appear to be higher than the visible hull

They appear to be high as half of the funnels (?)

Well, I like to remember this sentence from Protagoras : "Man is the measure of all things" :yep:. So, the best way (in my opinion) to evaluate if the size of a 3D object is correct or not is to compare it to a 3D model of a man having an average size (let's say 1m75). Judging from the size of the men ("dummies") near the DC racks, it seems to me that they are too big... :o

Quote:

Originally Posted by VonDos (Post 2790729)
Yes, parent unit was an SH3 model converted by unknow author from SH4

That's why...

VonDos 01-30-22 04:14 PM

Quote:

Originally Posted by itadriver (Post 2790751)
Did you just change textures or something else?
Thank you


UVMaps for DDs guns

best regards,
Vd

VonDos 01-30-22 04:41 PM

Quote:

Originally Posted by Mister_M (Post 2790769)
Well, I like to remember this sentence from Protagoras : "Man is the measure of all things" :yep:. So, the best way (in my opinion) to evaluate if the size of a 3D object is correct or not is to compare it to a 3D model of a man having an average size (let's say 1m75). Judging from the size of the men ("dummies") near the DC racks, it seems to me that they are too big... :o

https://i.ibb.co/z6wtMDN/paravanes.jpg

https://i.ibb.co/7bF8ScW/paravanesreal.jpg

Well, this is an interesting test.
I honestly don't know if the standard SH3 WatchMan is taller than the chosen random italian SeaMan in the real pic. But i try to place the WatchMan's node in order to obtain a similar position, and similar proportions.

Btw,
- real paravane's support appear to be "one man and an half" tall
- modeled paravane's support appear to be "one man and an half" taller too
- real paravane lower end appear to be "at man's shoulder" tall
- modeled paravane lower end appear to be "at man's shoulder" tall too
- real paravane tallest end appear to be "two men and one half" tall (well, maybe something less, but you can see paravane was mounted with a noticeable angle)
- real paravane tallest end appear to be "two men and one half" tall too

So, i'm really not sure that they are too big... :doh:

A different point could be the question "why in TrePipe, Spica and Orsa i've placed the paravanes oriented backward and not foreward like others italian DDs and COs?"

Best regards,
Vd


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