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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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We need to give this thread back to Captain America.
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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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#2 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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![]() My house is your house....besides it keeps the room warm while I am away. ![]() I recently came back from my work travels and started hammering out the interior again. She's starting to look real nice....all I can say is that the old renders on the first page look like garbage compared to the lastest version. ![]() Just to give you guys an idea on how little things can slow down a project: I'm in the process of making the textures for the captain's bed. This is one of the pics that I am using for reference: ![]() Most of the photos I have seen on the net have the same bed sheets as in the photo above. I am assuming that these are the proper "historical" sheets? The problem was that I couldn't find a single picture (via google) that references that emblem on the sheet. It would have been nice to just cut and paste the actual emblem to make my like easier..... So I had to make it from scratch: ![]() It took me a while to make since I am not really good at drawing. Its off/inaccurate but it gets the job done. This is just a sample of the little things that can slow work down. |
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#3 |
Pacific Aces Dev Team
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![]() ![]() ![]() ![]() AWESOME MAN, AWESOME!
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One day I will return to sea ... |
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#4 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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That kind of attention to detail is why this mod is going to be so amazing.
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() keltos love the attention to details ! |
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#6 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Houston, we have a problem...
Unfortunately, I have run into some problems…
![]() Last week I decided to give modeling a break and do some tests importing the meshes into the interior .dat file to check if everything looks as it should. As a quick test, I exported just the empty compartment with lightmap. The mesh and texture (diffuse map) looked as they should…but the lightmap on the other hand is proving to be very problematic. Here’s a screenshot of the empty officer’s quarters compartment imported into S3D with the lightmap off: ![]() Now with the lightmap on: ![]() Look how horrible that is! I have spent the last 7 days trying to fix this problem. I have tried every possible method and combination of creating lightmaps to no avail. I am at a point where I have exhausted all my means for solving this. If anyone has any input please share since this prevents any further progress on the project until solved. For those interested, here is some information and observations to help rule out the problem: - For this test all I did was place one omni light in the empty OQ compartment. I rendered to texture with automatic unwrap set to uv channel 2 and output settings set to lightingmap; Target map slot left empty since this is not necessary. Take note that I have also tried manually creating the uvmap (#2) for the lightmap, only to get the same messed up results. - Everything in S3D is setup properly. I’ve added the proper material entries for both the diffuse and lightmap textures. I also made sure that the lightmap has no alpha channel in it. Now the weird part: As another test I took the empty control room compartment created by the devs since it is very similar to the one I created for the OQ compartment. For consistency I deleted all existing uv map channels and material information from the mesh. I then added my new material, re-uvmapped the mesh and applied the lighting methods mentioned in the previous test. When imported into S3D the lightmap rendered correctly!? ![]() ![]() ![]() This proves that I’m not doing anything wrong with the way I am creating the lightmaps. Logic says then it has to do with my model. But how could there be anything wrong with my model? I’ve checked it a hundred times…I can’t see what the difference is between my model vs the one created by the devs that results in the lightmap getting messed up. |
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#7 |
Lucky Jack
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Alright men, CA needs everyone's thinking cap on! What is the story behind the ills of the lightmap?
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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