Re: New 3d warships - Cruiser, Destroyer, Minesweeper
Posted: Mon Jul 15, 2013 10:41 am
A famous soldier once said "something so beautiful yet it's apart of something so ugly". This is what he was talking about 





This is a great idea. But I imagine that when and infantry soldier lands in that water he can only move 1 tile can't fire and is heavily exposed. Also can we do a "Tokyo Express" thing and have commandos aboard destroyers! I'm so excited for the alpha it will be phenomenal! That island looks like it will be a brutal fight. I going to have snipers in the tress above youGottaLove88s wrote:That's easy... Just make the cost to remove a wreck in ocean so expensive that it's not actually possible.LandMarine47 wrote:BTW I'd been meaning to bring this up but can the remove wreck option be removed? Is there a way for units to float over carcasses of dead ships without having to remove them? I think it's highly unrealistic that a ship can just clear another one when if in real life it would probably destroy its own Hull.
I've also tried to explore 'water' tiles of 3 different colours/depths...
1. Deep ocean (accessible to all ships),
2. Shallow seas & rivers (accessible to smaller ships; too shallow for subs to be able to dive),
3. Beach shallows (accessible to landing craft, amphibious, troops and vehicles only; ie. your troops won't die any more if your LCA is killed right next to the beach)
At the moment, it's not possible to do that, because Slith's animations always revert to land animations (dirt explosions, etc, rather than splashes in the water). Pip has kindly said he'll try to look into it, hopefully for BA2... It will be great to have now we're going down the full 3d naval fleets route...![]()
There's a thread up on this here -> viewtopic.php?f=105&t=41426&hilit=ocean
Once (if?) we can get the 3 different types of water tile... if a ships sinks in deep ocean, it's gone. No wreck. If a ship sinks in rivers/shallow seas or beach shallows it's there until the end of the game...
But for now, we'll just have to keep it so that shipwrecks stay in place (call 'em artificial reefs, that other ships can't sail over).
Great to help out. Well then I guess I will start a thread after Rommel Comes out. Asking for Depths like "ocean" "shallow" and shore/coast line. It will be interesting to see that! And if my LVT gets sink can another one rescue the marinesGottaLove88s wrote:Thanks LM, We'll do our best. Meanwhile, pls tell Pip that you'd like to see the 3 depths/colours of water added... The more of us that ask, the less he'll consider it 'power user only', the better our chances of having it implemented... I know he's thinking of improving the water animations for Mac and iOS players, in BA2, so this would be a great time to add the extra depths... Thanks for your support mate!
Can you send me this code? I have it somewhere on one disk. But which one?GottaLove88s wrote:Hey Amaris!
I'm copying the transport code from Dieppe to enable the USN freighter/transport and the IJN freighter/transport to carry 3 units each.
Is it possible to show the icons of the 3 units carried when I select the freighter/transport that is carrying them?
I need to rework on each model. I'll resize them.GottaLove88s wrote:Hi Amaris,
I've added a shot of the current evolution of your brilliantly re-engineered Pacific fleets... arranged smallest to largest, from left to right...
US Navy... Minesweeper (AM), Destroyer (DD), Light Cruiser (CL), Freighter/Transport (AP), Heavy Cruiser (CA), Battleship (BB), Carrier (CV)
Imperial Jap Navy... Patrol Boat (PB), Destroyer (DD), Light Cruiser (CL), Cargo/Transport (AK), Heavy Cruiser (CA), Battleship (BB), Carrier (CV)
Wait and see.GottaLove88s wrote: Am VERY curious about the collision detect method you're experimenting with? If we can keep the big ships big, that would mean that we wouldn't have to shrink the smaller ships, like the minesweeper/patrol boat, too much, so we don't have to lose too much lovely detail...
I'll work on texture AFTER the 3D models.GottaLove88s wrote: I'm guessing that the USN freighter/transport should probably be bigger than the light cruiser, but smaller than the heavy. Do you think it's possible to process the USN freighter/transport's jpeg 'skin' through eg. Photoshop, to lighten the colours up? It seems too dark next to the USN capital ships...
NB. Jap fishing boat (scout), USN Gato class submarine (scout), Val dive bomber, Zero fighter-bomber, Avenger torpedo bomber, Corsair fighter bomber partially implemented and not shown here (yet... but coming to a small screen near you soon!)
On my (infinite) ToDoList!GottaLove88s wrote:Does anyone know how to add the Akagi wooden flight deck to our Jap carrier model?
jpeg of the Akagi flight deck attached here, just in case...![]()
Salut Amaris! I've just PM'ed you our LOAD.BSF... so we can load multiple units into our larger transports... I updated it slightly with a fix, so that it counts up & down to 3, hehe... But remember, I also created a new category of transport... So transports can now be 'heavy' (an LCT for example, able to carry anything moveable, including vehicles) or 'light' (a DUKW for example, able to carry infantry and light guns only)... This gets coded into the squads.csv (see Dieppe v1.1 for full working example)Amaris wrote:Can you send me this code? I have it somewhere on one disk. But which one?GottaLove88s wrote:Hey Amaris!
I'm copying the transport code from Dieppe to enable the USN freighter/transport and the IJN freighter/transport to carry 3 units each.
Is it possible to show the icons of the 3 units carried when I select the freighter/transport that is carrying them?
![]()
As there are no way to know all units onboard I guess the answer is not. The loading system works like a pile: you can only access on the first element of the pile.
By cons I can put the number of onboard units in addition to the icon.
AWESOME!! That's great news... But, yes, I'm still curious...Amaris wrote:I need to rework on each model. I'll resize them.GottaLove88s wrote:Hi Amaris,
I've added a shot of the current evolution of your brilliantly re-engineered Pacific fleets... arranged smallest to largest, from left to right...
US Navy... Minesweeper (AM), Destroyer (DD), Light Cruiser (CL), Freighter/Transport (AP), Heavy Cruiser (CA), Battleship (BB), Carrier (CV)
Imperial Jap Navy... Patrol Boat (PB), Destroyer (DD), Light Cruiser (CL), Cargo/Transport (AK), Heavy Cruiser (CA), Battleship (BB), Carrier (CV)![]()
Wait and see.GottaLove88s wrote: Am VERY curious about the collision detect method you're experimenting with? If we can keep the big ships big, that would mean that we wouldn't have to shrink the smaller ships, like the minesweeper/patrol boat, too much, so we don't have to lose too much lovely detail...![]()
But you're right: we need to keep largest ships.
[/quote]Merci A! I was hoping to tempt Richcat... But I suspect he's busy with Real Life... Summer has suddenly come to the UK, so most folks are trying to enjoy it while it lasts...Amaris wrote:On my (infinite) ToDoList!GottaLove88s wrote:Does anyone know how to add the Akagi wooden flight deck to our Jap carrier model?
jpeg of the Akagi flight deck attached here, just in case...![]()
Wait & see but I'll improve first the model of IJN carrier and change the texture.
I believe the ship and 'plane have to be textured from the same jpeg file... This may be something that MAX can do for you if you combine the two objects from within MAX before creating the s3f file?Amaris wrote:I'll work on texture AFTER the 3D models.![]()
I have trouble with multiples textures files.For the BB with reco plane for example. I have a texture file for the ship and one more for the plane but it doesn't work. I may be something wrong....
But I guess to be able to customize the IJN carrier with a wood deck and a big Japanese flag.
Changing texture is not complicated.
Simply: I forbid travel on tiles adjacent another ship:GottaLove88s wrote:AWESOME!! That's great news... But, yes, I'm still curious...![]()
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