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#31 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() The funnel colour looks more similar to the one used by Cunard: ![]() ![]() The black band on the hull looks a bit too dark though. It should be darker than it currently is, but not so dark that detail/rust/dirt on it gets lost ![]() Seconded |
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#32 |
Admiral
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Hi everyone!
Planking is longitudinal, but ugly textures + graphic effects make really poor this effect. New textures will improve this, i'm looking for this. @the_frog love those colors, if i send you the original tga, can you modify a little the file with this "Cunard" orange please? @everyone if you want i can send a beta with the WIP unit. Best regards, Vd
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#33 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Anyway, here is my intepretation of them: I made the bronze color on the funnel more orange-red (if need be, I can do it a bit darker and more red), and I have darkened/contrasted a bit the black bands on funnels and hull: https://www.mediafire.com/file/venxz.../NPPQ__T01.tga Let me know how the new colors will look in game ![]() |
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#34 | |
Admiral
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Testing now, just a moment! ps For decks, separate tga file, like original QM 2,01
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#35 | ||
Stowaway
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Ok, send to me.
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#36 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
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#37 |
Admiral
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Voilà, with also a new wooden deck, maybe not definitive, but better than previous. I've also darkened windows and oblos:
![]() ![]() Here's a bug with shadow\light into stern =( i'll need a little help for solve this (note, this is original SH5 imported hull, without modifications): ![]() PM closing with WIP link; don't be surprised if a ton of bugs is included, just a work in progress ![]() Best regards, Vd
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#38 | ||
Stowaway
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![]() Thank you very much ! Last edited by Kendras; 09-14-17 at 08:30 PM. |
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#39 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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VonDos, can you please upload here the hull parts that need to be welded? ![]() |
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#40 | ||
Admiral
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Thanks! Quote:
![]() https://www.sendspace.com/file/4w9hvg Voilà, parts to rework are stern (massive problem), forward superstructure (minor problem) and inserted stern's superstructure part from QM2.01 (if you can, please). Here's a file with funnels obj also, maybe you can do same work for them, in order to give them a "rounded" design: https://www.sendspace.com/file/r2pnl0 Best regards, Vd
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#41 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#42 |
Admiral
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Hi Gap!
Here's related screenshot (I use gray ghost tga because in Cunard version those bugs aren't really noticeable): Stern and stern's superstructure: ![]() Forward superstructure (and first funnel): ![]() All funnels: ![]() Best regards, Vd
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#43 |
Samurai Navy
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Location: Greece
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Hi Vd
which way you manage to have 2 sepatated ships ( i have 1 ship folder) in the same pic? cheers |
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#44 | |
Admiral
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Multitexture: NPPQ_T01 & NPPQ_T02 (01 for Cunard colors, 02 for gray ghost) Best regards, Vd
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#45 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Okay, I see the problems. I will see what I can do
![]() Those meshes are from SH5 I suppose; for some reason granny-format geometries are broken along the edges of their UV-projections. ![]() In SH5, as in other games of the series, split edges are treated as hard edges, but I think face normals are also considered. If two adjacent faces have normals pointing in the same direction (with some tolerance angle), their common edge will still look smooth, no matter if the edge is actually two coincident edges. By the way: did you import normals when you impiorted the model in S3d? |
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