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New project - Buildings


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#1 Genius

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Posted 28 November 2013 - 02:35

Hi,

During my vacation, not having 3ds max on my laptop I worked on blender to create other objects.

Actually only 3D model for LOD0 and UV-mapping are finish.

Being back, I will focus on my other projects to finish before returning them.

Factories:

Image

I redesigned and optimized the extraction building mine

Image

Image


Zeppelin Shed (165x37x32m !):

Image

U-boat shelters (to Henri ;) )

Image

Bye

Genius :zzz:
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#2 Cybermat47

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Posted 28 November 2013 - 04:44

Those U-boat shelters look a bit too WWII to me. I'm pretty sure they just docked like a regular ship in WWI and early WWII.
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"If I could only have brought him down alive."
- Lieutenant Arthur Rhys-Davids, recalling his victory over Leutnant Werner Voss.

#3 Dressedwings

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Posted 28 November 2013 - 05:09

Image

does look that way. still nice none the less
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TOeIhAe.png

^CHECK THE LINK^


#4 Spag

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Posted 28 November 2013 - 11:58

Zepp sheds???
Are we getting Zepps??
Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#5 Genius

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Posted 28 November 2013 - 13:07

Hi,

For me shelter are history correct. The model is the zeebruges submarine shelter.

The only thing I don't know is if the rear is closed, it seem that the back part is on the same "line" which would explain the difference between some pictures (front/back)

See here:

www.warfaremagazine.co.uk/articles/the-zeebrugge-raid/105

Image

Image

I use this plan (from here www.subsim.com/radioroom/showthread.php?t=108695):

Image
Zepp sheds???
Are we getting Zepps??
Cheers,
Spag. :)

Patience :D

Image

Image
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#6 hq_Jorri

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Posted 28 November 2013 - 13:10

That mine is very nice as well, we could use a lot of those in Northern France :D and some slag heaps too.
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#7 jeanba4

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Posted 28 November 2013 - 13:14

Great project

Oce again, thank you Genius
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#8 actionjoe

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Posted 28 November 2013 - 13:59

and some slag heaps too.

Oh we already got these, they are the small hills you could see around Bruay, Auchel, etc…It's just that the texture is not good.

Well done Genius! :S!:
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515024ActionjoeScreen.jpg


#9 Genius

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Posted 29 December 2013 - 00:08

Hi,

I have some progress on this project.

Image

From left to the right: 7 object sharing the same textures files (screens in rof editor).


Bye
Genius
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#10 Spag

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Posted 29 December 2013 - 04:17

So how are the Zepps coming along. :D

Better to have Zepps before sheds or pens, much more fun to blow up. :x

Your work looks great, thanks and well done.

Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#11 WW1EAF_Paf

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Posted 29 December 2013 - 09:53

Hi,

I have some progress on this project.

Image

From left to the right: 7 object sharing the same textures files (screens in rof editor).


Bye
Genius

Oh yes! Can't wait to add them to Lens :P

I will need some of them


Also a nice one at Fouquières-lès-Lens:
Image
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#12 J2_Adam

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Posted 29 December 2013 - 12:54

Hmm, makes me wonder if Paris will be on it's way….
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#13 Dr.Zebra

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Posted 29 December 2013 - 16:27

Oh yes! Can't wait to add them to Lens :P

indeed! And off course, the beautiful city of Laon can use a bit more different architecture, I remember this thread:
Project suggestion: LAON
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#14 Genius

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Posted 29 December 2013 - 18:24

Oh yes! Can't wait to add them to Lens :P

I will need some of them


Also a nice one at Fouquières-lès-Lens:

Hi,

Something like that ? :mrgreen:

Image

Done:
- 3D model for LOD0 and LOD1 (i don't make LOD2)
- collision model
- damaged model

Todo:
- Adjust Luascripts
- 2 Textures files (damaged / undamaged)
- Test in game
- screens preview (rof editor)



Now 9 objects:

Undamaged:
Image

Damaged:
Image
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#15 WW1EAF_Paf

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Posted 29 December 2013 - 21:27

:D :S!:
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#16 Genius

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Posted 30 December 2013 - 01:00

Zeebruges Shelter:

Image

Image

Bye
Genius
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#17 12F_Henri

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Posted 30 December 2013 - 17:56

Great! Genius t'es un génie. :S!:
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#18 ChiefRedCloud

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Posted 30 December 2013 - 19:28

Marvelous work …. thanks
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"Hardcore Through Passion"


#19 JG1_Butzzell

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Posted 01 January 2014 - 20:43

S!

