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 Post subject: Re: hppav's models
PostPosted: Mon May 14, 2012 3:19 pm 
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T-Rex Killer
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hppav wrote:
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I love Trespasser :lol: I had to make these immovable to keep this from happening.

The main problem is the limit to active physics objects, when you have too many physics objects in the same scene, some of them won't be processed...

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 Post subject: Re: hppav's models
PostPosted: Mon May 14, 2012 4:46 pm 
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Yeah, I'll have to remember that.

I did an FPS check just now and on the boat it's anywhere from 25fps to 60fps at the moment. At distance it's 20fps, so still acceptable Trespasser levels.

I dropped in part of the interior just to see how they fit together. Need to clean up the connections between the areas a bit. You have to crouch to reach the pilot house from the lower level, which is pretty much how it was on the real ship, but they could lean towards the stairs, which Anne can't.

Here's a shot of the interior in game as it is now (still need to make the ceiling texture):
Image
The whaleback deck occlusion object is in game now so there's currently 60fps in here. The image on the lower left is a photo taken on the real ship.

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 Post subject: Re: hppav's models
PostPosted: Sat Sep 22, 2012 7:48 pm 
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Just out of curiosity at how custom boats are made in Virtual Sailor 7, I decided to port my Andrea Gail model over to it:

Image
Image
Obviously it's not just a simple port as I added in a working ship's wheel, lights, spinning radars, working propeller and rudder and set the boat up based on the actual specifications of the real ship. I think that it looks pretty good.

Only one other person made the Andrea Gail for Virtual Sailor 7 and that was years ago. It's impossible to find it now as most Virtual Sailor 7 sites have gone offline. But here's a video of what was done years ago:

[youtube]http://www.youtube.com/watch?v=5lbbMI2HlNk[/youtube]

I think mine looks better :lol:

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 Post subject: Re: hppav's models
PostPosted: Sat Sep 22, 2012 8:14 pm 
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Uh? What's Virtual Sailor?

The ship is looking very good...

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 Post subject: Re: hppav's models
PostPosted: Sat Sep 22, 2012 11:11 pm 
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Virtual Sailor is a boat simulation program. It didn't get as popular as Ship Simulator so the creators decided to move away from boats and start making Vehicle Simulator. I don't know all that the new program does, all I know is that Virtual Sailor is more popular since it allows more options in ship design.

It is designed so that you can import models rather easily, just export them to .3ds and us conv3ds to change the models to .x and use a configuration (.cfg) file to set how the models sit in relation to one another. You can only have the main boat model as one mesh and moving parts each as separate meshes, so I had to retexture the entire model to get it to work. Also it doesn't do opacity via an opacity map, instead you paint the areas you want invisible black (RGB 0,0,0) and add an underscore to the name of the texture to get it to appear transparent. I believe the engine supports 24 bit bmps, but as you can see my 256 color bmps seem to work just fine.

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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 4:32 pm 
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Image
I put in smoke. This is the heaviest it gets when it's at full throttle. Top speed is 8 knots, but they'd likely have it at 5 knots. (Don't want to kill a small engine that's held together with spit and glue :lol: ). I've also put in the setting shack. This is where they set the hooks on the long line. This was a later addition that wasn't put on the Lady Grace, which was used in the movie. I have also placed the inflatable raft cylinder on the roof of the setting shack. This isn't seen in any photos of the boat outside of an official Coast Guard inspection photo. There's also what I believe to be a pipe for pumping fuel into the fuel tanks added at the boat's stern.

Image
Virtual Sailor enables you to place instrument panels by setting their position, location, and scale relative to the boat in a configuration file. You just have to model the monitors the screens are mounted on. I'm not 100% sure that this is the precise setup of the Andrea Gail, but it's my best guess based on the only photo of the bridge. All the panels are interactive, btw, but it's easier to just call up the panel in the application and make the adjustments full screen. Especially since the engine clips out anything that is within a foot of the camera, so the gauges disappear before you can zoom in close enough to see them.

Piloting it from the bridge using the controls is more fun that using the in game panel (in the other images) and arrow keys to maneuver.

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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 6:11 pm 
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hppav wrote:
I wonder that too... Too bad Philip Salas, the guy in charge of designing Pine Valley, stopped communicating with TresCom almost immediately after Slugger got into contact with him or we could ask him...


FYI, I'm still in contact with Philip Salas if you want me to ask him any questions.


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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 6:46 pm 
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Ask him if he has a textured version of the Plains level or Plantation House.... I would die and go to heaven if he did (he probably doesn't).


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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 7:11 pm 
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All this boat stuff is starting to remind me of. . .

[youtube]http://www.youtube.com/watch?v=2I91DJZKRxs[/youtube]

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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 7:24 pm 
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glitchhunter09 wrote:
Ask him if he has a textured version of the Plains level or Plantation House.... I would die and go to heaven if he did (he probably doesn't).

Ask him if he has any textures, that's it.

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Tres WIP: updated T-Script Reference and File Formats documents
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 Post subject: Re: hppav's models
PostPosted: Tue Sep 25, 2012 7:45 pm 
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machf wrote:
glitchhunter09 wrote:
Ask him if he has a textured version of the Plains level or Plantation House.... I would die and go to heaven if he did (he probably doesn't).

Ask him if he has any textures, that's it.


Yeah, being specific would probably be pushing it. If he has anything he thought would be useful, and would be willing to go give it, he would give it.

EDIT:

I'm a Gallimimus! :D

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 Post subject: Re: hppav's models
PostPosted: Wed Sep 26, 2012 1:25 am 
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awesome24712 wrote:
I'm a Gallimimus! :D


Whenever I see Gallimimus, I hear Gallimeemoose because of the Jurassic Park Paint and Activity Center:

[youtube]http://www.youtube.com/watch?v=KGQ-6MK8Kzk[/youtube]

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 Post subject: Re: hppav's models
PostPosted: Wed Sep 26, 2012 12:08 pm 
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machf wrote:
glitchhunter09 wrote:
Ask him if he has a textured version of the Plains level or Plantation House.... I would die and go to heaven if he did (he probably doesn't).

Ask him if he has any textures, that's it.


He doesn't have anything other than those images I got from him two years ago. He's not sure if he still have anything in a storage somewhere but he is not able to look for them atm.

About PH. The only information I can remember is that the building itself was made by Marta Recio and the only work I know Philip Salas made to that building was to remove stuff from it, so it wasn't as detailed when it was moved over to Jungle Road.

However, I'm still in contact with several devs and I'm sure there will be some more really nice stuff in the future.


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 Post subject: Re: hppav's models
PostPosted: Wed Sep 26, 2012 6:01 pm 
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hppav wrote:
awesome24712 wrote:
I'm a Gallimimus! :D


Whenever I see Gallimimus, I hear Gallimeemoose because of the Jurassic Park Paint and Activity Center:


Why have I never heard of this show?! :|

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 Post subject: Re: hppav's models
PostPosted: Wed Sep 26, 2012 6:24 pm 
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awesome24712 wrote:
hppav wrote:
awesome24712 wrote:
I'm a Gallimimus! :D


Whenever I see Gallimimus, I hear Gallimeemoose because of the Jurassic Park Paint and Activity Center:


Why have I never heard of this show?! :|


Because it's not a show but a game:
http://jurassicpark.wikia.com/wiki/Jura ... ity_Center


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