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Old 07-14-12, 01:39 PM   #1547
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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Quote:
Originally Posted by Trevally. View Post
Hi guys and sorry for the wait

Most things are finished and I am just waiting for some new stuff to add before release of v2

Gap is working on the whales and I really want to add them to this vesion. So far they look and sound great. the problem is that they are surface units (ships) and Gap is trying to make them dive. This will cause them to destruct so they must be made sub units. I think this is the tricky part and he is having to learn as he goes.
I am slowly making my way toward the completion of this task. I hope that the final results will keep up with the beauty of the model

Quote:
Originally Posted by Trevally. View Post
Uekel is working on blimps - see here http://www.subsim.com/radioroom/show...&postcount=964
Soo cool Trevally, I cannot believe it!
A few weeks ago I was just day dreaming about adding blims to the campaign, but I didn't dare to ask you about this possibility

Quote:
Originally Posted by Trevally. View Post
What we are trying here is to attach these to convoys in the campaign Drumbeat.
Some convoys will have them as support units that will follow the convoy (as an escort) and will drop big bombs on you.
Here the problem is getting the to go slow enough to stay with the convoy. This can be done, but it requires some balancing of the unit. (it may not them be able to gain speed again) - still testing.
For what I know this is exactly how they were used!
Their comparatively slow cruising speeds and their long range made them able to follow convoys from their departure to their arrival, whereas normal aircraft could only escort convoys along short legs of their passages. For some datails on their use during WWII, please have a look a these links:

http://www.centennialofflight.gov/es...WWII/LTA10.htm
http://en.wikipedia.org/wiki/Airship#World_War_II
http://bluejacket.com/usn_avi_ww2_blimps.html
http://answers.yahoo.com/question/in...7223430AA7VEeo

Quote:
Originally Posted by Trevally. View Post
I am still working on the block ships. Adding a rusty paint job to them is harder than I thought.
In fact if anyone knows how to do this some advice would be great.
I had to make the units land units so they will sit on the bottom and not be removed as ships would be.

Here is a file with the block ships and a test mission to look at them with. So if anyone wants to try this - I would be greatful
Do not worry about how the are sitting just now - I can fine tune that later - getting the rust is where I need the help

Block Ships Download
What's exaclty the problem?
Afaik, SH5 uses occlusion maps for rendering rust on sea units. I've opened the ones coming with your pack, and they got some rust on them, though not too much. I've also opened the dat files, and their unified render controllers are correctly set to use occlusion maps. My sugestion is as follows:

try to increase rust spots in occlusion maps RGB channel, and load your test mission. if you spot any significant change in game, then you are on the right path. If on the contrary you can't see any change, probably there's a problem on how occlusion map is rendered on dat or land units. Another possible reason that is occurring to my mind is that possibly only some "special" colors can be used as rust on occlusion maps. If you can't find any solution, you can aways paint rust on the diffuse map, though this one could be not the best way to do it, and should be considered as the last option. Please don't exitate to get in touch with me if you need any further assistance!
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