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12-29-21, 07:03 PM | #121 |
Grey Wolf
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Maybe it would be better to not add any sail. The trawler having a propeller, was her sail often used in real life ?
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12-29-21, 07:51 PM | #122 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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12-30-21, 02:52 AM | #123 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
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First I wanted to create a very simple trawler based on NF_boat_1 template (easiest template to work with), but since trawler has 2 masts and a lifeboat I couldn't fit it in 16 meshes this template is limited to, so I decided to make masts as separate equipment taking cue from Gap's idea for his puffer. Then, since I was already making masts separate, I thought it would be cool to model two versions - with and without sail.
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 12-30-21 at 08:58 AM. |
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01-16-22, 04:58 PM | #124 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Progress report
Three remaining ships have been imported, they still require a lot of work (currently all three are indestructible, can't catch fire and lack water reflections, plus positions of some crewmen/parts need correcting), but at least they show up in game: Also added old 3pdr gun that was standard armament of Fairmile boats:
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 01-16-22 at 05:07 PM. |
01-16-22, 05:40 PM | #125 |
Grey Wolf
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01-16-22, 06:10 PM | #126 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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They will be, as soon as their damage zones will be complete. Plus, there's still a bit of work with gun platforms on the stern (not visible on screenshots here but they will appear on both ships at later stages of the war together with grey paintjob).
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01-16-22, 06:33 PM | #127 |
Grey Wolf
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Well, the .zon file is useless for SH3 conversion... https://www.subsim.com/radioroom/sho...d.php?t=251044
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01-17-22, 03:18 AM | #128 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
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01-17-22, 07:19 AM | #129 |
Grey Wolf
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01-17-22, 12:59 PM | #130 | |
Navy Seal
Join Date: Jan 2011
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Talking about damage, did you find how damage effects linked to .fx files are related to zone damage effects? My guess is that if a box is damaged and if - according to the zone settings of that box - an certain effect is triggered, the game checks whether fx bones with the same effect linked to them are found within the box. If one or more matches are found, those bones are used as origin of the particle generation. If not, the effect is played at random (?) points within the box. Does it sound plausible? |
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01-17-22, 02:43 PM | #131 |
Village Idiot
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01-17-22, 03:19 PM | #132 |
Navy Seal
Join Date: Jan 2011
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Jeff, as much as I like kidding you I swear this time I am serious.
Enlighten me please |
01-17-22, 04:47 PM | #133 | ||
Grey Wolf
Join Date: Oct 2010
Location: Poland
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EDIT: about the idea of checking whether bones are located within the box: stock SH5 ships have just one box for each "parent" fx node, never checked what happens if you set more than one. With one box per parent node its kinda moot point as the box covers entire area parent fx node is "responsible" for.
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 01-17-22 at 04:56 PM. |
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01-18-22, 04:34 AM | #134 |
Grey Wolf
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@Kapuhy : Thank you very much for the files of Armora, I've started conversion for SH3.
I'm having trouble with the AO map though. In Wings3D, I separated all sub-objects of "Hull1" object, and then combined only the sub-objects specific to the hull (I did the same process for "Hull1_AO" of course). In game, I have a "broken" AO-map as you can see on the screenshot below. Also, the same problem appears on the funnel, although I didn't modify this object. |
01-18-22, 04:42 AM | #135 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
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