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Author Topic: Junks  (Read 18966 times)

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Epervier

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Re: Junks
« Reply #36 on: December 03, 2017, 06:45:26 AM »

@ Pete

In the meantime, please find attached the meshes Body and JNseal.
The shadows and collision box are better adapted.  ;)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Mission_bug

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Re: Junks
« Reply #37 on: December 03, 2017, 09:33:19 AM »

@ Pete

In the meantime, please find attached the meshes Body and JNseal.
The shadows and collision box are better adapted.  ;)


Again, thank you very much Gabriel, really appreciated. 8)

This is becoming a true international collaboration. ;)


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

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Re: Junks
« Reply #38 on: December 06, 2017, 09:55:15 AM »

Variant is ready for destroyed.




Here is download link with 2 destroyed ready textures and first time i give my work PSD files + as pre xmas gift apetizer.
https://www.mediafire.com/file/4yfkq4gdc4qd9kd/Dead_Fisherman.7z
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BRGDS Andrew

Epervier

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Re: Junks
« Reply #39 on: December 06, 2017, 10:31:47 AM »

Variant is ready for destroyed.
Here is download link with 2 destroyed ready textures and first time i give my work PSD files + as pre xmas gift apetizer.
Thank you very much !  :)  :)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -

Greif11

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Re: Junks
« Reply #40 on: December 06, 2017, 12:15:01 PM »

Need for ETO and MTO
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BRGDS Andrew

Mission_bug

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Re: Junks
« Reply #41 on: December 07, 2017, 04:13:04 AM »

That is a beautiful texture Andrew, thank you very much, really appreciated. 8)

I took a quick look at how the section uses a dead model last night, unfortunately like vehicles there does not seem to be one. o_O

This is new territory for me so I will have to explore how the big ships do it and possibly alter the Junk accordingly, it could take a while for me to figure out guys so please be patient.


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

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Re: Junks
« Reply #42 on: December 08, 2017, 02:47:31 AM »

I have tried various ways using the damage model as applied to other types of vehicle in the game and all has failed. :(

Ships seem to have their own peculiar way of applying damage and to do that I think Gio would need to set the Junk
up as he does for other ships so it can be added to the Ships.ini section rather than Technics.ini and apply the damage
texture Andrew made in the way the Big ships do, I could then make another slot to accommodate that.

Most likely the only thing I could do is try and make a static damaged object from the current model arranged in such a
way that it is semi submerged as though scuttled near to shore and apply the damage texture to it, would have to experiment
with that as it means the object would need to be below the 3000 limit for a mesh.


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

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Re: Junks
« Reply #43 on: December 08, 2017, 09:01:58 AM »

You need 3000 limit(?????) when you use mono object. But in mod world (in my game) i use as objects all with him structure. No preoblem at all.
All what was done for my project "Garbage of war" have hierarchy him files.



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BRGDS Andrew

Epervier

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Re: Junks
« Reply #44 on: December 08, 2017, 10:26:05 AM »

@ Greil11
Finally I can see your screens!  ;)
For a few months now, the hosting provider you were using did not allow me to see your screens.
You have changed your hosting provider. Now it's perfect!  8)

@Pete
The "3000" limit has become obsolete. Many objects exceed this limit. Vehicles, aircraft, pilots, etc....  ;)
I don't think "shipGeneric" type can see the damage. The "bigshipGeneric" type allow this with the "hull"meshes...
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Mission_bug

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Re: Junks
« Reply #45 on: December 08, 2017, 11:42:24 AM »

I love the way you and Gabriel do those vehicles Andrew, amazing stuff. 8)

Generally I associate something with a hier as having a class to make it work, what I had in mind was just a static object, usually they are just a single mesh that is why I mentioned the polygon limit.

Just thinking aloud there about certain possibilities for your texture, a wreck for one, also maybe some of the cargo as a separate item to spread along the beach, things to keep in mind if I can find the time.


Gabriel, I believe you are correct about the ships, I mentioned that Gio would need to make the Junk in the same way he made some of his ships, that is beyond my expertise so for the moment we will have to use what I already posted.

My Lysander uses meshes that are on the very limit of 3000 and what I found is that if I went over that and loaded it in the QMB the screen had a fit. :D

So my own experience is it is still a issue but certainly using a hier gets around most problems. ;)


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

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Re: Junks
« Reply #46 on: December 08, 2017, 12:57:33 PM »

Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg
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BRGDS Andrew

Epervier

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Re: Junks
« Reply #47 on: December 08, 2017, 01:19:09 PM »

Please do not say "static" but say "stationary"!  ;)
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If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -
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