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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Hi gap,
absolutely great work ![]() I'm looking forward to seeing the finished launcher! Best, LGN1 |
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#47 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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#48 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I am already at a good point of the UV-mapping work. Finishing it will take a bit longer that it usually does though, because I need a non-overlapping UV channel if I want to use it both as diffuse and ambient occlusion map (for the reason I explained a few days ago). Arranging all the details of the model and making them to fit the UV-space takes time. Well, I think SH's DC projectiles are animated automatically, based on where barrel nodes are placed on the thrower model, and on their rotation values. These on turn will depend on which kind of controller LGN1 will decide to use and, in last instance, on which combination will show more effective in game. As anticipated by LGN1 himself, some compromises will be required because the Squid mortar worked as a thriple K-gun under some respects, and as Hedgehog launcher under other respects, but we don't have a controller specific for it in game. ![]() You are correct: this is just my interpretation of the real thing, as I had to judge many details and proportions by eye, based on the few, small pictures I had available. It took longer observing and comparing those photographs, than actually shaping the model. If not identical to the real squid launcher, I hope the model, once finished, will get close enough to it. LOL Aktungbby ![]() Quote:
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#49 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Hi guys,
the new squid launcher is 99% ready ![]() Since my last report, the following features were added to the model: - UV coordinates for texture mapping; - diffuse map; - ambient occlusion map (overlayed on the diffuse). ![]() ![]() Please note that the above previews were rendered using high resolution textures (6144x6144). Before release, I will resize them to a resolution more acceptable to our GPUs. For similar reasons, we might decide to reduce model's polygon count (current: 11,311 polygons, 17,356 edges, 6,411 vertices). Besides optimizing model and maps for game usage and dat file editing, there is still a couple of maps I want to add: - normal map (does anyone know if SHIII normal maps are greenish as SHIV ones?) - specular map. Stay tuned for updates ![]() Last edited by gap; 05-05-20 at 07:15 AM. |
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#50 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Great work, gap
![]() ![]() ![]() ![]() I'm looking forward to combining your model with my work! Best, LGN1 |
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#51 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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No news here ?
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#52 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Sorry for the delay Fahnenbohn, I have just sent a PM with attached files to LGN1
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#53 |
Ace of the Deep
![]() Join Date: Mar 2006
Posts: 1,138
Downloads: 147
Uploads: 12
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Great news, gap!
I have just sent you a pm! Cheers, LGN1 |
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#54 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you LGN1, I have read your pm. By the way, I took the liberty to advertise this project on the subsim FB channel:
![]() https://www.facebook.com/groups/2599.../?notif_t=like |
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#55 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
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Did you manage to create the animations of the 3 charges thrown in the airs ?
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#56 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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#57 | |
Ace of the Deep
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Location: France
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#58 |
Grey Wolf
![]() Join Date: Jan 2008
Location: CK7662
Posts: 918
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I guess this is hard to tell since it depends on the destroyer's ability to determine the submarine's position correctly. It would be hard to know whether the destroyer has an accurate fix on the submarine.
![]() Maybe it doesn't depend on the relative position of the two vessels, at all. Could it be that the destroyer drops its depth charges a few seconds after it loses contact with the submarine? ![]()
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#59 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#60 | |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
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Downloads: 155
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