![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
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. |
![]() |
![]() |
#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]() |
![]() |
![]() |
![]() |
#3 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
Uploads: 0
|
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 ![]()
__________________
![]() "A good Navy is not a provocation to war. It is the surest guaranty of peace." |
![]() |
![]() |
![]() |
#4 |
Swabbie
![]() Join Date: Oct 2006
Posts: 14
Downloads: 4
Uploads: 0
|
![]()
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
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]() ![]() 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 |
![]() |
![]() |
![]() |
#6 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
Or an AI controlled revolve? |
|
![]() |
![]() |
#7 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]() Quote:
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 |
|
![]() |
![]() |
![]() |
|
|