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Old 11-28-10, 07:18 PM   #1
Madox58
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I ran the Main Hull through 'MeshLab' and had it re-compute Normals.
Then re-imported the Hull WITH Normals.
Caustics on, hull is much better looking and no
'Rainbow Bright'


Last edited by Madox58; 11-28-10 at 08:23 PM.
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Old 11-29-10, 06:06 AM   #2
keltos01
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stern :



port :



from bow :



training turret :





Thanks to Privateer the caustics problem is solved
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Old 11-29-10, 06:53 AM   #3
iowa101
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Looking great mate,

She has a great look to her, can't wait to try her out. would love to open up those guns onto one of these dammed destroyers, they so annoying
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Old 11-29-10, 03:38 PM   #4
liliput
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Keltos, to solve problems with smoothing groups, select polys that should be of another smoothing group and detach them as “detach to element”. When you will export your model, uncheck “optimize vertex, normals” in OBJ export options dialog (if you’re using 3ds Max). May be you already know it… but anyway



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Old 11-29-10, 04:21 PM   #5
keltos01
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thanks will do ! and no I didn't know that, I use 3ds but it's a long learning process...



I just changed the bow torp doors and fixed their animation.

I still need to reset two stern tubes and set the other two where the middle torp turret is, unfortunately SH4 doesn't allow for revolving torp turrets, otherwise the DDs would have had them from the start...

keltos
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Old 11-29-10, 06:44 PM   #6
Madox58
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Quote:
unfortunately SH4 doesn't allow for revolving torp turrets, otherwise the DDs would have had them from the start.
Do you mean as a Player controlled revolve?
Or an AI controlled revolve?
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Old 11-30-10, 03:17 AM   #7
keltos01
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Quote:
Originally Posted by privateer View Post
Do you mean as a Player controlled revolve?
Or an AI controlled revolve?
player controlled revolve

as you noticed I kept the base of the guns turret and both torpedo turrets as separate objects so that they could be animated in some way.

What I would really like is this :

you swivel the scope

find a target - lock it in the scope - the torpedo turret swivels towards target.

fire : the torpedo leaps out of the turret (wishful thinking as I am pretty sure that torpedoes can only fire at 0 and 180 degrees angle) and speeds off towards the target.

after firing / changing to another tube : the torpedo turret swivels back in place.


feasible ?

keltos
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