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Old 10-21-06, 09:59 AM   #31
Gary
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With the Flower I changed the size and scale of the box-e look on the
top of the wheelhouse. I will put some comparative images up later that
will show the differences with the Flower and three more merchant ships
I re-worked: 1. tramp steamer 2 small merchant 3 large cargo.

I also have been working on the F and B models to make them look more
real when the ship splits in two. I'll put them up when they are ready
too.
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Old 10-21-06, 10:26 AM   #32
CWorth
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Its great to see another model maker/modder come into the game.Just means that SH3 will continue to improve more and more and stay on computers for some time.

Great work Gary
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Old 10-21-06, 10:46 AM   #33
Gary
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Danke kamerad CWorth
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Old 10-21-06, 11:29 AM   #34
Safe-Keeper
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I think it might be an idea to just drop the bouy into the Environmental folder. If not, you definetly need to give it to a neutral country (I have an image in my head of a Stuka dive-bombing a bouy:p).
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Old 10-21-06, 11:58 AM   #35
DivingDuck
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Moin,

Quote:
Originally Posted by Gary
Thank you mr chris, i will. As soon as we get the lights turned on so to speak
i will release it. I tried to pm anvart but failed. maybe tomorrow
See this Thread ( http://www.subsim.com/radioroom/showthread.php?t=99431 ) , Post#16 and following.

Regards,
DivingDuck
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Old 10-21-06, 12:07 PM   #36
FIREWALL
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Quote:
Originally Posted by Gary
The red and green lighted buoy is a great idea, as soon as I can
learn how to light them I will have them do just that.

As for the dynamic characteristics of how it looks on the water:

1.) The motion on the water is excellent, all movements look
very good.
2.) The mooring technic is simply checking the Docking box. It
is totally free floating but will move very realistically if
involved in a collision with sound and drift speed from point
of contact that mimics real life.

3.) It can be sunk with the deck gun and used for target practice.
but note: If you shoot it in the harbor the merchant ships will
start shooting at you.

I was hoping the solution for the light would be like the ship lights
Hi Gary Can hardly wait for release. BTW...You can bet just about everyone going to try #3!!!:rotfl:
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Old 10-21-06, 12:21 PM   #37
Gary
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Thanks Firewall, I hope the guys will enjoy them.
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Old 10-21-06, 12:27 PM   #38
FIREWALL
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Quote:
Originally Posted by Gary
Thanks Firewall, I hope the guys will enjoy them.
Your welcome Gary, NOW GET BACK TO WORK ON THAT MOD!!!! Just kidding
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Old 10-21-06, 12:56 PM   #39
Gary
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I've been working on it, but I am at a stand still over my failed attempts
to get this thing to light up. And just as a rule of thumb I learned over
the years that's the indication you need some outside help.
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Old 10-21-06, 04:28 PM   #40
bunkerratt
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i vote we post bernard on the bouy with an oil lamp...
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Old 10-21-06, 04:30 PM   #41
DivingDuck
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Moin,

the most import thing is to have an *.tga with alpha channel. You assign the light material to your object, or part of it if using Multi-/SubObject Maps. Thereafter open the *.dat with Pack3D and search the *.tga´s position. Open the *.dat with any Hex-Editor and go to that position and check out some settings.




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DivingDuck
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Old 10-21-06, 04:49 PM   #42
Gary
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DivingDuck your awesome man!
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Old 10-21-06, 05:02 PM   #43
DivingDuck
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Moin,

if interested, the 1F 89 bytes control the opacity.
Looking forward to the released buoy. And keep us informed. Would be nice if you could give a hint whether it worked or not.

Regards,
DivingDuck
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Old 10-21-06, 06:58 PM   #44
Gary
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Yes I am very interest DivingDuck, thanks. I have just been discovering a few errors
that I completely over looked in my mtl file. that cost me a couple of hours. I do
have some questions for you though. I was able to accurately edit my dat using you
image and color coding that help me to double check each entry with ease. But the
object that is suppose to have the material with the Alpha never glows. I'm glad you
give me the opacity channels because I thought as soon as I got the luminance
edit done that would be it.

Last edited by Gary; 10-21-06 at 07:39 PM.
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Old 10-21-06, 10:12 PM   #45
Gary
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DivingDuck, am hav'n a hell of atime get this thing figured out
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