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Fairmile B Motor Launch
AKA my first attempt to create a ship model for Silent Hunter :oops:
http://u-boat.com.mt/wp-content/uplo.../01/ML-130.png This unassuming patrol craft is actually the most numerous anti-submarine vessel in WW2 (whooping 725 were built, serving as coastal convoy escorts in British, Canadian, Australian, Indian, French, Norwegian, New Zealand, Dutch and US Navy). Armed with 3pdr gun, 20 mm Oerlikon AA cannon, ASDIC and about 12 depth charges. Some were converted to MTBs or rescue ships as well. Sadly, we don't have it in the game. Since I thought it would be fun to try to learn modeling a ship, Fairmile seemed like a good idea. Here's the progress so far: When it's finished, I plan to import it like SH3 ships as .dat as I don't know a way to export Blender model to .gr2 |
Looks great! :up:
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Hmm... I began working on textures and have a question - is it possible to have multiple texture variants on a ship model without adding multiple ship classes to roster?
It would allow me to add those: https://i.imgur.com/sl6niaC.jpg Multiple camouflage schames would be nice eye candy too :) |
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Due to the limits of the latter program, relying on the gr2 format might do things a bit more complicated, though gr2 models inported in SH5 look much better than dat ones, and they are better supported by the game engine. Considering the simple unit you are currently working on, you might give a try to Gr2 Editor :03: Quote:
Once unit's materials are set up correctly, there are two ways that you can make it to use more than one texture: you can assign multiple texture definitions to the same unit using its roster cfg file, or you can create several 'proxy clones' (i.e. clones of a unit sharing the same dat/obj, sim, etc. files) and give each one one individual texture. Proxy clones can be made to be recognized as just one unit in the recognition manual btw. Don't hesitate asking in case you need more details on either method :salute: |
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Other than that, I think that despite the fact that we can have any number of textures set in the cfg file, only the first three texture definitions are actually used as early, middle and late war camouflages, set in GroupTypesDefs.cfg as 0, 1 and 2 respectively. This is a little disappointing because roster texture definitions have start/end dates and frequency settings, suggesting a random texture assignment based on in-game dates. Those settings can as well be the clue of an unfinished feature (as it is common in SH games), but before discarding them, has anyone tried setting the camouflage parameter to -1 and seeing if such a setting forces the game to use more that three textures and to apply date and frequency parameters? Quote:
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Solution with roster cfg files can work pretty well in case of units which will probably wont ever be rendered in the same area, for example some British and German generic freighter, used by both nations... |
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Guys, a quick question: is it possible to make flag smaller? (without changing the size of flags on other ships of course). The huge default flag simply doesn't fit the flagpole on such a small boat.
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cfg#FLG = war ensign, large cfg#FLS = war ensign, small cfg#FLGC = civil ensign It is likely that the same naming convention applies to GR2 units too, but chances are that the flag size of granny-format units can be fine-tuned further by using bone trasform (scale) data. My suggestion is you to have a look into this mod . By comparing its modded files with stock ones, you can easily understand how uekel achieved his smaller flags. |
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