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Old 10-17-05, 11:46 AM   #91
sergbuto
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Quote:
Originally Posted by AG124
With this new ship, I agree that it might be better if the bridge was changes slightly. Are there any parts of any other ships which can be used. And is it now possible to delete part of an object (example - delete a bridge that's attached to a hull)?

The Large Cargo is a good parent unit for new merchants though - it has a general appearance for a freighter. Are there any other merchants which could be made from other units with the methods now available?
It is like 3D modelling, one can do anything but in many cases the UV-remapping will be neccesary. The important issue as a result of all the modelling-remodelling though is to get the damage model/system correct for new models/parts.
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Old 10-17-05, 12:01 PM   #92
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Quote:
Originally Posted by sergbuto
The important issue as a result of all the modelling-remodelling though is to get the damage model/system correct for new models/parts.
yep this is true. I noticed when shooting on the Mahan, the second funnel explodes when you hit the bridge, because there was originally the object that the 2nd funnel replaced. So i think i have to replace another object, that is close to the position, where the new funnel is placed. And of course, one with more hitpoints.
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Old 10-17-05, 12:03 PM   #93
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Default FOR SERGBUTO

WATH IS YOUR PREFERED SOFTWARE FOR YOUR AHCK?
HOW TO= SOFTWARE
HOW TO= REMAP TEXTURE
HOW TO= ADD AND SUBTRACT NODE

A VERY TUTORIAL FOR NOVICE AND NO.

BEST REGARDS
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Old 10-17-05, 04:38 PM   #94
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by CCIP
Especially since merchants should be easier to manage as you don't have to mess with all that tricky weapon placement. And they're supposed to be mostly ugly, anyway.

Come on.
It only seems to be easier. Although merchants do not have many weapons, one needs to do positioning of various cargo. Anyway, I have an ongoung project on some merchants. Below is a screenshot of the 98m cargo with tonnage of about 3500 along with pics of various ships of the same class existed in reality.





Looks excellent. As I said on the other thread, that's exactly the type of vessel we need to keep tonnages realistic. Since you've gotten the 3d scaling thing to work I think I'll give it another shot myself.
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Old 10-17-05, 10:07 PM   #95
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BTW, Sergbuto, could you explain how you handle texturing in Wings3d? I still keep running into the problem of Wings3d using the deck texture as the hull texture. I've tried setting the hulls' components to the material named cfg#TXR_[unitname], but this almost always keeps pack3d from letting me import it.

Thanks.
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Old 10-18-05, 08:02 AM   #96
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Are those the booms that you are going to use on the finished model? They look like they belong on a heavier ship to me - is there another type you could use?
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Old 10-18-05, 04:02 PM   #97
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BTW - What about the Vosper class (the original subject of this thread)? Will they be ready soon? And is there an ETA for the 3,500 ton freighter? Maybe you should post a preview on your website.

I keep looking at the Transport, and thinking that something could be made from that too. Maybe I'll try again on the weekend to do something to help.
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Old 10-18-05, 06:54 PM   #98
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BUMP
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Old 10-19-05, 12:04 PM   #99
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Quote:
Anyway, I have an ongoung project on some merchants.
I just realized that you are working on more than one. Do you have a couple of pictures of the others too?
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Old 10-20-05, 06:39 AM   #100
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Old 10-21-05, 11:26 AM   #101
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No progress yet?
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Old 10-21-05, 01:13 PM   #102
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Default mah...

Mah... but Bump!
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Old 10-21-05, 06:03 PM   #103
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Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!!
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Old 10-23-05, 07:25 AM   #104
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Old 10-27-05, 03:44 PM   #105
sergbuto
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Quote:
Originally Posted by iambecomelife
BTW, Sergbuto, could you explain how you handle texturing in Wings3d? I still keep running into the problem of Wings3d using the deck texture as the hull texture. I've tried setting the hulls' components to the material named cfg#TXR_[unitname], but this almost always keeps pack3d from letting me import it.

Thanks.
If a few texture plates applied to the same 3D object (such as f.e. hull with deck), the Wings3D - Pack3D chain may change the order in which they are applied in to the 3D object, compared to the original. That is why f.e. the hull gets the deck texture and vice verse. You may try to exchange textures although they are often used with somewhat different settings for ambient/diffuse background colours and specular effects. I prefer to do post-processing hexediting to fix that.
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