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Old 10-06-23, 03:52 PM   #1
VonDos
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radar Kriegsmarine - HSK 7 Komet auxiliary cruiser - 2023 edition

Hi everyone,

i'm glad to release this new mod; HSK Komet auxiliary cruiser - commerce raider



D\L link: https://www.subsim.com/radioroom/dow...o=file&id=6374







This is the nineteenth of a serie of units for Kriegsmarine, reworked in collaboration with flush deck.

Pack include a multiskin unit based on Komet auxiliary cruiser (original, disguised as Manyo Maru japanese merchant, and disguised as Semyon Dezhnev russian icebreaker).



Based on SHV Komet model, 3d updated using SHV model and parts and a lot of details (portholes, stairs, cables, lifeboats, glass windows\interiors, turning torpedo launchers...).





CREDITS

For this 2023 version:
Thanks to Ubisoft for original model;
Thanks to Stefan Thimme for help me with library!
Special thanks to flush deck for new fantastic textures, for ship and library also!
Thanks to Sphere, who give me permissions to include and modify his searchlights mod (please read original readme included).
Thanks also to Anvar1061 for some suggestions about those searchlights and about optimize .eqp files.
Thanks to Fifi for suggestions related with guns' reflections.

NOTE: In the library new version, there's a couple of reworked weapons based on another library where in the "author info" i can read the name "isinchievici"; i was unable to contact him. He has full credit for his work. If you, who are reading, are the author, please contact me if you want me to remove these guns, or if you want me to modify this disclaimer. I can only say thank you, for now.

--------------------------------------------------------------------------------


Don't use this unit for shareware mod.
If you want to include her in a freeware mod, just ask me;
if you've asked permission and i've not reply for more than 2 weeks, feel free to include her in your freeware mod, just give credits =)

Best regards,
Vd
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Last edited by VonDos; 10-06-23 at 05:40 PM.
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Old 10-07-23, 02:07 PM   #2
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Old 10-08-23, 01:08 AM   #3
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Excellent

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Old 10-08-23, 01:50 AM   #4
Stefan Thimme
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WONDERFUL, EXELLENT AND SUPERB!!!
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Old 10-08-23, 03:37 AM   #5
Alex.B
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Quote:
Originally Posted by VonDos View Post

How many triangles? Without weapons, without aircraft, without water reflection model.
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Old 10-08-23, 07:35 AM   #6
VonDos
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Quote:
Originally Posted by Alex.B View Post
How many triangles? Without weapons, without aircraft, without water reflection model.
Model by model:

Hull and superstructures - 3643

Broken B half (not visible) - 2876
Parts B - 1118
Rudder - 94
Propeller - 370
Details B - 25637
Funnel - 1636
Port 5 - 700
Port 6 - 700
Windows \ glass details - 108
Lifeboat (One model used for both) - 1048
Mast B - 2669
Crane (One model used for both) - 718
Small lifeboat (One model used for both) - 1048
Interior - 3910
Meteorit LS - 831

Broken F half (not visible) - 965
Details F - 3482
Port 01A -12
Port 01B -12
Port 02A -14
Port 02B -16
Port 03A -12
Port 03B -12
Port 04A -14
Port 04B -16

Water reflection model is actually the model himself.
Arado plane is an included model with 2273 triangle too.


Total should be between 50000 and 55000 triangles circa.

Best regards,
Vd
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Old 10-08-23, 08:34 AM   #7
VonDos
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Quote:
Originally Posted by Anvar1061 View Post
Quote:
Originally Posted by Fifi View Post
Excellent

Quote:
Originally Posted by Stefan Thimme View Post
WONDERFUL, EXELLENT AND SUPERB!!!
Thank you so much!!

Best regards,
Vd
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Old 10-08-23, 11:41 AM   #8
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Vraiment excellent...Thanks a lot for you works of art!
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Old 10-08-23, 01:21 PM   #9
Jeff-Groves
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Details on both A and B could be reduced.


I'd think the open Gun Port parts could also be re-used.

Any duplicate part can be re-used. Save load time for the Game files and creates smaller file sizes.
Render time is not an issue with todays systems.
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Old 10-08-23, 02:12 PM   #10
VonDos
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Quote:
Originally Posted by Jeff-Groves View Post
Details on both A and B could be reduced.


I'd think the open Gun Port parts could also be re-used.

Any duplicate part can be re-used. Save load time for the Game files and creates smaller file sizes.
Render time is not an issue with todays systems.

I agree, every duplicate part.

For example, every porthole can be replaced with a node linked to a 3d model of a single porthole. With a water reflection controller too, if it's used into an equipment into an external library file. But this should require a big number of nodes (and IDs).

Gun port are specular 2 by 2, and if you take a single side, everyone is different from others, in shape or dimensions. Maybe there's a couple of them who are "similar", they can be replaced, but with a certain degree of "approssimation".

IDK, reduce file dimension is always a good idea. Increase IDs isn't always a good idea. And, after all, i've seen lifeboats in WOW with a larger number of triangles (well, maybe this is a joke related with lifeboats, but, seriously, some models are really more complex...).

But everithing can be improved. Sure.


Best regards,
Vd
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Old 10-08-23, 02:15 PM   #11
VonDos
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Icon14

Quote:
Originally Posted by Borgneface View Post
Vraiment excellent...Thanks a lot for you works of art!
Please say thanks to flus deck. Without his work on textures, those models wouldn't be as they are. He's the real artist!



Best regards,
Vd
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Old 10-08-23, 03:18 PM   #12
Alex.B
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Quote:
Originally Posted by VonDos View Post
...Total should be between 50000 and 55000 triangles circa...
50000?

My last ship - 33000 triangles... https://www.subsim.com/radioroom/sho...&postcount=361
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Old 10-08-23, 04:07 PM   #13
VonDos
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gear

Quote:
Originally Posted by Alex.B View Post
50000?

My last ship - 33000 triangles... https://www.subsim.com/radioroom/sho...&postcount=361
Yep, i see her, really good unit, like her, like all your model!!

In this ship, 30000 is the count for details only.
Ability of split the ship in half required by herself 5000 triangles (and that's a really optimized point, because every porthole, rail, door and small piece is common for intact and broken-in-half ship).

Talking about details, most of triangles are parts of portholes, who are present in large number in this unit, due to her mercantile and civil origins.





Every single porhole appear to have an interesting number of triangles.
Maybe I could have used a simpler model for this small part? Sure! But, after all, i like the effect on the ships

Best regards,
Vd
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Old 10-08-23, 04:49 PM   #14
Jeff-Groves
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Quote:
Originally Posted by VonDos View Post
I agree, every duplicate part.

For example, every porthole can be replaced with a node linked to a 3d model of a single porthole. With a water reflection controller too, if it's used into an equipment into an external library file. But this should require a big number of nodes (and IDs).
Ummm, No! Many of the port holes could be linked to 1 3D model.
Just like you did the Life boats.
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Old 10-08-23, 05:09 PM   #15
VonDos
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Quote:
Originally Posted by Jeff-Groves View Post
Ummm, No! Many of the port holes could be linked to 1 3D model.
Just like you did the Life boats.
Yep, but every "copy" lifeboat require a node with coordinates for the position, and a water reflection controller for... water reflection.
Sure, 1 single 3d model for 100 potholes. But 100 nodes, 100 more different IDs and 100 controllers..

Or you're suggesting to use small "packs" of potholes, for example 3 or 4 in a row? This could be an idea, but only work when walls where you want to put them are flat or follow a reiterate shape.. Also, this could create a set of possibly repeated patterns into potholes placement.

I'm not saying this can't be done.

Best regards,
Vd
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