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Author Topic: Rental Model IJN BB  (Read 84018 times)

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western0221

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Re: Rental Model IJN BB
« Reply #84 on: September 02, 2011, 05:44:45 PM »

OK
I found UV mapping.

It's a... basic thing at UV mapping.
U,V 0<-->1 texture is auto tiled over <0 >1 world.

I make deck mapping very wide at FloorM1.tga, about from -24 to +24,
Ship looks well in 1946.


In other hands, LOD.
1946's default Daidalos ships are disappear at 10000m.
It's a parameter in .msh or .mat(VisibleDistanceFar).
At small ship, like destroyers or cargos, 10000m far looks nearly a dot.
But Nagato Battleships or Carriers are bigger and at 10000m far not dot.
I feel, 24000m far needs for Battleships making a dot.
I will test 24000m LOD how is, from now.
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asheshouse

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Re: Rental Model IJN BB
« Reply #85 on: September 04, 2011, 02:17:21 AM »

The visibility of the LOD's is controlled by the numbers at the start of the msh file.

[LOD]
250   // LOD0
500   // LOD1
1125  // LOD2
2250  // LOD3
4500  // LOD4
9000  // LOD5

These can be made different for various parts of the model.
For a large capital ship like Nagato consider adding LOD6, but make this a very very simple mesh
with visibility extended to 18000   --- or maybe more.
Only use LOD6 with the main Hull and superstructure parts not small parts like masts etc.
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western0221

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Re: Rental Model IJN BB
« Reply #86 on: September 04, 2011, 08:21:25 AM »

New Nagato BETA2

https://www.mediafire.com/?xfeji6fatf6w4la

Please check errors or other problems.

This zip is without class files, newest ShipWes class files pack is needed.
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asheshouse

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Re: Rental Model IJN BB
« Reply #87 on: September 04, 2011, 11:57:01 AM »

A few comments:

I think you should provide your full set of ship class files in the download otherwise those trying to install Nagato alone will find it will not work. These are only small files.

The overall model folder size is rather large at 100MB.
Most of this is in the tga's
In many of the tga's large areas of the image are unused so there is scope for merging them.
They all have alpha channels which prevents them being reduced to indexed colours.
Is the alpha channel always necessary?

Hull1texture, Hull2texture and Hull3texture look like they could be reduced to Indexed Colour which would save 18MB. (including the dmg's). I guess similar savings could be made with others.

I don't think the "cannon_JAType3_140mm" need to have different types for right and left.
You should only need one type. Traverse limits are specified in the Ship section instead of the gun section. -- I've not looked at this in detail for Nagato so cannot say precisely what would be required.

The smoothing groups seem to be working ok now.

There is an odd shape on the port side of the hull near the stern.
What part of the model is causing this? Maybe needs pivot scale reset in Max 


I see now from your earlier note that this bulge is intentional.
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western0221

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Re: Rental Model IJN BB
« Reply #88 on: September 05, 2011, 03:44:13 AM »

class files problem is my fear, too.

I pack only class files into 1 folder.
No separate existance in several ship folder.

Newest class files folder here.
https://www.mediafire.com/?kaadakkp0dbksra
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western0221

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Re: Rental Model IJN BB
« Reply #89 on: September 05, 2011, 05:02:57 AM »

and for 4.09only class files here
https://www.mediafire.com/?dy2rv6t7os5zskc
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western0221

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Re: Rental Model IJN BB
« Reply #90 on: September 07, 2011, 12:01:40 PM »

Battleship 406mm main cannon Sound MOD BETA3

It's a trial.

1st. Install completely "ShipWesIJNBBpack" MOD (Nagato BB inside).
 Now this is Nagato only.

2nd. Download "406mmCannonSoundBETA3.zip"
ttp://www.mediafire.com/?pa6gpubdu2nu4m7
ttp://www.mediafire.com/?pmq3ivb8qz9s7dc
ttp://www.mediafire.com/?9795s28nmxbksm2

In 406mmCannonSoundBETA3.zip, folder "406mmCannonSound" exists,
copy this folder into your MODS folder.

3rd. Download "CannonSoundPlus.zip"
ttp://www.mediafire.com/?788r2ub6r9y5jw7
ttp://www.mediafire.com/?rn32xx1jycpnga8
When overwrite this zip to your MODS folder, Windows ask you "Overwrite XXXXX (java class file)?",
click "Yes".

If you win, Nagato main cannon's firing sound is changed in IL-2 1946 games.

This sound sampling is from YouTube, Wisconsin's cannon sound of its last.
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western0221

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Re: Rental Model IJN BB
« Reply #91 on: September 07, 2011, 12:23:26 PM »

>> Battleship 406mm main cannon Sound MOD BETA1

Known BUG or Feature.

In 406mm sounding, other sounds (small cannon firing or bomb hitting) don't sound.
disappear.

I don't know how to "same time sounding" like default sounds.
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western0221

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Re: Rental Model IJN BB
« Reply #92 on: September 07, 2011, 04:08:17 PM »

Nagato BB BETA3

  • Texture TGA change into 256 index
  • Main 406mm cannon "Gun1/2/3/4.msh" 's Hook position tweak

https://www.mediafire.com/?dg4br23pnq9jrbw


If you want to test "406mm cannon Sound MOD",
after installing Nagato BETA3, overwrite "CannonSoundPlus.zip"
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Whiskey_Sierra_972

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Re: Rental Model IJN BB
« Reply #93 on: September 08, 2011, 01:53:48 AM »

Thanks mate for the great work you are doing!

I'll test it with great pleasure as always!!!

All the best!

walter
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western0221

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Re: Rental Model IJN BB
« Reply #94 on: September 08, 2011, 04:59:40 AM »

Cannon Sound MOD is now indivisual.

See this topic: https://www.sas1946.com/main/index.php/topic,18400.0.html

1st. install IJNBBpackBETA completely

2nd. install ship's cannons sound MOD

3rd. install CannonSoundPlusV2

Sorry, this sound MOD is only for 4.10.1m.
Too many changing points from 4.09 to 4.10.1m.
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western0221

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Re: Rental Model IJN BB
« Reply #95 on: October 01, 2011, 04:19:57 AM »

In this 2 days, I start BB Kongo importing , its 3D data is rent from Mr.SKG(Japanese modeler).

It's a heavy High-Poly model.
93683 Vertices and 162027 Faces!! :o
In example, anchors' big chains are made 1-ring and 1-ring... 3D modelized.
And a loop antenna (searching ship position) is , too.
They are in IL-2 1946 usually drawn by texture , and the polygon is simple 1 face.

1946 cannot run this heavy polygons model.
So, I have to decrease polys.
Something is replace with texture, but its model detail will decrease. Sorry to SKG.
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