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Poll

Would you like to see ResQer in ShipSim?

I'll have some of THAT! *****
Absolutely! ****
Nuetral ***
Not Really **
No way *

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Author Topic: USCG ResQer - COMPLETE (Please vote on Poll)  (Read 54448 times)

Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #75 on: July 31, 2009, 01:07:43 »

nice Shane, can't wait to see some interior updates :2thumbs: :2thumbs: :2thumbs: :2thumbs: :2thumbs:
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thanks to Tore/TJK for this awesome sig

firestar12

  • Guest
Re: Wave Commander
« Reply #76 on: July 31, 2009, 01:27:25 »

Well then, Anfinn, your wish has come true! ;D
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Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #77 on: July 31, 2009, 01:41:37 »

it'd getting along nicely, great job :2thumbs:
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thanks to Tore/TJK for this awesome sig

firestar12

  • Guest
Re: Wave Commander
« Reply #78 on: July 31, 2009, 17:17:32 »

Thanks Anfinn. I was working on her today when nothing on my PC responded so I forced a shutdown and lost some of my work. I had gotten done
-Some more texturing
-More bridge stuff

So expect a later update than usual, sorry guys!

EDIT: Here is some more hull work, it is paying off! And I can't show you the bridge, it is a surprise! ;D
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Wave Music

  • Forum member
  • Posts: 4767
Re: Wave Commander
« Reply #79 on: July 31, 2009, 17:19:44 »

Good one!  :thumbs:
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keep it gnarly

Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #80 on: July 31, 2009, 18:14:29 »

very nice, can't wait to see it in SS sometime, would probably be a very nice vessel to sail with.
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thanks to Tore/TJK for this awesome sig

Shipaddict

  • Forum member
  • Posts: 3747
Re: Wave Commander
« Reply #81 on: July 31, 2009, 18:16:51 »

Looks great Shane! :)
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firestar12

  • Guest
Re: Wave Commander
« Reply #82 on: July 31, 2009, 19:00:46 »

Big update today, guys!
Thanks SA!
Thanks Anfinn!
Thanks WM!
Thanks Jack!

Today, the first of many are added...
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Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #83 on: July 31, 2009, 20:40:47 »

I like it, very nice :2thumbs: :2thumbs: :2thumbs:
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thanks to Tore/TJK for this awesome sig

IRI5HJ4CK

  • Forum member
  • Posts: 4256
Re: Wave Commander
« Reply #84 on: July 31, 2009, 20:48:59 »

Lookin' Great Shane. Keep it up!

Watching the progress ;D

Jack.
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Kind Regards,
Jack.

firestar12

  • Guest
Re: Wave Commander
« Reply #85 on: August 01, 2009, 02:04:32 »

Hehe, thanks! I can't wait for WM's opinion on this! ;D
EDIT: I have found out that if this gets in shipsim, that there will be an application for me to place these things, so for now I need to leave this blank. I would say that this vessel is 75% done. Soon I can email or call VSTEP and discuss things with them.
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IRI5HJ4CK

  • Forum member
  • Posts: 4256
Re: Wave Commander
« Reply #86 on: August 01, 2009, 12:49:10 »

Hi Shane.

Yes, Leave the equipment side of things blank. If the vessel does get into the game, V-STEP themselves will add in their own equipment, which is the standard stuff that you see now (e.g. Throttle, Steering, Bow Thrusters). Also, things such as Radar, GPS (Map) etc.

So, it's worth your while putting together "Areas" to put all this stuff, but, don't actually bother putting in all the equipment, unless you somehow "Group" it (Like Sketchup) so you can remove, if you decide to send off your model. Or, you could even leave it there, and let them know, that that is the place where the equipment you suggest should be placed.

OR, you could have two files (When you've finished), fill one with all the equipment, one without. So then, you have one for rendering/display purposes.

