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Old 01-24-16, 12:39 PM   #31
gap
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Originally Posted by sublynx View Post
A horrible picture Looking forward to see that in the game - I guess...
Yep, scarying. According to navweaps, the picture portrays HMS Barrosa (Battle-class fleet destroyer) "steaming over triangular pattern formed by her Squid projectiles. [... The] pattern formed a triangle about 40 yards (37 m) on a side at a distance of 275 yards (250 m) ahead of the ship".

If you look closely at the pictures of the squid launcher posted in the past days, it is pretty obvious that the top and the bottom barrels were aligned with the centerline of the mortar but they had different bore lengths, which meant their projectiles had slightly different muzzle velocities and followed different ballistic trajectories, the topmost projectile travelling more before hitting the water surface. The middle barrel, besides having an intermediate bore length, was on turn askew by ca. 5-10 deg , i.e. it pointed slightly abeam rather than straight in front of the ship, thus creating the triangular pattern.

Also note that the mortar could be trained by 30 deg on either side, though I doubt we will be able to simulate it in game...
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Old 01-25-16, 02:33 PM   #32
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Hi gap,

the model looks great

I think the problem with the K-gun is that it's always fired together with the first DCs when the escort is above your (estimated) position. It's only triggered together with the DCs.

If you finish the model, could you please also make a model with the middle tube pointing to the other direction like in this picture:

https://commons.wikimedia.org/wiki/C...WM_A_26153.jpg

I would like to use it for the double squid


Regards, LGN1
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Old 01-25-16, 04:56 PM   #33
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Originally Posted by gap View Post
According to navweaps, the picture portrays HMS Barrosa (Battle-class fleet destroyer) "steaming over triangular pattern formed by her Squid projectiles. [... The] pattern formed a triangle about 40 yards (37 m) on a side at a distance of 275 yards (250 m) ahead of the ship".
Where is the squid launcher on the destroyer ? I don't see it ...
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Old 01-25-16, 09:23 PM   #34
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Default May I make a suggestion

If you guys need to send info back and forth to each other to help in the making of mods, why not sign up for Drop Box. It's free and the more people you get to join up with you the more storage space you will get. And best of all it's FREE. I've had it for at least 4 years and it's the best way to send large amounts of data to someone or receive data. Tho the larger the data packet the longer the time to send it. You just put it in a folder you share with someone and let them know when it's uploaded . Then they just cut and paste it to where they want to save it. It's that easy.

I've sent well over 2GBs with no problems, where with my email account I can only send 10MBs. So now what do you think is better?

Free Dropbox...... http://downloadape.org/dropbox/win?u...d+free+dropbox
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Old 01-26-16, 09:14 AM   #35
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Originally Posted by LGN1 View Post
Hi gap,

the model looks great
Hi LGN1, thank you

Quote:
Originally Posted by LGN1 View Post
I think the problem with the K-gun is that it's always fired together with the first DCs when the escort is above your (estimated) position. It's only triggered together with the DCs.
Yes, this is likely. Doesn't increasing K-gun's range settings help, at least a bit?

Quote:
Originally Posted by LGN1 View Post
If you finish the model, could you please also make a model with the middle tube pointing to the other direction like in this picture:

https://commons.wikimedia.org/wiki/C...WM_A_26153.jpg

I would like to use it for the double squid
Yep, I had this in mind already. Creating port and starboard versions of the squid mortar will be as easy as flipping a few polygons.

During the last few days I took a break, but at this point and with the pictures you have recently posted, finishing the model wont take too long.

One question: does SHIII support ambient occlusion and normal maps for ship equipments and ammonition?

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Originally Posted by Fahnenbohn View Post
Where is the squid launcher on the destroyer ? I don't see it ...
Navweaps says "Double Squid mortars can be seen at the end of the after deckhouse". Difficult actually seeing them in such a low res picture, but I have found a drawing showing armament's arrangement of the modified Battle-class destroyers, and it got what could be one or a pair of squid lauchers near the stern:



As a matter of fact, It is stated on Wikipedia that "On some vessels, the Squid installations were at the stern – the bombs were fired over the length of the ship and dropping into the sea slightly ahead of it". This description seems to apply to the mentioned class of destroyers. On the other hand, I doubt HMS Barrosa being equipped with a couple of mortars. Her Wikipedia page reports the destroyer having only one Squid laucher, just like the remaining ships of her class, and the navweaps picture I posted a few days ago clearly show the pattern created by a single mortar, not two.

