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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
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That, and I guess with some older puffers you want to have backup propulsion in case your ancient steam engine fails.
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#2 | |
Grey Wolf
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But also, I see that this sail has a fixed position and it can't be oriented (only a little by fixing the "flying" cable) to one side or the other, so not very useful to navigate... Edit : I couldn't find any picture of a Clyde puffer with a sail. It was then probably used only in extreme emergency situations... Last edited by Mister_M; 03-04-21 at 07:40 AM. |
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#3 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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1 - The AO map contains pre-rendered shadows; think of it as the soft shadows cast by diffuse light. 2 - Surface normals are another important factor which determines the luminosity of a surface; the more parallel a normal is to the direction of incident light, the lighter will be the relative surface. 3 - Normals are also affected by object smoothing; this is the hardness of the edges connecting the triangles that compose a curved surface. By default, edges are considered "soft". That means that the normal of each triangle is averaged with the normals of neighbouring triangles, giving the surface a smooth look with subtle changes of luminosity. Nonetheless, edges can be set to "hard", which means that there will be an abrupt change of luminosity between a triangle and the next ones, and that the edges between adjoining triangles will be well noticeable if their normals point to radically different directions. 4 - Finally we have dynamic shadows: the sharp shadows cast on top of an object when another object is blocking light rays for it. Off the four factors I summarized above, the effect of the last three is subject to quantity and direction of a directional light source (such as the sun), whereas the the first one is static and it is supposed to simulate ambient (i.e. diffuse) light. In my last previews, you can see the effect of the first three of them but, as I wrote yesterday, the illumination I set in Wings3D was actually a diffuse light coming from one side (like the sun light at dusk). In game, a variety of different illuminations will apply depending on time season, time of the day and weather. Quote:
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The plan that this model is based on also features a mainsail, but that was used very rarely (probably in case of emergencies as noted by kapuhy) and I decided not to include it in my model. Last edited by gap; 03-04-21 at 11:58 AM. |
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#4 | |||
Grey Wolf
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Thank you for your very detailed, patient and clear explanations. I'm impressed, and happy to learn so many things !
![]() I still have a few comments : Quote:
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![]() Last edited by Mister_M; 03-04-21 at 12:36 PM. |
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#5 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() https://en.wikipedia.org/wiki/Sailing_into_the_wind Quote:
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a) the difference is so slight that under direct sunlight it will be barely noticeable. b) the hull will be painted mostly in black and red, whereas the superstructure will have a lighter paint. The one thing you will notice once the model is fully textured and imported in game, is that the bottom part of vertical surfaces, near the deck, is slightly darker than upper parts. This effect is totally realistic and it will enhance the sense of threedimensionality. You are probably used to SHIII ships, most of which lack an AO map. To me, those models look terribly flat, as if they were photographed from far distance during an hazy day ![]() |
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#6 | |
Grey Wolf
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![]() I was not talking about the sea bottom, but about the direction from which may come direct sun light (which obviously can't come from the sea bottom). Last edited by Mister_M; 03-06-21 at 07:43 AM. |
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