Just my suggestion there.
Jack.
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Kind Regards,
Jack.

firestar12

  • Guest
Re: Wave Commander
« Reply #87 on: August 01, 2009, 17:38:48 »

Well...technically I have over 10 files. In Blender, and other programs there are things called layers that have different parts of your model. You can only view one layer at once (unless you choose to see more) and all my layers are populated with backups. Of course, the version I give VSTEP will only have one layer, otherwise you guys would be seeing all sorts of junk all over the place! ;D

Thanks Jack for the advice. I am about to finish the hull (Except I need to add props and rudder and cages around them) now the hull is very open at the seams, I am going to close that up though. I think if I work really hard, I can finish the model this week and get started on lightmaps, and collision models.
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Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #88 on: August 01, 2009, 17:46:43 »

lol what props and rudders?
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thanks to Tore/TJK for this awesome sig

IRI5HJ4CK

  • Forum member
  • Posts: 4256
Re: Wave Commander
« Reply #89 on: August 01, 2009, 17:57:02 »

collision models.

Collision Models...? I thought that was all done at V-STEP?

You need special software for that too, don't you?

Jack.
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Kind Regards,
Jack.

firestar12

  • Guest
Re: Wave Commander
« Reply #90 on: August 01, 2009, 18:21:56 »

Nope, the guide clearly states for us to do the collision models. And no, it does not need special software. You could to one in Sketchup.
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IRI5HJ4CK

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Re: Wave Commander
« Reply #91 on: August 01, 2009, 18:35:18 »

How would a collision model be represented in Sketchup...? As in, where would it go? How is it indicated?

Jack.
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Kind Regards,
Jack.

firestar12

  • Guest
Re: Wave Commander
« Reply #92 on: August 01, 2009, 18:46:37 »

Sorry, I don't get what you mean?
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IRI5HJ4CK

  • Forum member
  • Posts: 4256
Re: Wave Commander
« Reply #93 on: August 01, 2009, 18:49:57 »

Maybe I should re-phrase what I said. I mean as in, How is a Collision Model represented in a model, as in, How would you go about making/Drawing one out. Also, How do you "Activate" this Collision Model, is that part done by V-STEP...?

Jack.
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Kind Regards,
Jack.

firestar12

  • Guest
Re: Wave Commander
« Reply #94 on: August 02, 2009, 03:27:40 »

Maybe I should re-phrase what I said. I mean as in, How is a Collision Model represented in a model, as in, How would you go about making/Drawing one out. Also, How do you "Activate" this Collision Model, is that part done by V-STEP...?

Jack.
The collision model is like a model that fits around the vessel like a fishing net, it represents the outside of the model, but is less detailed, VSTEP activates it though.
EDIT: Slowly but surely!
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Minime

  • Forum member
  • Posts: 2557
Re: Wave Commander
« Reply #95 on: August 02, 2009, 03:51:16 »

Lookin' good Shane, not that slowely either :2thumbs:
Edit: Apparently mr. Shane is so busy that he wants me to post this update
« Last Edit: August 02, 2009, 04:14:42 by Minime »
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thanks to Tore/TJK for this awesome sig

Wave Music

  • Forum member
  • Posts: 4767
Re: Wave Commander
« Reply #96 on: August 02, 2009, 17:53:22 »

This is getting better & better! :thumbs:
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keep it gnarly

firestar12

  • Guest
Re: Wave Commander
« Reply #97 on: August 02, 2009, 22:53:11 »

Thank you! ;D
UPDATE: What do you guys think looks better, left or right?
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Agent|Austin

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  • Posts: 4818
Re: Wave Commander
« Reply #98 on: August 02, 2009, 23:21:05 »

Firestar,

Is this ship based off a real ship, or is it fictional?

I really like that bridge! I hope you change the diamond plating though, looks  kinda silly to me.

--

The starboard side railing looks better, looks more realistic.
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Wave Music

  • Forum member
  • Posts: 4767
Re: Wave Commander
« Reply #99 on: August 02, 2009, 23:23:29 »

Is this ship based off a real ship, or is it fictional?

I really like that bridge! I hope you change the diamond plating though, looks  kinda silly to me.

http://www.shipsim.com/ShipSimForum/index.php/topic,14642.msg187792.html#msg187792
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keep it gnarly
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