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Old 07-17-07, 06:16 PM   #91
WilhelmSchulz.
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Hey DD. Would it be possible to put a red and green tint to glass around the red and green bouy lights?

Oh and do you need somone to put them in the SCR files?
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Last edited by WilhelmSchulz.; 07-17-07 at 06:31 PM.
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Old 07-17-07, 06:49 PM   #92
WilhelmSchulz.
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Quote:
Originally Posted by DivingDuck
Moin,
On the left you see the buoys alignment when returning to port after a 10 days leave. It´s close to how I left them.

Quote:
And remember that some buoys have a bell too..... ;-)
I know, I know.


Regards,
DD
I WILL NOT USE THEM IF THEY MOVE!!! Nah... but please keep working on it.
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Old 07-17-07, 09:16 PM   #93
TarJak
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Not all look that good above the water line. I don't mind them being brightly coloured just a bit weathered rather than factory fresh. Don't forget metallurgy and paint technology was not what it is today either:









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Old 07-18-07, 02:41 AM   #94
pontius
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Comon mates,
there are thousands of different buoys out there looking different to each other. And in WW2 they looked different also and in Germany for example had other colours.....

About the different lightning:
LINK

Even if DD would modell all this, whats the sense of it, who will make use of all these different buoy-models afterwards?
I still think as expressed before, this simplified system as it is now is really enough for our purposes of simming.

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Old 07-18-07, 03:45 AM   #95
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I'm not after different type I'm just after some weathering of the one's he's got. Don't want them looking brand new now do we?
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Old 07-18-07, 03:55 AM   #96
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Quote:
Originally Posted by pontius
I still think as expressed before, this simplified system as it is now is really enough for our purposes of simming.

pontius
I agree, and

Quote:
Originally Posted by WilhelmSchulz.
I WILL NOT USE THEM IF THEY MOVE!!! Nah... but please keep working on it.
Don't ask too much, mate :p... DD took already a lot of time to make them just as there are right now. Don't forget that you can already consider the appearance of static buoys in game as a miracle (thanks to Rubini and DD), so after 10 days at sea, if they don't stay perfectly in line and move just a bit (see the picture below), FOR SURE I'M GOING TO USE IT, AND IT WILL EVEN BECOME ONE OF MY FAVOURITE MODS !

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Old 07-18-07, 04:54 AM   #97
DivingDuck
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Moin,
Quote:
Originally Posted by TarJak
They should all have a bit of rust and slime on them as well. I've never seen a clean buoy that had been in the water for more than a week. I don't actually mind the different green's as long as there is a bit of weathering.
how´s this?



The missing buoys are at the varnishing workshop
If somebody has some good pics of rust and slime that may be usefull, feel free to post.

Quote:
Originally Posted by dmlavan
DD - Not to ask you to do more work, but are the flashing buoys flashing at the same periodicity? Navigational buoys have different flashing frequencies (ex: 3sec every 10 sec), and if a) these could have different periodicities, and b) someone added specific buoys into the game at specific spots including adding them to the various Port TGA's (so they appear on the map as a buoy w/ specific characteristics), they could be used for visual navigation. Just a thought... which sounds like maybe more work than it's worth...
I´ve assigned different flashing patterns. But the patterns don´t match reality.

Quote:
Originally Posted by WilhelmSchulz
Hey DD. Would it be possible to put a red and green tint to glass around the red and green bouy lights?
They will be tinted.

Regards,
DD

Last edited by DivingDuck; 07-18-07 at 05:09 AM.
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Old 07-18-07, 06:00 AM   #98
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DD you've got it exactly right I reckon. Not too new not too weathered and below the waterline is spot on.
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Old 07-18-07, 06:33 AM   #99
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Quote:
Originally Posted by DivingDuck
If somebody has some good pics of rust and slime that may be usefull, feel free to post.
I don't have a slime texture, but for rust :
http://free-textures.got3d.com/archi...exture-017.jpg
http://www.smugmug.com/photos/128497935-D.jpg
http://www.darknews.com/textures/rus...al-texture.jpg
http://www.macs.hw.ac.uk/~gabbay/pho...d.dir/rust.jpg
http://www.rollahttp://www.digitalre...cord_rust2.jpg
http://www.allaroundrestos.com/rusty.jpg :rotfl:
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Old 07-18-07, 06:37 AM   #100
pontius
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Ive found an exelent resource about historic sea-/navigational-maps were you can see lightships, lighthouses and buoys!!
Not all, but most of the maps are online-visible as Jpeg's. I hope this is new to you all who are willing to put up a realistic navigational inviroment.
GO HERE!

Select the Area you want maps about.
When there is the option "View map" (marked in blue) an online jpeg is available. Now have fun campaign scripters


Some examples of important approaches into german ports for us:
Kiel
Flensburg
Wilhelmshaven

Last edited by pontius; 07-18-07 at 07:02 AM.
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Old 07-18-07, 07:27 AM   #101
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Try looking for Algae. This site has some shots that might work but I'm not sure exactly what will work best for what you are doing.

http://yotophoto.com/search?kw=slime
http://yotophoto.com/search?kw=algae
http://yotophoto.com/search?kw=seaweed
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Old 07-18-07, 10:15 AM   #102
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DD,
This is looking awesome! Thanks for taking everyone's comments and trying to work them into the mod. You're on track to bring an incredible amount of "realisim" into SH3 if you can pull it off.
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Old 07-19-07, 09:42 AM   #103
DivingDuck
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Moin,

before I leave for today. Here are the buoys that will make it to the final release.



Regards,
DD
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Old 07-19-07, 09:44 AM   #104
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Looking very good, DD.
CapZap
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Old 07-19-07, 09:52 AM   #105
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Looking good DD!
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