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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3226 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I am currently working on a proper Regelbau M272 bunker model:
![]() I have still work to do on it, but being an accurate replica of a real WWII bunker, it looks much lesser cartoonish than the SHIV model. Do you agree? ![]() It will also require a new type of terrain platform, in the form of a sand dune or sea cliff. After I finish with that I promise I will start working on some more realistic Britihs coastal artillery emplacements and pillboxes. ![]() |
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#3227 |
Navy Seal
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ETA?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3228 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well, I have already cleaned up the model removing the unnecessary detail (which accounted for several thousands of faces), but I want to further decrease the polygon count. Besides it, I need to partly redo the main UV map (as you can see some areas are texturelless, and other polygons have distorted textures), create the secondary UV map (for ambient occlusion texture), bake the AO map, etc. Moreover I will need to create a further simplified reflection map and LOD model. More or less one week of work
![]() P.S: I have checked your testing mod in game. I must admit that the current model looks amazing with the new textures and all, not to mention it casting and receiving shadows after being ported to the GR2 format. ![]() I was also pleased noticing that it is reported as "coastal defence". How the heck did you achieve that? I was afraid our watchcrew would have whispered their usual "warship sighted" thing... ![]() I spotted a few bugs though. For a start the bunkers didn't use their searchlights (they shot their gun against my surfaced boat in a quite effective manner though ![]() Now I need to go out, but later today I will investigate on why this is happening and I will upload a fix here ASAP ![]() |
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#3229 | |
Navy Seal
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![]() Distance from unit plays part in search light activation, I'm not completely sure what is going on here , but it works...
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3230 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Clever trick, I had a similar idea but I thoght (and hoped) you had found a better workaround
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![]() Any remark on the flaws I have reported in my previous post? Did you notice the same? |
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#3231 |
Navy Seal
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Regarding boxes and bags? No, they weren't there but I thought that was intentional?
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3232 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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No, it isn't intentional, but I am more concerned about the searchlight. Does it work with the dat version of the bunker?
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#3233 |
Watch
![]() Join Date: Dec 2015
Posts: 21
Downloads: 1
Uploads: 0
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Thank you for this pack!
And especially for the separate DL link for us who cannot download so many mods each day! ![]() |
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#3234 |
Watch
![]() Join Date: Dec 2015
Posts: 21
Downloads: 1
Uploads: 0
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I'm in the game now but I noticed that my interface is not as in youtube videos I have seen of this mod.
They have a new interface and I think I have SH3 interface or something. How do I change to the other interface? |
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#3235 | ||
Navy Seal
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__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#3236 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() BTW I discovered why sandbags and ammo boxes didn't show up in game. Only the name of meshes which are bound to the root bone of a model can be linked through eqp file. Unfortunately most stock GR2 files have their meshes bound to a child bones of the root bone, and the bone binding feature of GR2 Editor doesn't seem to work; on the other side, all the GR2 files I have found so far with meshes bound to the main bone have some sort of limitations. This is not a big problem for our current purposes,we can just switch to using the name of the root node in eqp file, but it can be a major obstacle when modelling stuff which needs a collision detection. I bet that was the problem with Targor's naval mine refusing to explode after being imported in a GR2 file ![]() Anyway: our bunker got sandbags and boxes now: ![]() ![]() ![]() One a side note, I think bunker and crates need their materials/textures touched up: the way they are now they look a bit too shiny under the moonligh. In short I will upload a patch fixing all the issues above ![]() |
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#3237 |
Navy Seal
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That looks awesome!
![]() ![]() Yes, the bunker is a bit to bright , especially in the sunlight... ![]() EDIT After you're finished with bags and crates can you delete unused Y bones with TDW editor?
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 12-01-15 at 02:49 PM. |
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#3238 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Last edited by gap; 12-01-15 at 03:40 PM. |
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#3239 |
Samurai Navy
![]() Join Date: Jan 2004
Posts: 571
Downloads: 77
Uploads: 0
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So I just had this weird thing happen that i"ve never seen before.
I'm taking a submerged shot on a Small composite merchant in Summer of 1940. She is traveling at 353T at 9 knots. I"m set up for a 90 degree stern shot using standard torpedo depth of 2 meters. See that the Torp should hit on the hull with plenty of room for error i'm not worried. The sea state is pretty rough with 15 m/s winds......well I missed her...even though I visually tracked the torpedo until it "disappeared" into her starboard side. The torpedo kept going apparently missing her under her hull. I think...well no big deal she didn't see the torpedo and is still on course and speed so i'll just catch up to her and try again. This time I set Torp depth to 1 meter......shoot....again visually track the torpedo to the starboard side of the ship and it again disappears but doesn't hit the ship. I've never been a magnetic guy due to the increased chance of torpedo failure (and frustration) and I've never had issues hitting small merchants in bad sea states.....at standard 2 meter torpedo depth. This is my first patrol with 1.04.....am I missing something? I will say that I have not played TWOS for that long...I maybe did one patrol on 1.03 before switching to a new career and 1.04.
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Intel i7-2700K-3.50GHz, 16 GB RAM, 2 xGTX 560,2GB,SLI,2 TB HD The Wolves of Steel 1.06 The Wolves of Steel 1.06 Update 05c Last edited by finchOU; 12-01-15 at 05:04 PM. |
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#3240 | |
Navy Seal
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![]() I bet they all went below keel... PS Which merchant?
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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