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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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IBL SHIV Merchants
@ gimpy117 - Actually, Iambecomelife has created a full fleet of merchants; the images here are of a different vessel than the Empire class freighter.
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#17 | ||
Silent Hunter
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And you're right AG124 - these two ships are meant to be 5,000 ton steamers that are smaller & much older than the empire freighter. Generally any ship with a tall funnel and a counter stern (hourglass-shaped rear) is very old-fashioned. |
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#18 |
Engineer
![]() Join Date: Mar 2007
Location: Kansas City, KS
Posts: 203
Downloads: 10
Uploads: 0
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But no one really show interest so I gave up trying to help and just made my own ships... heres the link any ways http://www.subsim.com/radioroom/showthread.php?t=111685
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"Be my friend or be a mushroom cloud."~If I was President...Iran would have a nuke...they just wouldnt like the delivery method... ![]() <AHREF="http://www.subsim.com/radioroom/showthread.php?t=120621"_blank">JSGME Quick Reference</A> Major US ARMY RANGERS 1985-2003 |
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#19 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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*gets out recognition manual*
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Member of the Subsim Zombie Army |
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#20 | |
Silent Hunter
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#21 |
Navy Dude
![]() Join Date: Oct 2006
Location: California, USA
Posts: 176
Downloads: 4
Uploads: 0
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AO = Ambient Occlusion. They're the textures (.O0X extension) that apply static shadows/lighting to various object in game, i.e. ships, subs, weapons, etc.
Here's a basic tutorial I wrote up a while back detailing how to create AO maps, should allow you to get started. ![]() Ambient Occlusion Tutorial |
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#22 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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And here's a thread I made regarding the different texture mappings.
http://www.subsim.com/radioroom/showthread.php?t=126436
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