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Old 08-26-12, 05:44 PM   #46
BIGREG
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Thank
But all thanks must go to TDW for the .GR2 editor

For the illumination problem ,that come from the "shininess strenght" :

must be to 0.00000

Material cfg#E01

Edit : you can use a larger place for the numbers see my first picture (3DS Max) ,i have not use the all avaible width
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Old 08-26-12, 05:52 PM   #47
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@ BIGREG

have you seen this?

Quote:
Originally Posted by gap View Post
Thank you again BIGREG, now everything is more clear

May I give you 2 more suggestions?

- is it possible to increase the size of bottom front mesh, so to increase the size of the emblem rendered on it (the shark-boat wih the iron cross in your example)?

- Could you design other conning tower models to use the same texture as the VIIb? If not, how would you restrict the use of emblems to their pertinent conning tower? I hope I made myself clear...
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Old 08-26-12, 06:03 PM   #48
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answer Post#44

TheBeast and GAP : you need wider ? or higher ?


This is the place you have in TEST02
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Old 08-26-12, 07:14 PM   #49
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As big as possible, for allowing to accomodate this emblem:





erm... if you are able to do it without distorting height/width ratio, and keeping the same resolution as the top stripe also for the lower one, I am going to award you with the title of most patient modder of the millennium!
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Old 08-26-12, 07:42 PM   #50
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Hum ! This is possible ,But i need to use a bigger texture
This one make H1024xL2048= ~10 MO !
other reduce the quality ... -> H1536x1536
But ,i get try the other way ,by adding subsets ... to have different textures (numbers,sides,front....) ,if it works, it will be much easier
(A mod with the numbers, one for the front emblems etc...)
But we must see how it will react !
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Old 08-26-12, 08:03 PM   #51
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Quote:
Originally Posted by BIGREG View Post
Hum ! This is possible ,But i need to use a bigger texture
This one make H1024xL2048= ~10 MO !
other reduce the quality ... -> H1536x1536
But ,i get try the other way ,by adding subsets ... to have different textures (numbers,sides,front....) ,if it works, it will be much easier
(A mod with the numbers, one for the front emblems etc...)
But we must see how it will react !
Well, the texture you used is very big. In my opinion there is space for halving it with a little loss of quality indeed...

As for adding different subsets, it is probably the best way to implemet your changes, but how are we going to manage the many emblems within the boat upgrades menu
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Old 08-26-12, 10:25 PM   #52
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Quote:
Originally Posted by BIGREG View Post
answer Post#44

TheBeast and GAP : you need wider ? or higher ?


This is the place you have in TEST02
I think you should have two (2) area for textures that wrap all the way around from Port Ladder to Stbd Ladder, excluding Vents and Rescue Floatation Rings.
1. From Bottom of Top Splash Guard to Top of Bottom Splash Giard.
2. From Bottom of Bottom Splash Guard to Deck, exclude protusion on front center.

This would simplify creating the MOD. Kind of what privateer did for SHIII.

Provide a template for each tower with grid to help position taxtures that can be added as layer and that grid layer is hidden prior to save.

The .PSD or .PDN can contain all textures for all Hull Numbers of that Type Uboat and Conning Tower.

As you can see below, the bottom textures really need to use area from splash guard to deck.


I want to put something like below, center top front.
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Old 08-27-12, 04:56 AM   #53
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Quote:
Originally Posted by TheBeast View Post
I think you should have two (2) area for textures that wrap all the way around from Port Ladder to Stbd Ladder, excluding Vents and Rescue Floatation Rings.
1. From Bottom of Top Splash Guard to Top of Bottom Splash Giard.
2. From Bottom of Bottom Splash Guard to Deck, exclude protusion on front center.

This would simplify creating the MOD. Kind of what privateer did for SHIII.

Provide a template for each tower with grid to help position taxtures that can be added as layer and that grid layer is hidden prior to save.

The .PSD or .PDN can contain all textures for all Hull Numbers of that Type Uboat and Conning Tower.

As you can see below, the bottom textures really need to use area from splash guard to deck.
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Old 08-27-12, 05:48 AM   #54
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Tonight I will begin the next test
But if you could give me a schema, it will be easier to see the location you want
I try too, my other ideas ...
Well, I get back to (real) work ...
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Old 08-27-12, 06:24 AM   #55
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Quote:
Originally Posted by BIGREG View Post


Tonight I will begin the next test
But if you could give me a schema, it will be easier to see the location you want
I try too, my other ideas ...
Well, I get back to (real) work ...
something like this?

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Old 08-27-12, 06:30 AM   #56
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Ok
edit: idem for the other side ?
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Old 08-27-12, 06:50 AM   #57
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Very, very nice work. Great
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Old 08-27-12, 07:12 AM   #58
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Quote:
Originally Posted by BIGREG View Post
Ok
edit: idem for the other side ?
I think so
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Old 08-27-12, 09:12 AM   #59
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hi could you make a test emblem so that i can see which size and which positions i need edit that would be great.

The 2 faced emblem is allready working great thanks for that!

Now it would be wounder full to have a layer like this
Quote:
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Old 08-27-12, 01:15 PM   #60
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QUESTION:
Will we be able to Bumb Map these Textures?



You may sink me today but as Arnold would say, "I'll be back!"

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