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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Electrician's Mate
![]() Join Date: Mar 2008
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Hi Luke,
The truth is I'm not quite sure, The church/chapel is the one Frank mentioned earlier. I believe its been in the sub base since before WW2. From the best reference shots I've got, I believe that the the building may have some sort of "floating" type roof, and I can't make heads or tails of what the spire is like. These are from the best photos I've managed to find of the base. ![]() On a different note though: I have a question for any of the old salts that served at pearl or anyone who may have visited the base. Is the area in front of the enlisted barracks? sloping. From different angles it looks like there is quite a slope going up to the barracks? I thought I might adjust the dock model to add this slope ![]()
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#47 | |
Planesman
![]() Join Date: Apr 2007
Location: Connecticut, USA
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![]() Quote:
http://www.submarinebaseph.com/Chapel1.jpg edit: It was not built until 1944. Some info here: http://www.navy.mil/navydata/cno/n87..._10/bells.html http://y23stockpic.free.fr/2001_honu...1h00m42s-O.jpg https://www.cnic.navy.mil/navycni/gr...hapel_full.jpg
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Good ideas are not adopted automatically. They must be driven into practice with courageous patience. Admiral Hyman Rickover (1900 - 1986) ![]() Last edited by Nuc; 06-26-08 at 01:05 PM. |
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#48 |
Electrician's Mate
![]() Join Date: Mar 2008
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Thanks Nuc,
Great references, Not built till 1944 :hmm: ![]() Out of curiosity you wouldn't know what the building I thought was a church was? it seems to have a spire or something in front. photo ref above. Thanks again
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#49 | |
Planesman
![]() Join Date: Apr 2007
Location: Connecticut, USA
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![]() Quote:
http://www.csp.navy.mil/centennial/speech.htm |
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#50 | ||
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
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![]() Quote:
Peabody
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#51 |
Electrician's Mate
![]() Join Date: Mar 2008
Posts: 132
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Thanks Nuc, Peabody,
I've gone with a stack and I'll put a bunch of trees around it like in my references. All the buildings models are now pretty much finished ..... and I've set aside this week end for texturing. ![]() ![]() ![]() I've a few colour refences like these ![]() ![]() ![]() I know the time frame is not perfect but mostly the buildings seem grey/white/ "off white" colours. Shouldn't be too hard to sort out. Now a point about frame rate in Pearl. With the release of this mod I shall include some quick changes to the Naval Yard and Forde Island. (These are going to be my next two projects). To help with frame rates I intend to reduce the number of animated cranes from the 246 "Thousand" cranes down to about the six or seven that were actually there in the forty's. The other thing will be to remove the Grain silos, factorys, cranes, and partridge in a pear tree from what I thought was a Naval Air Station. These small changes really help with fps.
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We have learned from our mistakes; we now reproduce them almost perfectly! ![]() We're here to protect Democracy - not practice it! Last edited by Nauticalwolf; 06-27-08 at 08:47 PM. |
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#52 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
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Awesome!
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#53 |
Watch Officer
![]() Join Date: Dec 2005
Location: Melbourne, Australia
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This is a fantastic undertaking, I hope this will be compatable with TMO so when its finished I can play with a more complete Pearl Base.
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#54 |
Navy Seal
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Woooooo hoooooo! Great work Nauticalwolf!
I'm not suggesting that you ignore suggestions, but follow YOUR vision for what it will be. Make YOUR decisions and go with 'em. If a suggestion fits with your vision, go with it. If not, make a note and put it aside for much later. Once something has been produced to examine, people can nit pick and if you see the wisdom of their ideas, you can make changes. There will be plenty of time to make adjustments later. Just don't let a rain of suggestions result in paralysis. This is too great and important to let that happen. Onward, into the fog! ![]()
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#55 |
Electrician's Mate
![]() Join Date: Mar 2008
Posts: 132
Downloads: 89
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Luke, again thankyou.
