![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
The screenshots look good but you can't see the deck. There are two more cos and cos2 one is the top of a funnel and the other is a funnel and its top. I'm not sure how the game would treat having more than one occlusion map I did get them put on the same map creating a model with all the parts then baking the map.
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#17 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
each object can have its own map, we do it for the guns for example.
keltos |
![]() |
![]() |
![]() |
#18 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
yes but the guns are not part of the ship dat. They have are added by the game according to the equipment you have installed.
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#19 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
Your maps look like a uv map not a lightmap used in the game. The one I did resembles the one in my files I posted but even after I changed the colors it still is very bright in game.
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#20 | |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
|
![]() Quote:
|
|
![]() |
![]() |
![]() |
#21 | ||
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]() Quote:
![]() well, right, next time over please just send the .obj and uv's as the dimwit that I am can't seem to extract the right file ! keltos |
||
![]() |
![]() |
![]() |
#22 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
does anyone know how to create the occlusion map for multiple objects on the same map like in the nbb iowa
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#23 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
|
![]()
nope, unless :
you add all the relevant objects on the model, even if they are separate in the .dat like the details etc.. and make sure they don't overlap each other in the uvmap, then export piece by piece and replace the original 3D meshes export the whole ship as one object, new all import the whole ship.obj render to texture etc... you should now have an occlusion map for a bunch of objects. I prefer to make one per object and link it in the .dat, like my new 5.5 inch IJN DG has one for the gun and one for the base. keltos |
![]() |
![]() |
![]() |
#24 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
I think i tried that and the ship ended up looking like a zebra
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#25 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
I think i tried that and the ship ended up looking like a zebra.
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
#26 |
Soundman
![]() Join Date: Jan 2009
Location: Millington, MI USA
Posts: 145
Downloads: 10
Uploads: 8
|
![]()
I think i tried that and the ship ended up looking like a zebra.
__________________
http://www.gamefront.com/files/user/jmardlin |
![]() |
![]() |
![]() |
|
|