Outerra forum
User mods, screenshots & videos => Watercraft => Topic started by: fly77 on December 21, 2019, 03:35:52 pm
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For christmas here I share my rigorously unarmed (for now) nimitz aircraft carrier.
It has all the basic functionalities required to have some fun,
do some takeoffs and landings both during day and at night as it has a lighted deck.
In particular the autopilot is useful to keep travelling the ship in a straight line in open seas to practice landings on a moving carrier.
Note that arresting cables, catapult and IFLOL landing systems are not included yet but you can still land a jet on the deck with some skill. I plan to add these features as well as defensive armour to a future upgraded version.
download the carrier from here:
https://drive.google.com/open?id=10c54-kuiEEamtruW14DqLDCno1bMQ972
I got the 3D model file from https://www.blendswap.com/blends/view/87795
It is a Detailed aircraft carrier model as used in IL-2 Sturmovik Combat Flight Simulator. Credits: by karlabs , CC-BY licence
Some textures with transparent features use alpha masking but I could not get them to show up correctly in outerra so far.
Any help is apreciated.
Features:
- fully equipped with collision surfaces on all important features in particular of course the deck so you can land on it
- different camera views and free movement of camera on carrier while keeping control of it
- night lighting of carrier and runway
- autopilot for straight line navigation
- rotating radar antennas
- extendable blast deflectors
installation: click on self-installing nimitz.otx file
here is a presentation video of the carrier
https://youtu.be/z1-gRZa1ftY
controls:
W: increase forward power
S: break
R: reverse power
A: turn left
D: turn right
space bar: moore ship
key L: switch on lighting of deck and runway
key CTRL+B: autopilot keep set speed
key O: extend blast deflector 1
key P: extend blast deflector 2
cameras:
key C: external camera
key numpad +/-: zoom in/out
key v: first person view cameras, press repeatedly to sitch among several camera points on the ship
pgup/pgdwn : move around on the ship fwd/bkwd along the viewing direction...adjust view direction with mouse.
home/end: move around on the ship left/right with respect to the viewing direction...adjust view direction with mouse.
Enjoy !
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Ein tolle Geschenk zu Weihnachten! Danke Marco! ;)
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;)
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magnificent ,,, well done fly77 .. thank you very much for your contribution to the community .. it is very beautiful.
https://youtu.be/0RvOIALVvnk
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You're wellcome. Now you can really check your jet landing skills =D
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now the view is from the water
https://youtu.be/PAfvICHTDxU
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Glad you enjoy it :)
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wanted to pass the aircraft carrier Nimitz under the
Golden Gate Bridge, San Francisco .. and this is what happened
fly77. Does that happen to you, or is it that it broke to me?
https://youtu.be/CyeDypkxSsU
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wanted to pass the aircraft carrier Nimitz under the
Golden Gate Bridge, San Francisco .. and this is what happened
fly77. Does that happen to you, or is it that it broke to me?
No, its wrecked also for me. Will repair it !
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thank you ... take your time .. quiet, we are at Christmas. :)
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Tell me please, is it possible now to teach a ship model in the game to shoot realistically and have a realistic damage model? Something like a navy var thunder?
the text was written with the help of google translator
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Tell me please, is it possible now to teach a ship model in the game to shoot realistically and have a realistic damage model? Something like a navy var thunder?
the text was written with the help of google translator
shoot realistically: yes.
realistic damage model ? In principle yes if we have the 3D model file.
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shoot realistically: yes.
realistic damage model ? In principle yes if we have the 3D model file.
[/quote]
So the game already allows you to customize such things as the booking model, the calculation of armor penetration, the calculation of flooding of the ship's compartments and the associated loss of speed and buoyancy?
It would be nice if such a ship appeared in the game that would demonstrate such technologies.
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So the game already allows you to customize such things as the booking model, the calculation of armor penetration, the calculation of flooding of the ship's compartments and the associated loss of speed and buoyancy?
It would be nice if such a ship appeared in the game that would demonstrate such technologies.
the game doens't know about booking model, the calculation of armor penetration, the calculation of flooding etc..but you can create the code for it.. that is part of mod creation...and its certainly possible.
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the game doens't know about booking model, the calculation of armor penetration, the calculation of flooding etc..but you can create the code for it.. that is part of mod creation...and its certainly possible.
My abilities are only enough for a ship model, the software part is not available to me. :)
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the game doens't know about booking model, the calculation of armor penetration, the calculation of flooding etc..but you can create the code for it.. that is part of mod creation...and its certainly possible.
My abilities are only enough for a ship model, the software part is not available to me. :)
Thats great. If you can provide a 3D ship model I can consider the programming part. Usually we need to have a model that can be opened in blender, as it is easy then export it from blender to outerra.
