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03-14-21, 01:02 PM | #106 |
Village Idiot
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Yes. Same plans.
I lost those files YEARS ago! Like just after GWX 3 was released. |
03-14-21, 01:11 PM | #107 |
Swabbie
Join Date: Oct 2008
Posts: 11
Downloads: 26
Uploads: 0
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being from Glasgow i watched this as a kid think capts name was para handy
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NICKWKR..... |
03-14-21, 02:37 PM | #108 |
Grey Wolf
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03-15-21, 10:45 AM | #109 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Lol yes, initially I thought it was just an electric engine with a recorded steam engine sound playing on top of it, but it is actually a gas-supplied combustion engine. Even funnel smoke is real lol
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03-15-21, 04:04 PM | #110 |
Loader
Join Date: Jun 2014
Location: Netley Abbey, Southampton, United Kingdom
Posts: 90
Downloads: 522
Uploads: 5
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03-16-21, 05:29 AM | #111 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you Les
this is probably the best sound I have heard so far. Extracting a loop from it shouldn't pose much problems. |
03-26-21, 09:25 AM | #112 |
Grey Wolf
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Hello. Ship still not launched ?
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04-03-21, 01:42 PM | #113 |
Grey Wolf
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Easter egg ?
Maybe we can hope for a nice surprise for Easter (tomorrow) ?
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04-03-21, 01:49 PM | #114 |
Gefallen Engel U-666
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Hope this'll tide you over! https://www.pinterest.com/smmcgee123/clyde-puffers/
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"Only two things are infinite; The Universe and human squirrelyness; and I'm not too sure about the Universe" |
04-03-21, 02:05 PM | #115 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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As much as I'd love it too, Rome (and Clyde Puffer models) aren't built in a day.
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04-08-21, 03:42 PM | #116 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
Sorry guys, recently I have been busy with real life and I have done only little progress with the puffer. I am still working on the diffuse texture. Rivets and welding lines got me busy. I am trying to draw them according to the pictures of Spartan (VIC 18 as built) contained in the link below, but that's not easy due to the inevitable UV-map stretchings around the hull, especially in the stern section https://www.nationalhistoricships.or...er/622/spartan |
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04-09-21, 12:26 PM | #117 | |
Grey Wolf
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Quote:
In order to help you to draw the lines at the correct locations on the tga texture, maybe you could create the lines in 3D in order to visualize their exact location on the unwrapped 3D model of the hull. Then, once you've drawn the lines on the texture, you can delete the 3D model of the lines to keep only the original hull. |
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05-13-21, 10:59 AM | #118 |
Grey Wolf
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Sad that you didn't find enough motivation to finish this nice project...
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05-19-21, 06:05 AM | #119 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Quote:
What I find it a bit tedious at this stage is that I can't preview the blending of diffuse and AO textures before I import the model into a GR2 file, which is something I want to do at the very last moment when I have finalized textures and UV maps. I think the game multiplies the AO channel by the diffuse one, but for now I can only guess the final result. Do you guys know if Blender or some other 3D editing program with support for multiple UV maps, is capable of basic texture blending operations? |
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05-19-21, 08:08 AM | #120 |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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In Blender you can bake a "Full Render" texture. I guess if you have Ambient Occlusion enabled and diffuse texture defined and attached to material, this will create effect you are looking for, but I never used this option myself so can't vouch for results.
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