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#1 |
Admiral
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Hi Gap!
Here's related screenshot (I use gray ghost tga because in Cunard version those bugs aren't really noticeable): Stern and stern's superstructure: ![]() Forward superstructure (and first funnel): ![]() All funnels: ![]() Best regards, Vd
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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#2 |
Samurai Navy
![]() Join Date: May 2005
Location: Greece
Posts: 568
Downloads: 404
Uploads: 0
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Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic? cheers |
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#3 | |
Admiral
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![]() Quote:
Multitexture: NPPQ_T01 & NPPQ_T02 (01 for Cunard colors, 02 for gray ghost) Best regards, Vd
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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#4 |
Samurai Navy
![]() Join Date: May 2005
Location: Greece
Posts: 568
Downloads: 404
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#5 | |
Admiral
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![]() ![]() If and only if (make me know) you've not started this work, can you please use this hull in place of previous posted please? https://www.sendspace.com/file/rta3uc This solve a couple of small vertex bug =) ![]() You're welcome! Best regards, Vd edit: i'm going to the mountain now, so if reply will be late in next 2 days, you know why =)
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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#6 |
Commander
![]() Join Date: Nov 2010
Posts: 457
Downloads: 17
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Hello,
using normals in SH3 is no good idea ... I am off the screen (as I had been for the last weeks) for another 2 or 3 weeks. So, I won't be of any help until early/mid October. Cheers |
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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() @ VonDos Opening your files now. I hope to post an update before dark ![]() |
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Okay, I see the problems. I will see what I can do
![]() Those meshes are from SH5 I suppose; for some reason granny-format geometries are broken along the edges of their UV-projections. ![]() In SH5, as in other games of the series, split edges are treated as hard edges, but I think face normals are also considered. If two adjacent faces have normals pointing in the same direction (with some tolerance angle), their common edge will still look smooth, no matter if the edge is actually two coincident edges. By the way: did you import normals when you impiorted the model in S3d? |
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