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Thats great. If you can provide a 3D ship model I can consider the programming part. Usually we need to have a model that can be opened in blender, as it is easy then export it from blender to outerra.
Tell me with ships of what period would it be more pleasant for you to work, the first or the second world wars? I like World War I dreadnoughts better. Models for me are preferable to do in 3D max.
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Thats great. If you can provide a 3D ship model I can consider the programming part. Usually we need to have a model that can be opened in blender, as it is easy then export it from blender to outerra.
Tell me with ships of what period would it be more pleasant for you to work, the first or the second world wars? I like World War I dreadnoughts better. Models for me are preferable to do in 3D max.
World war I is perfectly OK. 3D max is OK as long as long as you can export them in avarity of formats that belnder can import, preferably .obj or .fbx
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World war I is perfectly OK. 3D max is OK as long as long as you can export them in avarity of formats that belnder can import, preferably .obj or .fbx
Well, let's try to "revive" the German cruiser Lutz in the game. I really like it and I just started doing it. Where can I drop you a folder with a file of the model of the case and the source of the drawings that I use to work in 3d max, so that you can see whether it is suitable for a blender or not?
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you can click on the letter icon next to the post (or select MyMessages in the header of the forum) to private mail me a download link ...
thanks
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you can click on the letter icon next to the post (or select MyMessages in the header of the forum) to private mail me a download link ...
thanks
I sent you a message, please see.
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OK thanks. I will try to open it in blender and let you know.
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yes 210.4 m long and 29 m wide.
cool ! :)
(https://i.postimg.cc/Y2Jy61s5/canopus1.jpg) (https://postimg.cc/G9xQrsrK)
(https://i.postimg.cc/DyLpBSV8/canopus2.jpg) (https://postimg.cc/9rXBfFQh)
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I see a problem with anti-aliasing groups that are in 3d max, but in blender they work differently.
https://hostingkartinok.com/show-image.php?id=d3086794bb1cb06c38b2f4ce76bb6c2d (https://hostingkartinok.com/show-image.php?id=d3086794bb1cb06c38b2f4ce76bb6c2d)
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I don't know what are antialiasing groups. (by the way the image you posted is very small ). Is it correct that I see just one half of the hull ? you modelled just half ?
by the way I just checked now that it imports into outerra.
Seems OK
(https://i.postimg.cc/6qNbXKn9/hindenburg1.jpg) (https://postimg.cc/r0QN1vfb)
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I don't know what are antialiasing groups. (by the way the image you posted is very small ). Is it correct that I see just one half of the hull ? you modelled just half ?
by the way I just checked now that it imports into outerra.
Seems OK
the body at this stage of the work is almost symmetrical, when saving in the blender format, the pivots did not stand up correctly, in 3d max it is enough to simply mirror it and remove the extra hawse from the starboard side. When the ship is finished, all its asymmetrical elements will be in place.
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I don't know what are antialiasing groups.
apparently it was not a correct translation from Google, it was about Smoothing Groups.
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OK I see. So you think the smootheness is different in your max model than in the blender one ? Some specific part of the hull ?
about mirroring and removing selected parts that is something I can do as well in blender.
(https://i.postimg.cc/cCZhzmGC/canopus3.jpg) (https://postimg.cc/S2Tc2csb)
(https://i.postimg.cc/P5N40J9W/canopus4.jpg) (https://postimg.cc/YvKYWrp0)
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OK I see. So you think the smootheness is different in your max model than in the blender one ? Some specific part of the hull ?
about mirroring and removing selected parts that is something I can do as well in blender.
it is not the smoothness of the model itself that differs, but those parts that should stand out on the model in the blender do not look like this. As far as I remember, a blender uses several adjacent edges for this. for example, an armor belt on a ship should have its own sharp edges and not merge with the rest of the hull.
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yes I see your max model has these armour belts more clearcut than seen in blender. But it seems this is just a visual artifact of how blender renders.
Once imported into outerra it seems fine, same as your picture. So it looks not correct in blender but actually it will be correct in outerra....well allmost..some parts seem not smooth enough (those triangulations in the hull)
(https://i.postimg.cc/JzJyyWkw/canopus6.jpg) (https://postimg.cc/WdNpKC8S)
(https://i.postimg.cc/zvbz9nwm/canopus7.jpg) (https://postimg.cc/RJmxtJbG)
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but there are some settings in blender fbx export ( outerra can import only fbx) that I don't know which to use
default is smoothing only normals
(https://i.postimg.cc/MZCfzTn0/canopos8.jpg) (https://postimages.org/)
Also in blender if I remove extra parts there remains a hole in the hull
(https://i.postimg.cc/jSKWJFQL/canopus9.jpg) (https://postimg.cc/w7fxCFrp)
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yes I see your max model has these armour belts more clearcut than seen in blender. But it seems this is just a visual artifact of how blender renders.
