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Yet another naval project: SMS Torpedoboot


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#41 SYN_Bandy

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Posted 22 January 2014 - 13:59

Very nice find, lovely profile, and thank you.

Fortunately the Grosses 1913 class Torpedoboot being modelled were mostly upgraded to 10.5 cm guns, and we have those already in game to place on the deck.
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#42 Dr.Zebra

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Posted 22 January 2014 - 21:29

I don´t care what gun it brings, as long as there is enough deckspace to land on ;=)
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#43 SYN_Bandy

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Posted 23 January 2014 - 17:45

I don´t care what gun it brings, as long as there is enough deckspace to land on ;=)
Well, the fantail may have a bunch of these armed and waiting for you :lol:

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#44 Dr.Zebra

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Posted 24 January 2014 - 11:27

^^ hey, thats fine with me.. It´s not that explosive sommersaults are not a speciality of the house ;=)


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#45 SYN_Bandy

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Posted 17 July 2014 - 06:37

Apologies for the hiatus on this project, now that RL has given me a wee space for breath I can complete the texture and damage model.

Superstructure has a stand-in gray, and I have not yet added cut outs to the alpha texture for the railings, and so on…, but you get the idea. Much fussy work to do.

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#46 BaronVonMyakin

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Posted 17 July 2014 - 09:15

Looks great!
I hope, they will be fast enough.
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#47 Flashy

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Posted 17 July 2014 - 11:33

Looking Good Bandy! Carry on :)
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Just because I can give multiple orgasms to the furniture just by sitting on it, doesn't mean that I'm not sick of this damn war: the blood, the noise, the endless poetry...


#48 DaveSax

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Posted 17 July 2014 - 12:03

Looks great, Syn ! Am I correct in saying that they used Maybach CX engines ? 23 litre inline 6's ???
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#49 12F_Henri

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Posted 17 July 2014 - 12:29

Great job! I can not wait to see this ship in the game. :S!:


We could also use the 3D object of the submarine mines in the mission editor (mine block)?

Floating mines were used to defend areas. Our missions would be an element that could justify aerial reconnaissance with interest to visualize fixed objects in the sea, for example.

In one of my missions I have already integrated floating mines but it is approximate (I used "pillbox 4" and I had to destroy them with a "command damage" so they can not fire …).


Sorry for my English.
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#50 Genius

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Posted 17 July 2014 - 20:43

Great job! I can not wait to see this ship in the game. :S!:


We could also use the 3D object of the submarine mines in the mission editor (mine block)?

Floating mines were used to defend areas. Our missions would be an element that could justify aerial reconnaissance with interest to visualize fixed objects in the sea, for example.

In one of my missions I have already integrated floating mines but it is approximate (I used "pillbox 4" and I had to destroy them with a "command damage" so they can not fire …).


Sorry for my English.

Yes mine object will be cool (with a trigger check zone and command damage for boat).

Good works _Bandy with textures ! (I wish I could do as well in the future :oops: ).
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#51 SYN_Bandy

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Posted 18 July 2014 - 09:26

Thank you for kind words gentlemen! Working on it this weekend.
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#52 SYN_Bandy

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Posted 28 July 2014 - 10:52

Work still required on the bridge/con tower; I'm not happy with the canvas covers over the upper railings. Alpha channel work to cut the black space of the deck railings must be done, and other deck details like the rolling rails for the mines, etc., not to mention the damage model… Yikes! Yes, this update is premature, but if I don't post something Sunday night it makes the weekend's effort seem a failure. Posting always makes it right. :D

Maybe I'll get it ready before the Hanriot??? :lol:

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#53 Gunsmith86

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Posted 28 July 2014 - 14:35

nice :D
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#54 Thaatu

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Posted 28 July 2014 - 15:06

Absolutely gorgeous! Can't wait to see it ingame! :)
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#55 Prangster

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Posted 28 July 2014 - 16:11

Nice job Bandy. Like the texturing, some good rust and weathering. :)
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Prangster

 

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#56 LordNeuro_Srb

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Posted 29 July 2014 - 06:20

Gr8 work, thx for puting ur time in making thise amezing addons and making rof beter.
S!
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#57 SYN_Bandy

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Posted 17 August 2014 - 15:03

Finally got the canvas the way I wanted it, and now you can get up nice and close in your pontoon aircraft. :D I'll finish up the alpha channel masks (the black 'spaces' in hand rails, etc.) as it gets ported into the game (I do not have 3DS Max). Am working on damage model and lod's now. Will be a fast target, with a nasty bite!

