View Full Version : Gato class (US WW2 submarine)
The_Coyote Apr 05, 2008, 07:11 PM next model of my sub plan
the Gato class, used by the US in WW2
http://en.wikipedia.org/wiki/Gato_class_submarine
model has 1300 vertices, 1274 triangles and a 256 texture
uses Gato (changed submarine) animation, separate download
scalefor picture: 0.6
Has somebody a idea why this sub only makes a half dive (upper parts of the tower still visible) when attaking? I still found no solution. (solution found, see edit)
Edit: added animation
Edit2: added file to DB, deleted files in opening post and added complete animation (sorry!)
DB: http://forums.civfanatics.com/downloads.php?do=file&id=9142
Ciao
The_Coyote
MaxRiga Apr 05, 2008, 07:33 PM i'm adding this beautiful unit to my mod. good job!
Gaius Octavius Apr 05, 2008, 07:37 PM This one looks really good - even better than your others! Excellent work.
Wolfshanze Apr 05, 2008, 07:59 PM Most excellent... very well done!
psob2 Apr 05, 2008, 08:28 PM nice unit, thanks
mamba Apr 06, 2008, 02:02 AM I agree, this one looks great :)
Refar Apr 06, 2008, 04:56 AM Looks cool.
Does she dive completely when fortifying ? IIRC attack runs from 'fortify' position...
The_Coyote Apr 06, 2008, 07:57 AM Looks cool.
Does she dive completely when fortifying ? IIRC attack runs from 'fortify' position...
first thanks
second: no :(, same problem there, see pic, i also had the same problem with the XXIII
(what i tried so far unsuccessful: all nodes which could affect the dive level raised, select smaller scale [i thought there is a fixed dive level, so smaller model, but ...], changed center of the object [first it was on the level where the dived sub hits the surface])
Refar Apr 06, 2008, 09:39 AM The Model is aligned in the game based on the World Coordinates Center (0.0.0) not on the model center. Perhaps it's why moving the model origin did not help. If you turn on the grid on the XY plane, it's where the water surface will be in the game.
Scaling on the other hand takes place around the model local origin (Pivot). This can produce weird results sometimes.
It's best to alighn the model in a way, that the world center is on the level where you want the water to be while the ship is surfaced. Then move the origin of the ship to 0/0/0 as well. Then, if you scale the model, it will stay on the same level related to the water.
I am not sure however, how this will interact with the usual NifViewer techniques - i.e. what happens when you link the mesh to another node in NidScope/Viewer
Do you use Max or Blender ?
JEELEN Apr 06, 2008, 12:49 PM Almost missed this one: looks superb!:goodjob:
GeneralMatt Apr 06, 2008, 01:44 PM Good work sah!
The_Coyote Apr 06, 2008, 04:35 PM thanks :)
@ Refar
thanks again, but iīm not sure if i understood your point, but perhaps there is a misunderstanding. The picture shows the ships fortyfied, getting the right level for the subs works ok for me. Only when there is a dive, the subs donīt dive deep enough. I donīt see the solution for this (sorry if i misread something).
Nevertheless i found out that i can change the dive level in the kf - files (the same way like i modified the avenger to get the mosquito). Now i only have to made an animation for the dive level of the Gato and a sub between the Gato and the standard sub :(
PS: i use Blender
Edit: made a changed submarine animation (changed dive deep), see pic below. Download first post
Refar Apr 07, 2008, 01:06 AM Good to see you fixed her :D
Somewhat redundant info at this point, but perhaps helpful on next one...
The picture shows the ships fortyfied, getting the right level for the subs works ok for me. Only when there is a dive, the subs donīt dive deep enough.What i wrote was meant to explain, why scaling her down and moving unit center up did not help.
The animation is based around her surfaced position - so to put her a bit deeper while surfaced, will make her dive deeper as well. This of course only gives you limited freedom, without making her look bad on surface.http://img211.imageshack.us/img211/7514/originsxd4.jpg
The_Coyote Apr 07, 2008, 04:01 AM @ Refar
thanks a lot again, this time i understood your point :) and it will be surely helpful for the next models
The_Coyote Apr 15, 2008, 04:15 PM added the complete animation (they missed two files), dl in theDB zip or opening post
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