Zeppelin at a mooring mast would be a great static object. Combined with the sheds one could build a facility.
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sig9.png


#20 Genius

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Posted 05 January 2014 - 18:48

Hi all,

Small update:

Add damaged model for submarine shelter (each block can be damaged separately: 6 blocks)

Image

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Add Zeppelin shed open & closed with damaged model

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Image


For zeppelin mooring mast, i'm not sure if exist during ww1 (i found only pictures by 1925-1940).
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#21 Spag

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Posted 05 January 2014 - 21:49

Hello Genius,

Found this on Wiki. No pics, but will keep looking.
I would imagine if the poms had them, that the Germans would have had them as well.

Mooring an airship by the nose to the top of a mast or tower of some kind might appear to be an obvious solution, but dirigibles had been flying for some years before the mooring mast made its appearance. The first airship known to have been moored to a mast was HMA (His Majesty's Airship) No.1, named the ИMayfly’, on 22 May 1911. The 38 ft (12 m) mast was mounted on a pontoon, and a windbreak of cross-yards with strips of canvas were attached to it. However, the windbreak caused the ship to yaw badly, and she became more stable when it was removed, withstanding winds gusting up to 43 miles per hour (69 km/h).[5] Further experiments in mooring blimps to cable-stayed lattice masts were carried out during 1918.[6]

Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#22 Genius

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Posted 06 January 2014 - 01:18

@Spag thanks for your research

@all: If someone can help me on texturing for this others projects is welcome. WWDubya will works on submarines_shelters but any help is welcome for:
- factories / coal mines-factories
- Zeppelin shed

Thanks
Genius
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#23 Dr.Zebra

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Posted 06 January 2014 - 01:29

as far as I know, the german zeppelin sheds had no mooring masts, the reason beeing that the ships were beeing readied in the shed and after landing directly put into the sheds. The most extravagant constructions actually included fully turnable sheds, so that you could do the groundhanling with no crosswind. Crosswind caused quite some damage in groundhandling to german airships, several struck the side of sheds. The groundhandling was done with a railway system,

the whole idea of a completly turnable shed was startet with the very construction of airships, the count von zeppelin used a floating self-adjusting shed that drifted into the wind, the first on Land was from siemens-schuckert in Berlin-Biesdorf in 1911

the sheds, beeing quite a construction feat themselves did even bear names (for instance in Tondern the names began with TO.. tobias, toni, toska and in Nordholz with NO..)

tondern and nordholz today have museums, in tondern there is even a shed still in existence:
http://www.zeppelin-...ge=base&lang=en" onclick="window.open(this.href);return false;">http://www.zeppelin-museum.dk/main.php? … se&lang=en

but the beter picture are on the german version of the meusums site, give that a go, too.
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#24 Spag

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Posted 06 January 2014 - 11:37

Attached File  German Mooring Mast.gif   17.84KB   400 downloads

Found this little snippet, which sortof leads to another 'assumption' that maybe the Germans didn't use mooring masts.

EDIT:- Just in case you havn't seen this book, its where the above quote came from.

Hugh Allen - 2008 -
Originally published by the Goodyear Tire and Rubber Co. as a promotional, The Story of the Airship chronicles the history and development of these great ¿silver cruisers of the sky.¿ Filled with photos and authoritative text, the book …

EDIT EDIT:- I just bought it, so am happy to help with any questions you may have. Should have it by the 20th Jan 14.
Roll On the Zepps :o


Cheers,
Spag. :)
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Bite off more than you can chew.

Then chew like Hell ! ! !


#25 Feathered_IV

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Posted 06 January 2014 - 12:21

Really interesting stuff and a great project. One thing RoF really needs is more textured ground plates for placing beneath objects. Are these things able to be made using similar techniques?
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#26 Genius

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Posted 06 January 2014 - 23:12

@Dr_Zebra & Spag: Thanks for your research, moreover, I was inspired pictures of the zeppelin museum site to make sheds (Tobias & Toni model) for p class Zeppelin (L10 to L19)

@Feathered_IV, Thanks textured ground plates is not a 3d model with texture but only a texture files used by the game. Ankor85 have made a great tool for it here riseofflight.com/forum/viewtopic.php?f=348&t=40233.
As I was asked for fortifications, I could possibly create a standard texture (once the integration of the various projects completed).


