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Stiglr

Joined: Aug 03, 2003
Posts: 11418
Location: Portland, OR, USA
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  Posted:
Sep 11, 2009 - 04:28 PM |
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Just sighted steaming NNW off the west coast of Palawan Island...
assumed headed for the Sulu Sea and thence Leyte...
The Kuma class Light Cruiser
The Kumano [Mogami class Heavy Cruiser] (center) and the Mogami CA/CV 1944 refit, complete with seaplane deck, in foreground. Kuma's in the back of this shot...
All three with "placeholder" rudimentary skins (volunteers to improve the textures always welcome). All that's required is to edit the .acms so they have their correct armament, armor and AAA.
Seems now, for Leyte scenarios, all that's missing is a Musashi battleship behemoth... but, if that can't be done in time, we will have to use Hiei as a stand-in.
Couple questions (perhaps for Peril, but for anyone in dev):
Do we have (or want) a 'ship wake' particle for use to create the "illusion" that our target ships are under power? Likewise for funnel smoke (tilting back into the wind)? If so, which ships have these animations working, or where can I find the effects? |
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peril

Joined: Aug 03, 2003
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  Posted:
Sep 11, 2009 - 06:26 PM |
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Mossies mine sweeper has this, it's the only moving ship (pilotable). I'm not sure if this should be done to stationary targets, or even if it can be done and still look right. You could fit guns the fire a bullet to start a smoke/water fx part (as per the Volcano idea, but should we?
PS looks good. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11418
Location: Portland, OR, USA
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  Posted:
Sep 11, 2009 - 07:16 PM |
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I dunno... if a particle can be set to emenate from a certain point and then bend slightly and drift off with a black trail.... how bad could that look?
Similarly, a wake that streamed white foam in a conical pattern just above the waterline... |
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GH_Lieste
Joined: Feb 23, 2004
Posts: 2993
Location: Bath, UK
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  Posted:
Sep 11, 2009 - 09:58 PM |
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Looks like there are some smoothing group problems with all of those right now. |
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Stiglr

Joined: Aug 03, 2003
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Location: Portland, OR, USA
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  Posted:
Sep 11, 2009 - 10:54 PM |
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Sure... but it's better than "we don't have any Japanese light or heavy cruisers," isn't it?
I'd certainly appreciate an offer of help in fixing those to go with the ready critical eye, to be honest. I can get you 3D geometries in minutes... you game? |
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M_Sabata

Joined: Mar 31, 2008
Posts: 1741
Location: Austin, Texas, US of A
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  Posted:
Sep 12, 2009 - 10:50 AM |
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TT's Littorio is also pilotable... |
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MP

Joined: Aug 22, 2003
Posts: 1440
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  Posted:
Sep 13, 2009 - 08:00 AM |
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I think it s more a problem of the uv map not being hi res enough. Ebo ?
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dughor
Joined: Jul 21, 2004
Posts: 3218
Location: Cologne/Germany
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  Posted:
Sep 13, 2009 - 09:03 AM |
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Nope - its a simple unwelding surfaces job. Can be done in 5-10 minutes per ship.
Told you many times how to fix those shadownig issues. |
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Stiglr

Joined: Aug 03, 2003
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Location: Portland, OR, USA
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  Posted:
Sep 13, 2009 - 01:10 PM |
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Are you basically saying the surfaces of a raised deck, for example, should be divided into the x-plane surfaces and the z-plane surfaces (or said another way, separate the walls from the roof surfaces)?
Problem with that is you start losing track of objects. I don't quite understand how these get created in the first place when the parts are created with simple box modeling and poly extrusions... the other problem is, I can't check my work as I go, since these visual problems don't show up at all in the 3D program.
Eventually it'll get sorted... |
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Stiglr

Joined: Aug 03, 2003
Posts: 11418
Location: Portland, OR, USA
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  Posted:
Sep 13, 2009 - 01:35 PM |
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There.
Happy now? |
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peril

Joined: Aug 03, 2003
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  Posted:
Sep 13, 2009 - 05:21 PM |
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dughor
Joined: Jul 21, 2004
Posts: 3218
Location: Cologne/Germany
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  Posted:
Sep 14, 2009 - 02:52 AM |
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Nice stiglr
If you loose track, use groups within ac3d - works fine with keeping objects together. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11418
Location: Portland, OR, USA
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  Posted:
Sep 14, 2009 - 11:27 AM |
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Thanks, I figured it out finally. I just hate unwelding vertices and turning one into four or more...
You can only really do this if you're about 90% sure you don't have any more editing to do.
'Course the best solution would be for TW's graphics engine to have a user-definable crease angles.... but well... you know how THAT goes... |
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peril

Joined: Aug 03, 2003
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  Posted:
Sep 15, 2009 - 02:04 AM |
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Or use Light wave, they seem to work in that format?
I think the lwos work? Bomber can confirm. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11418
Location: Portland, OR, USA
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  Posted:
Sep 15, 2009 - 11:29 AM |
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Not nearly a simple consideration to "use another program". Never minding the COST, the time wasted in learning the differences in how things work (or don't) between programs makes this an extremely hard decision. Notice in those new Blender 2.5 plug posts bgreg is making how many people quickly start asking, "So, is it understandable yet?" From what I hear, the user-unfriendliness of the interface alone would outstrip any new benefits a new version might bring.
So it is with 3D-ware...
At any rate, it seems I can quickly make the changes I need at the very end, once I'm sure nothing's going to be moving....  |
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