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Author Topic: Junks  (Read 18975 times)

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Mission_bug

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Re: Junks
« Reply #12 on: November 26, 2017, 03:22:55 AM »

Hello guys, the entries are already in ship pack I have in my 4.12 with ModAct, however, the boat is not the same model as this new one Gio has created looks completely different, if you use the proper folder structure this new model will load instead of the old ship though.

I could take a look at making a slot of its own for this model if you want Gio, just let me know what you would prefer it to be called. ;)


The art work on the sails is superb Greif11, look forward to seeing the remainder done. 8)


Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #13 on: November 26, 2017, 05:22:06 AM »

IMHO too much poly for sails. Enough 4 polygons for each sail(just double sided 2 poly card). Lack of 3D easyly compensated by texture+ alpha channel.
And in that case we avoid texture distortion.
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Greif11

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Re: Junks
« Reply #14 on: November 26, 2017, 08:18:12 AM »

Junk is ready. With that mapping that is maxima what  can be done.
Now i try to upload to mediafire 2 textures+1mat.
Download link https://www.mediafire.com/file/jr5ds3764gt8lu1/Fisherman_Junk.7z
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Re: Junks
« Reply #15 on: November 26, 2017, 08:46:28 AM »

Very nice work. :)
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cgagan

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Re: Junks
« Reply #16 on: November 26, 2017, 09:40:20 AM »

Impressive! Many thanks to you both, 8)
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Greif11

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Re: Junks
« Reply #17 on: November 26, 2017, 10:33:06 AM »

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Hubberranz

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Re: Junks
« Reply #18 on: November 26, 2017, 05:27:08 PM »





Thank you guys. Excellent !  ;)
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PO_MAK_249RIP

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Re: Junks
« Reply #19 on: November 27, 2017, 12:05:45 AM »

This would be great in a seperate slot MissionBug
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Mission_bug

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Re: Junks
« Reply #20 on: November 27, 2017, 01:26:47 AM »

This would be great in a seperate slot MissionBug


Slot already done. ;)







My slot is the one with the new art work from Greif11, the other using the other boat.


For some reason it will not work in my 4.12 with ModAct, however, in DBW (above) and BAT all is okay. o_O


Having all kinds of testing issues with my 4.12 ModAct game this weekend, maybe I finally freaked it out with all the stuff I try in there. :o



I need to look at the model and see if it needs hit boxes or anything else before I send it to Gio.



Wishing you all the very best, Pete. ;D
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PO_MAK_249RIP

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Re: Junks
« Reply #21 on: November 27, 2017, 07:21:16 AM »

Good luck Pete be a shame not get it into my CUP
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Greif11

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Re: Junks
« Reply #22 on: November 27, 2017, 09:34:04 AM »

Suddenly I make another REVOLUTION
Now hit box = shadow Same size and shape.
Just copy /paste coordinates of mesh under[ShVertices_Frame0] to under [CoVer0_b0p0]
And copy/paste shadow faces coordinates under [ShFaces] to under [CoFac_b0p0]
But problem with negative angles in new collision shape is remain and need more attempts.

Collision box from Body.msh
Code: [Select]
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NBlocks 1

[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name Body

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; eof

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BRGDS Andrew

PO_MAK_249RIP

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Re: Junks
« Reply #23 on: November 29, 2017, 12:34:38 AM »

Hi Guys
Despite having all the .ini's in place and installing in my STD folder as instructed (I have tried also doing a direct #WAW install) I cannot get this to show up in my object viewer?? The closest I can find are entries for - 'Fishing Boat - Dutch/Greek and Pirate' which are called Fisherman/Fisherman1 and Fisherman2 in my chief.ini I think??? The 'Fishing Boat - Dutch' one doesnt show when clicked in my object viewer which I assume is the one retextured here?
I use CUP highly modified and I am assume I should be able to view this?? I havent tried placing on a map yet maybe it only shows up then??
Any ideas?
Mick
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