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03-04-21, 01:14 PM | #61 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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https://en.wikipedia.org/wiki/Sailing_into_the_wind Quote:
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a) the difference is so slight that under direct sunlight it will be barely noticeable. b) the hull will be painted mostly in black and red, whereas the superstructure will have a lighter paint. The one thing you will notice once the model is fully textured and imported in game, is that the bottom part of vertical surfaces, near the deck, is slightly darker than upper parts. This effect is totally realistic and it will enhance the sense of threedimensionality. You are probably used to SHIII ships, most of which lack an AO map. To me, those models look terribly flat, as if they were photographed from far distance during an hazy day |
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03-04-21, 03:27 PM | #62 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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That's a shame, really - it would be very important information to every SH5 modder (because yes you are right - GR2 Editor loose import does seriously inflate file sizes and it's not a good thing from performance perspective) and despite searching your posts for words like "strict" or "import" I couldn't find the explanation you mention. Hopefully, you'll reconsider and if you do, it should really be stickied or something so it's easy to find for everyone.
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03-04-21, 06:07 PM | #63 | |
Grey Wolf
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I was not talking about the sea bottom, but about the direction from which may come direct sun light (which obviously can't come from the sea bottom). Last edited by Mister_M; 03-06-21 at 07:43 AM. |
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03-04-21, 11:32 PM | #64 | |
CTD - it's not just a job
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03-05-21, 02:53 AM | #65 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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03-05-21, 11:49 AM | #66 |
Village Idiot
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Yes. I was getting slammed when logged in. Could not post nor PM.
Everything seems back to normal now thank goodness! As for searching past posts? Search for Madox58 Here's the thread with SO MUCH information it blows peoples minds! https://www.subsim.com/radioroom/sho...06#post1757906 Last edited by Jeff-Groves; 03-05-21 at 12:20 PM. |
03-05-21, 04:23 PM | #67 |
Gefallen Engel U-666
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/\ did U get the pic I PM'd? That took an hour of hunting in The Bilge thread.
__________________
"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
03-07-21, 10:44 AM | #68 |
Village Idiot
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03-07-21, 02:26 PM | #69 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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A quick update and a couple of pictures for showing you my progress with the puffer model:
As you can see, I have overlapped some paint on the AO map, similar to stock camo schemes. Still no diffuse/specular/normal maps though, so no surface features yet (bumps, indents, rust, scratches, stains and details to small to be modelled), but at least you get an idea. I want this unit to be multi-skinned and I am open to your suggestion on some likely paint schemes on a similar boat. @ Mister_M Does the shadowing look a bit better with the color added? |
03-07-21, 02:28 PM | #70 |
Village Idiot
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That, my Friend, is fantastic!
I just want a copy of say the hull obj and it's AO obj file. That would allow completion of Almagest! |
03-07-21, 02:53 PM | #71 |
Village Idiot
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One thing we need to figure out.
How to animate that sail! |
03-07-21, 02:55 PM | #72 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Starting from tomorrow I will rush to fulfill your request, now I a bit tired of looking at my PC screen, but maybe while I am working on it I can send you some other models of mine whose AO texture was mapped on a different UV channel than the main skin. What do you think? |
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03-07-21, 02:57 PM | #73 | |
Village Idiot
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Your contributions will lead to another Program to assist all modders now and in the future. |
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03-07-21, 02:59 PM | #74 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Yes, I had thought about that too. A key-framed animation could be done in Blender. That would involve importing the sail as dat object, which I am a bit reluctant to do for two reasons:
- the sail wouldn't cast any dynamic shadow on the boat; - the last time I tried to import an animation with s3d (do you remember the DC-man?), it was a nightmare... |
03-07-21, 03:01 PM | #75 |
Village Idiot
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I have insight to GR2 animations.
Not proven but then again? I just proved We can Ghost TDW's program. I don't claim to be a Game Master for no reason. |
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