Quote:
Originally Posted by GT182 View Post
If you guys need to send info back and forth to each other to help in the making of mods, why not sign up for Drop Box.
Thank you Gary, I have a dropbox account already, but I didn't know it could be used for private messaging
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Last edited by gap; 05-05-20 at 07:29 AM.
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Old 01-26-16, 10:47 AM   #36
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Despite of the fact that this is OFF-TOPIC.
No, most of us use and have been using Mediafire for ages.
For ages? Yes for ages.
Other services have come and gone (!) and some of us even suffered big time from the crap that happened to Filefront/Gamefront.
Ditto.

With the exception of subsim itself (which I only use for uploading REL-status stuff), mediafire has proved the most reliable/fast file sharing service so far. Google drive is also good when it comes to sharing documents and spreadsheet-based data. I appreciate especially the possibility of making documents open for editing by other users. I have a dropbox account especially because it is connected to My hotmail/Microsoft Windows account, but I didn't get used to it yet.

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Whoops!
I coincidently came across this post of yours.

Why dont you simply keep your inbox tidy?

Btw: You SAID you were sorry, but you did not do a step forward as this error shows:
I need to delete 60+ PM's. Every time I make up my mind and try to make some free space, I start reading old messages and never finish doing what I was originally supposed to

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And how did you happen to see that I tried to get into touch with you?
Just curious.
I got a warn on my mail box

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An no, I do no longer use Skype, Facebook, Whatsapp and all these data-collectors.
Okay, I will send you a PM when I manage cleaning up my subsim mail box. By the way: can you tell me what was the topic of your PM? Can we start discussing it in public?
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Old 01-30-16, 05:38 AM   #37
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Hello gap,

if I am right, one of your questions remained unanswered.

I think, SH3 supports ambient occlusion OR normal/bump maps. There are some models with either ambient occlusion or normal channels but I am not aware of any with both ambient occlusion AND nomal maps. Some have ambinet occlusion and bump maps.

My suggestion, do only an ambient occlusion map. It works reasonably well.

Cheers
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Old 01-30-16, 11:02 AM   #38
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Originally Posted by the_frog View Post
Hello gap,

if I am right, one of your questions remained unanswered.

I think, SH3 supports ambient occlusion OR normal/bump maps. There are some models with either ambient occlusion or normal channels but I am not aware of any with both ambient occlusion AND nomal maps. Some have ambinet occlusion and bump maps.

My suggestion, do only an ambient occlusion map. It works reasonably well.

Cheers
Thank you very much for sheding some light on the topic, the_frog. All the models I worked on so far were for SH5, where the only limit is the extended data allowed by the granny file used as template for importing the new models.

As far as a GR2 file is in the correct format for accepting AO and/or normal maps, and a material with those maps is binded to a mesh subset, SH5's GFX engine will use them both automatically with no need of any extra controllers. Anyway I think there is a workaround to this SHIII limitation: I can create a not overlapping UV map for the diffuse channel, bake an AO map on it, and blend diffuse and ambient occlusion textures in one file; this way I will still be able to assign a normal map. I already used this method for SH5, mostly for small objects, when I didn't want to set secondary UV coordinates for the AO map, or when the GR2 file I was working on didn't support them. The only downside to this method, is that the diffuse texture needs to be bigger than usual, or the details painted on it will look blurry.

Talki
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Old 02-11-16, 04:18 PM   #39
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At last!

I finished modelling the squid laucher. Now it is time to unwrap it. Creating a good UV map can be a boring task, but it shouldn't take as long as the modelling part.

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Last edited by gap; 05-05-20 at 07:32 AM.
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Old 02-12-16, 04:16 AM   #40
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Wow!

Great work, gap!!!!
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Old 02-12-16, 06:57 AM   #41
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This is just perfect mate. Next part is the animation for the projectiles...
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Old 02-12-16, 09:21 AM   #42
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Old 02-12-16, 10:37 AM   #43
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The World According to Gap
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Old 02-12-16, 10:49 AM   #44
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The World According to Gap
The "squid pro quo" in this case!
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Old 02-14-16, 09:31 AM   #45
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At last!

I finished modelling the squid laucher. Now it is time to unwrap it. Creating a good UV map can be a boring task, but it shouldn't take as long as the modelling part.
thats ,absolutelly, wonderfull work here

thank you Gap
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