SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
12-06-21, 06:08 PM | #106 |
Village Idiot
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12-07-21, 02:49 AM | #107 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Looking at how flags are set up, it can at least use Dat format animated equipement. It won't be ideal because such sail won't cast dynamic shadow, but still better than motionless sail.
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12-13-21, 03:06 PM | #108 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Slowly going forward
Added optional U-Boat deterrent to a fishing boat: and in another part of shipyard, some progress on small freighter: |
12-13-21, 03:35 PM | #109 |
Gefallen Engel U-666
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
12-13-21, 04:04 PM | #110 | |
Village Idiot
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If you could send me your dat with animated sails? I MIGHT be able to get them into the GR2 format. |
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12-13-21, 05:48 PM | #111 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Sounds great! I haven't finished it yet but as soon as it's ready I'll send you the file.
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12-26-21, 03:27 PM | #112 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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So, lineup for next update is this:
Two minesweepers, coaster, two tramp steamers and a ferry. All ships on this screenshot are done modeling, texturing, and three of them are already in game and ready. Working on importing remaining three and then I'm planning to relase an update. I might be able to squeeze a fishing boat into it of other work goes fast, but as it requires new texture set (or several, for variants), I might save it for next update. |
12-27-21, 02:30 AM | #113 | |
The Analyst
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Very very nice!
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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12-27-21, 07:50 AM | #114 |
Kapitain Leutnant
Join Date: May 2010
Location: GlanerBrucke
Posts: 417
Downloads: 249
Uploads: 0
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They look very good kapuhy....keep up the good work
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12-27-21, 10:12 AM | #115 |
Grey Wolf
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Incredible work !
Did you plan variant skins for the merchant ships ? Red decks were probably not a good idea for sailing into WWII convoys. |
12-27-21, 12:00 PM | #116 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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1) "peace" skin used for neutrals and nations that only recently joined the war and their ships are not repainted yet. 2) "war" skin for ships that were repainted into low visibility colours or produced during the war. Now, my earlier coasters all have their "peace" skins so I will be making "war" skins for them but at the same time, why not go the other way around and prepare "peace" skins for stock ships that currently all wear late war camouflage even if it's September 1939 or they belong to neutral nations? The tricky part is to configure the game so it assigns proper texture for time and nation the ship belongs to. While in theory this is easily configured by roster files, in practice it often does not work as intended (as is often the case with SH5). So there will be need for some pretty tedious testing... |
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12-28-21, 09:34 PM | #117 | |||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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They do Jeff; SH5 flags are keyframe-animated meshes just like SHIII and SHIV
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At this point a little pressure wouldn't be out of place lol. You can read a couple of quick updates with screenies at the following posts in Jeff's Almageist thread: https://www.subsim.com/radioroom/sho...0&postcount=36 https://www.subsim.com/radioroom/sho...0&postcount=45 |
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12-29-21, 04:01 AM | #118 |
Medic
Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
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amazing job, Kapuhy!
very cool content for future TWOS updates! thanks!! |
12-29-21, 05:06 AM | #119 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Perhaps a way to make it turn turret-like to follow the wind while ship turns would be better |
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12-29-21, 07:28 AM | #120 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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In case you get time for it, you might also try the object_pendulum controller or a combination of object_pendulum and object_float. Quote:
Both methods should be compatible with mesh animations. There is another important drawback inherent to both methods though. As you can see from the drawing above, the sail convexity changes when wind and sail turn from port to starboard and vice-versa. You can choose your sails to have the right convexity fo either side or, through keyframe animation, you can make the convex side to change randomly, but you can't make the sail to flip appropriately, according to its rotation. |
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