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Old 09-11-05, 01:05 PM   #16
sergbuto
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As far as I understand, they are already in the Type 2 model.
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Old 09-11-05, 01:14 PM   #17
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So why the lack of reflections? Just some random bug?
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Old 09-11-05, 01:17 PM   #18
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No idea.
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Old 09-13-05, 03:31 PM   #19
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Sergbuto, I just looked at the screenshot for the Russian DD on your page and noticed a Russian heavy cruiser there as well. Is this still under construction, or has it been cancelled?

PS - What was the merchant you were planning on making? I think several different useful merchants could be made with the available parts.

Thanks.
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Old 09-13-05, 05:14 PM   #20
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Quote:
Originally Posted by sergbuto
Yes, I had plans for another merchant, French DD, and Queen Elizabeth BB which can be made close to originals based on 3D details/pieces available in SH3. However, I am not so keen to do that and really hope that such a hex-editing method for making models will soon be a history because someone will come up with a 3D converter to the DAT format, f.e. based on lurbz's work. Then new models from guys like Seacondor will pour in. I also have a few 3D models standing by and waiting to be imported to SH3.
Meaning that possibly new models would be made from scratch?
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Old 09-13-05, 05:44 PM   #21
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I think that he does have plans to create more ships from hex editing for the time being, including the before-mentionned ships. These are the ones I referred to in my question, along with the Russian CA I saw listed in the roster in that screenshot. We will have to wait for a response however.

PS - New models would be unquestionably better, and would eliminate any need for hex editng, but I doubt the SDK will ever be released, and if it were, it probably wouldn't be released soon. And I doubt there is going to be an expansion pack either - and if there was, it probably still would not contain a significantly greater nuber of ships. Still, I guess we can hope (The new screenshots of models which have been posted are great though).
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Old 09-14-05, 05:51 AM   #22
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Quote:
Originally Posted by AG124
If you make a QE class BB, what parts would you use?
Superstructure from KGV but it is difficult because it does not come as a separate object. Therefore, it is necessary to do hex-editing of the 3D mesh and cut/separate the superstructure from the hull.
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Old 09-14-05, 05:56 AM   #23
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Quote:
Originally Posted by AG124
Sergbuto, I just looked at the screenshot for the Russian DD on your page and noticed a Russian heavy cruiser there as well. Is this still under construction, or has it been cancelled?
I am afraid it has been cancelled. This was a part of the work for the 30th flotilla mod but when I failed to find out how to add the Kriegsmarine grid for the Black Sea, I discontinued working on the mod.

Quote:
Originally Posted by AG124
What was the merchant you were planning on making? I think several different useful merchants could be made with the available parts.
Something like this
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Old 09-14-05, 08:07 AM   #24
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That looks like a good choice for a typical merchant - the separate bridge structure seemed to be a standard feature in most older ones I have seen. What tonnage would it be, and what hull and superstructure would you use, if you don't mind my asking?
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Old 09-14-05, 09:20 AM   #25
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The base thought to be large cargo. Tonnage is about 10500.
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Old 09-14-05, 07:15 PM   #26
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I'm currently cloning the KGV to make the "Repulse" but after I finish that project I'd be happy to try a new merchant - especially since they seem to have less ID's . Unfortunately I still don't know how to manipulate/move deck fixtures, funnels, and the like. If someone can help me here that would be great; if not I can still produce an interesting merchant based on a direct clone. I've also thought of creating some smaller vessels for use in the game - an elco clone for one of the RAF's rescue launches, and a small merchant ship as one of Germany's flak vessels.
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