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Old 06-17-07, 06:16 PM   #1
Maverick30
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Default VII attack periscope housing

It is possible to put the attack periscope housing of the IX sub into the command room of the VII sub? I think that should give great realism to the interior of the VII.
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Old 06-17-07, 11:32 PM   #2
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Moin,

it is. Be patient.

Regards,
DD
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Old 06-17-07, 11:45 PM   #3
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OOOOH, teasing again DD, I wait with patience!
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Old 06-18-07, 03:50 AM   #4
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already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black

what it should look like...
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Old 06-18-07, 11:27 AM   #5
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Quote:
Originally Posted by Maverick30
It is possible to put the attack periscope housing of the IX sub into the command room of the VII sub? I think that should give great realism to the interior of the VII.
I've been asking for this for years (well, at least one-and-a-half). It's nice to see someone as competent as these two are trying to do something about it.
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Old 06-18-07, 11:40 AM   #6
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Quote:
Originally Posted by flakmonkey
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black

what it should look like...
Looks good FM

RDP
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Old 06-19-07, 05:34 AM   #7
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Moin,

@FM:
looking great. Your screenie was made ingame or from maya?
Quote:
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black
Is it really black, or is the texture just pretty dark/foggy? Can you see the darkened texture when walking closer? When creating a new model without any lightmap nodes attached, a normal texture can be applied. But any additional info as light and shadow will be lost. You´ll have to hex edit a new texture node into the *.dat. A selfilluminated map may serve the same purpose as well. But in case you take damage and the lights go out, the well will stay lit, looking strange.

I´ve ported the typeIX periscope housing, including ligthmap. But as the model itself differs from the typeVII, it doesn´t look right in this environment. I´m trying to make my own lightmap next. It´s no problem to import but to apply to the right faces. Besides the CR.dat increases by about 4MB in size.

Regards,
DD
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Old 06-19-07, 07:47 AM   #8
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Quote:
Originally Posted by DivingDuck
Moin,

@FM:
looking great. Your screenie was made ingame or from maya?
Quote:
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black
Is it really black, or is the texture just pretty dark/foggy? Can you see the darkened texture when walking closer? When creating a new model without any lightmap nodes attached, a normal texture can be applied. But any additional info as light and shadow will be lost. You´ll have to hex edit a new texture node into the *.dat. A selfilluminated map may serve the same purpose as well. But in case you take damage and the lights go out, the well will stay lit, looking strange.

I´ve ported the typeIX periscope housing, including ligthmap. But as the model itself differs from the typeVII, it doesn´t look right in this environment. I´m trying to make my own lightmap next. It´s no problem to import but to apply to the right faces. Besides the CR.dat increases by about 4MB in size.

Regards,
DD

DD you are the man that can pull this out, we know your capabilities. I have seen some of your graphic work on Silent Hunter III and if someone can do this, that person is you.

Regards
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Old 06-22-07, 05:33 AM   #9
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that was a render straight out of maya...

It wasnt totally black when i imported, if you took a screenie and brightened up the image you could see it was textured just fine, there must be a low level ambient light somewhere.

+ im not too sure if my periscope housing is all that accurate, used a 1:32 scale typeviic interior kit model as reference.
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Old 06-22-07, 05:56 AM   #10
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DD's going to strike again !

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Old 06-22-07, 08:24 PM   #11
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Moin,

@Alex:
slow down. There´s way to go. Would be nice if I could create a TMAP section for FM´s periscope well.

@FM:
your model looks great. At least a thousand times better than the imported typeIX shaft.
I´m investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below). You can bypass darkened texture maps by inserting a completely new texture node. But the object will be lacking of shadows and highlights. Baking a new single texture containing map, lights and shadows would be a pretty time consuming work. Besides it would blast the *.dat in size if you implement a new texture for each new object. So this isn´t probably the best way.


periscope well without TMAP

below is the same well with TMAP


Some objects belonging to the periscope housing are still missing. Besides this typeIX well is looking strange in a typeVII.


Investigating TMAP data once more, I compared 3d object´s triangles data and TMAP data. But I´m stuck here. See the pic below. Any suggestions?





Regards,
DD
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Old 06-23-07, 04:58 AM   #12
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Sorry mate. :p
I just know that you've succeeded in all jobs you undertook, that's the reason why I'm impatient.
By the way, PM.
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Old 06-25-07, 09:09 AM   #13
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I have no idea what all those numbers mean, this TMAP thing goes way over my head

If you want to have a crack at importing my model, ive uploaded it to http://www.savefile.com/files/839600 in .obj and .mb format.

It uses the druck_7 texture (which ive included in the rar), also included a couple of blueprint pics to help with placement within the command room.

If you use it, you may have to reverse the surface normals as maya saves .obj files differently to 3dsmax (the 3d app sh3 was made with).
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Old 06-25-07, 09:23 AM   #14
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Moin,

thank you FM, just downloaded it. Can you render a lightmap/shadowmap to texture? I´don´t have the whole model at hand. So it would be easier if you did.

Regards,
DD
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Old 06-25-07, 09:37 AM   #15
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Im not on my home pc right now so can`t, i`ll upload tomorrow.....
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