Bye
Genius
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#27 WW1EAF_Paf

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Posted 07 January 2014 - 06:02

To be more flexible in use I would do it with a substrate-texture.
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#28 Genius

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Posted 05 February 2014 - 23:28

Some news:

WIP texture by WW_Dubya

Image

Only some test by me for zep hangar (copy of the airfield texture file):

Image


If someone, have good tutorial for create building texture in photoshop or gimp (no photorealistic), it's welcome.

Bye
Genius
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#29 SYN_Bandy

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Posted 06 February 2014 - 01:01

Only some test by me for zep hangar (copy of the airfield texture file):
Image
If someone, have good tutorial for create building texture in photoshop or gimp (no photorealistic), it's welcome. …
I don't have any tutorial for you, and I am not very experienced myself, but for a large building you need to put more of the texture file on that building to increase the resolution.

Your test UV map/texture above applied only small portions of the in-game hangar texture, and those small portions were used on really big polygon faces of the zeppelin hangar. That is why the texture is blurry when applied, it is used out of proportion to the size/scale of the object in-game.

If you want to use the in-game hangar texture (and that is a very good thing for performance!), then you'll need to add more polygons to the zeppelin hangar surfaces and then 'tile' the in-game texture over it (repeat the same piece of in-game texture over more of the zeppelin hangar). Perhaps the zeppelin hangar could also have just a few more polygons to round the roof a little bit more?

Let me know if this makes sense.
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#30 NewGuy_

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Posted 06 February 2014 - 01:37

The buildings look great! :S!: MJ
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Something something SPAD. Something something then dive away. 


#31 Genius

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Posted 06 February 2014 - 21:42

Hi,

@_Mikha, thank you

@_Bandy, you have right, the UV texture have a 5.5 pixel per meters ratio when the current hangar in aerodrome have a 10 to 12 pixel per meters ratio. I need to rework my model and uv texture.
For the round roof, i don't think is needed, it's correct with real hangar

Image
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#32 Dr.Zebra

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Posted 07 February 2014 - 00:21

I gotta say, the submarine pens look great, definatly a worthwhile historical addition. I can´t wait to see them on the channel map in their original place.

the hangar will be awesome to fly through ;=)
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#33 Genius

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Posted 09 February 2014 - 22:18

Hi all,

I have totally rework my UV texture for the zeppelin hangar with a correct texture ratio.

The texture is just for test:

Image

Current Progress:

- For all objects:
* 3D Model (with Lod and damaged model): Done
* Export on .mgm format and col format: Done
* Luascripts: Done
* Jsgme mod structure: Done

- Texturing:
* Shelter: in progress by WW_Dubya
* Coal Factories: To do
* Zeppelin shed: To do

- Substrate texture: To do

Bye

Genius
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#34 =Fifi=

=Fifi=
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Posted 10 February 2014 - 02:26

Looking good!
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#35 SYN_Bandy

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Posted 10 February 2014 - 11:51

Hi all,
I have totally rework my UV texture for the zeppelin hangar with a correct texture ratio.
The texture is just for test…
Just for test!!?! Nice!!! That big hangar looks great considering you are re-using the in-game airfield building texture.

I stand corrected on the zeppelin hangar roof line; I thought they would be rounded/arched. My bad. :S!:
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#36 Genius

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Posted 12 February 2014 - 00:02

Hi,

A single hangar (wip)

Image

Image

Bye
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#37 Genius

Genius
  • Posts: 587

Posted 15 February 2014 - 23:32

Hi,

Airfields Hangar finish

(Game type)

Image

Image



(New type)

Hangar_03:

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Hangar_04 (3 type: open / mid-open / closed)

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Source (thanks to WW1EAF_Paf):

ImageImage



Beta version download link:
https://drive.google.com/file/d/0B7tXcacWGhIxeWNkYTFXQUNsZkU/edit?usp=sharing

Bye
Genius
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#38 WW1EAF_Paf

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Posted 16 February 2014 - 08:13

Woah!! Thanks mate!!
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#39 J5_Rumey

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Posted 16 February 2014 - 09:08

Great!
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#40 BroadSide

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Posted 16 February 2014 - 23:17

Can these be used to replace existing game hangers if we make this into a JSGME mod?
Or do they have to be added into specific missions to be seen?

Looks terrific!
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