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Some inspiration…
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Grosses Torpedoboot 1913 V71 and S54 from the caption. Don't think that king of damage will be included in the damage model…
Anyone read German? "after the bomb hit with ragged slope" is all I could get via online tranlator.
:S!:
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#58 WW1EAF_Paf

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Posted 17 August 2014 - 17:04

Very good bandy, very good!
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#59 Genius

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Posted 17 August 2014 - 17:04

Good work Sir ! :S!:
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#60 Dr_Kloebner

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Posted 17 August 2014 - 19:55

"mit abgerissener Schanze" = with it's stern (rear end) torn off.
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#61 Habu

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Posted 19 December 2014 - 19:45

Any news Bandy ?
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#62 Vigilante

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Posted 22 December 2014 - 00:45

Fantastic job Mr. Bandy S!
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#63 SYN_Bandy

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Posted 22 December 2014 - 12:55

We've run into a problem importing files into 3DSMax, and can't seem to resolve. Also, real life is getting in the way. But please enjoy meanwhile…



That makes two products launched from the Syndicate dockyards SMS_Torpedoboot_zps04d3e059.jpgicon_e_biggrin.gif
GermanDrifter_zpsa0d85f1a.jpg


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#64 Genius

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Posted 25 December 2014 - 17:08

Very nice Bandy, Congrats !

You use .obj to export in 3DS Max ?

Bye Genius
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#65 Feathered_IV

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Posted 26 December 2014 - 01:23

Great looking work. I'll have to rush back to the Admiralty to report this sighting….
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#66 Habu

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Posted 26 December 2014 - 19:13

Ok Bandy, i hope you'll find a solution.
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#67 Habu

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Posted 19 September 2015 - 08:26

Bandy, any news ?


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#68 SYN_Bandy

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Posted 19 September 2015 - 11:17

Thanks for inquiry, it is sincerely appreciated.

No, no time has been spent on finding solution, if one even exists, since last update.  I can import the model OBJ and MAT files into 2 other 3D programs I have (Cinema4D and Hexagon) and there is no texture bug, but on import into 3dsMax a noticeable texture artifact appears at the bow.  We've tried a 3rd party OBJ plugin with 3dsMax as well, and it appears to be not resolvable.  I'm thinking it would require almost starting from the beginning...

 

At that point I put it down and have not gotten back, and my partner-in-crime who has 3dsMax (you know who...) had some major RL milestones the past year.

While it may not look like much of an issue, it really isn't acceptable, and there are some other 'hard-edge' import issues along the hull sections that also cause misalignment of lighting/shadow graphics. 

 

bdeb8a3c-4d1f-41d6-9bbf-5f443b2b0b18_zps


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#69 Habu

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Posted 19 September 2015 - 11:42

ok bad news. I hope you take time to re build it.


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#70 Dutch2

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Posted 19 September 2015 - 12:51

Besides beautifully made and used a lots of labour, problem with these projects is were to use them? The career mode/PW-CG/RoF-Campaign/Quick mission/prefab missions, do not use these. I do not know if any mp server use these models, guess only to be used if you make a mission by yourself.   

 

I hope somebody can write down: Dutch you are completely wrong and teach us how to implementate these beautiful models like the Verdun map in PW-CG or career mode.    


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#71 Habu

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Posted 19 September 2015 - 14:25

We used it in MP. It's only the mission builder who choose to use it or not.


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#72 redcoat22

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Posted 21 September 2015 - 02:31

Really unfortunate that it won't work. More ships the merrier.
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#73 Lothar29

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Posted 11 December 2015 - 21:36

Woo guys.. NIce Work..

 

Salute Lothar29


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