Steve, should be, the base can be added to the campaign loc file of the various mega mods, I plan to download the latest of the megas when I'm finished and have compatable versions. Rockin, thankyou, and thankyou for the sound advice. I have been a little concerned about taking a flaming when I get this finished. This is my very first venture into 3d modelling. I shall bring a fog horn. ![]() Mikhayl, could you please let me know if you are experienced in 3d modelling. I wouldn't want to insult your intellegence by posting a bunch of noob to modelling links, if you don't require them. If you intend to alter the terrain - here is a link to a tutorial that REF from the GWX dev team made http://www.subsim.com/radioroom/showthread.php?t=135442 Tutorials on modding the ports harbours - I haven't found any... (I do intend to have a go at writing one though). However: the process is pretty straight forward (apart from the 3d model making) The key point is to work out the structure of the .dat files that deal with each individual port. Each "port" file sets out the location and orientation of all the items that make up the port. The majority of "in-game" port items are found in the Habor_kit.dat file. If you want to make your own items you can either add them to the harbor_kit.dat (note already eight meg) or you could do what I have done and create your own "kit" file so that you can add whatever you want. (this also helps keep the mod size way down as you are only "adding to" not repeating) You have to remember that each item and all of its other references have to have unique identifiers "Ids".... Otherwise the game will crash to desktop as soon as you try and load the area that has your new or altered port. Skwas's Silent edtor "s3d" http://sh4.skwas.net/downloads.aspx is THE tool for all your .dat file modifications. It also lets you import and export the various 3d items in .obj format. I made a few "standard" dock sections and road sections that I found handy as I built up the base, I have them in Wings3d and .obj format. If you like I can upload them and their relevant textures. ( please note they're nothing flash - just a straight dock, a dock face, a dock end and a few of the different sized roads)
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#56 | |
Planesman
![]() Join Date: Apr 2007
Location: Connecticut, USA
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![]() Quote:
Again, great work ![]() |
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#57 |
Electrician's Mate
![]() Join Date: Mar 2008
Posts: 132
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Mikhayl,
Sorry if I went on a bit there. What worked for me was to scale and "size the reference photo in photoshop, then convert to a .png (wings3d will accept either .png or .tga) which 3d program your using will determine the best method of creating a suitable "background" (milkshape can load a .tga straight in as a background) I'm not sure if there are easier ways to do it, but I built the terrain from "scratch" I started by making a couple of road sections, "welded" them together where I needed to and then started extruding in the various directions. I still found it easier to "weld" standard road or dock pieces together than try and "scale" the verts to the right size. I know in Milkshape you can just create verts or faces on top of your background. but I have mainly been working with wings3d. I also found the "learning curve" for Blender to be a little too steep. Once I have finished "building" the box for the area I wanted, I then cut the edges and moved the verts "+" or "-" in Y to get the "scuplted" look. You can combine various buildings into "sets" and locate them in a group fashion. I am trying to group mine based on textures more than anything else. One thing worth noting is the orientation of the model gets passed on through the .obj file. Thats why I positon the buildings first, then I centre them "x" and "z". this gives them the correct orientation and puts the centre at 0,0. (this way positioning is just a matter of moving in the "x" and "z" axis. If you have downloaded my preview have a look in the nwf_PSB_kit.dat and you will find an item called "ruler" - thats what it is. its marked out in 1, 0.5, 0.25, 0.125 and, 0.0625 of a game "unit", its also a "set square" oriented along "x" and "z" axis) You can also convert buildings/items with position and orientation straight to .obj but I find it makes any movement or adjustment really hard to work out. (you also have to know the "scale" of your 3d program)
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#58 |
Electrician's Mate
![]() Join Date: Mar 2008
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Nuc,
I've found Wings3d to be the easiest 3d program to learn, and you can start getting "results" pretty quick. Its also free. Here are some links: http://www.geocities.com/paulthepuzzles/aardvarks.html lots of tutorials http://www.geocities.com/paulthepuzzles/aabasics.html very informative about the various functions http://www.wings3d.com/doghouse.php video house building (runs through very fast though) http://mbx.streetofeyes.com/index.php?topic=17.msg24207 covers "how to" add an item to "mount and blade" but the info is universal http://forums.cgsociety.org/showthre...4&page=3&pp=15 covers heaps of different things about w3d. Blender is huge - very very steep learning curve, but is as close to a commercial program and I believe you can get. Also free http://www.blender.org/education-hel...tting-started/ http://blendernewbies.blogspot.com/ http://www.tutorialized.com/tutorials/Blender-3d/1 and just "google" blender for more info than you might want. I will say that I am still learning Blender but in the mean time I'm working with wings3d.
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#59 |
Planesman
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Location: Connecticut, USA
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Thanks for the links
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#60 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
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Bravo!
This is really shaping up into a professional piece of work. Your attention to detail is outstanding. ![]() |
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