Once imported into outerra it seems fine, same as your picture. So it looks not correct in blender but actually it will be correct in outerra....well allmost..some parts seem not smooth enough (those triangulations in the hull)
here are a few pictures of how the case looks with different smooth groups in 3d max, I think this should matter when importing into the game engine.
https://hostingkartinok.com/show-image.php?id=03a3ec399c4eac66241b20740eb97654
https://hostingkartinok.com/show-image.php?id=3ac4b1e9e95bf4bfc8b5f69a1b090b64
https://hostingkartinok.com/show-image.php?id=8c318164cd7cc49dcb67432a17eb020a
https://hostingkartinok.com/show-image.php?id=89b6f649973959f3cbbe0c92d19eceb9
https://hostingkartinok.com/show-image.php?id=3f58316c3a4456af608f7c8aea16964a
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OK looks better in Max
https://youtu.be/p7OfjnYyGV0
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but there are some settings in blender fbx export ( outerra can import only fbx) that I don't know which to use
default is smoothing only normals
let me throw you an export file from 3d max to format .fbx
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directly imported fbx into outerra but no improvement. Still those triangulation shadows. (with cloudy sky you can see them less) maybe we need to ask help from somebody else here who did 3D modelling for outerra and knows this stuff better than me. I only know the very basics of blender and have no understanding of how 3D modelling works.
Also in blender 2.79 which I use I couldn't import your fbx as it says something like 7100 not supported only 6100 or viceversa
(https://i.postimg.cc/B6yNCKJ7/same.jpg) (https://postimg.cc/N961sL9R)
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directly imported fbx into outerra but no improvement. Still those triangulation shadows. (with cloudy sky you can see them less) maybe we need to ask help from somebody else here who did 3D modelling for outerra and knows this stuff better than me. I only know the very basics of blender and have no understanding of how 3D modelling works.
Also in blender 2.79 which I use I couldn't import your fbx as it says something like 7100 not supported only 6100 or viceversa
I think I remembered that I was advised about these shadows on this forum in the Russian topic of the forum, now I will do the same thing that then I will throw you a new file
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OK
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OK
i applied modifier unwrap UVW, now it should get better. sent you a new file.
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red is the new .obj imported into blender and from there exported to outerra as fbx
white is your new .fbx imported direclty into outerra.
still the same
(https://i.postimg.cc/pTxnMVqV/screen-1617139890.jpg) (https://postimg.cc/f32bxNG1)
(https://i.postimg.cc/zBjHzmcC/screen-1617139901.jpg) (https://postimg.cc/628pcPwq)
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red is the new .obj imported into blender and from there exported to outerra as fbx
white is your new .fbx imported direclty into outerra.
still the same
Perhaps, since that time something has changed, I was guided by the advice given here on the forum, then a similar problem was solved. We have to wait for the weekend, so that I would clear the disk space and reinstall the outerra, this will save you from empty experiments. Just in case, here is this topic, I do not know how to do it described there in a blender: https://forum.outerra.com/index.php?topic=1588.msg41395#msg41395
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OK thanks
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OK thanks
thank you for your time. by the weekend I will install the engine and make some new parts of the ship.
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Greetings fly77, it's been a long time since we corresponded, I even forgot the password from this forum and couldn't log in here, today I talked to the local administration and I was registered again. I haven't picked up a 3D editor for a long time and have already forgotten a lot, but now I have a lot of free time and I'm thinking about doing 3D modeling again, I thought my Lützow model was lost, but today I was reviewing the contents of folders on disks and found my favorite Lützow. Now my first priority plans are to make a 3D model of the submarine 945 of the Barracuda project, or according to you, "Sierra-I". It was the best boat in the world for its time, and even now it is not inferior to modern boats. Its hull is made of titanium, so it is not afraid of rust. Anyway, I want to ask you if you can help me make it playable for Outerra Anteworld? My father built this boat. He worked at this factory until his retirement, and when I was in school, he invited me to the factory to look at the boats in the workshops.I remember how angry I was at the officials of that time who were sorry to allocate money for the completion of the last boat of the series and let it be used for scrap.
>:(
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OK thanks
Hello, fly77, are you completely missing, are you ill by any chance? I'm very tired today trying to install this game, now I'll wait for the drivers for the video card to download and try again.
These developers deliberately deleted the file converter, now it doesn't work. If you try to click on the importer's window, a MicroProse advertisement pops up, in which there is not a single word about the release date of the Outerra World Sandbox. In general, this long-term construction game is very likely to never come out.