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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#77 |
Navy Seal
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Looks more like a Work on a Roll!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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#78 |
Navy Seal
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This with TMO, would be too cool.
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#79 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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The project lives!
Once again sorry for not posting any updates in a while. I had to travel out of state for my job....I also had the flu for several days. In between all of that I was still able to get a good amount of work done. Here's the status: - New compartment model complete. - Re-worked several areas in CO's and yeoman's rooms and added more detail. - All modeling for captain's stateroom and yeoman's office complete (not including misc. clutter). - Compartment layout complete. All walls/partitions are in place including hallway. - Started basic layout of wardroom. The one thing that took up the most time was the hatch door. This thing was a real pain to model. I spent MANY hours trying to get everything to line up and look right while trying to keep the poly count down. I'm pleased with the results though, so don't mind all the pics! ![]() I used a couple of photos to model the door. Here's one from my personal collection so you get the idea: ![]() Here's a shot of the hatch door closed looking from the command room perspective: ![]() Peek -a - boo: You can actually see through the little window to the other side. ![]() Hatch door open looking from officer's quarters perspective: ![]() Half closed: ![]() Closed: ![]() I'm in the process of uv mapping and texturing the remaining meshes that are completed thus far. UV mapping sucks and takes a lot of time if done the correct way. Once done, I plan to set up a basic .dat file to test in game. Last edited by Captain America; 10-03-09 at 01:46 AM. |
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#80 |
Bosun
![]() Join Date: Jan 2008
Location: 55°55'22''N 37°50'41''E
Posts: 65
Downloads: 51
Uploads: 0
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Really nice to hear that. Magnificent work!
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#81 |
Pacific Aces Dev Team
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AWESOME
![]() ![]() The GWX guys managed to have the door open at will somehow in the game, you could click on the lever and it would open/close. Will that also be available here? Looking forward to see this fantastic mod working ![]()
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One day I will return to sea ... |
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#82 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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That hatch is fantastic!
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#83 |
Planesman
![]() Join Date: Apr 2008
Posts: 192
Downloads: 82
Uploads: 0
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Very impressive,nice work
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#84 |
Navy Seal
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Impressive indeed, really looking forward to this.Hopefully you'll make it work with TMO/RSRD or persuade Ducimus to include in final release of TMo 1.8
![]() either way, outstanding work. |
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#85 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#86 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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amazing work !
![]() will try it when it is released ! keltos |
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#87 |
Officer
![]() Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
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this is a great mod!
![]() Last edited by RICH12ACE; 10-09-09 at 01:05 PM. |
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#88 | |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Thanks guys.
Quote:
Just checking in to let everyone know I'll be going away again for work for the next few days so don't think I have gone MIA. ![]() |
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#89 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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RFB?
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#90 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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Thanks for the update. This will definitely be worth the wait.
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