Outerra forum
User mods, screenshots & videos => Static models => Topic started by: Revolver on June 09, 2015, 10:04:24 am
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Hello everyone,
I'm looking for something similar for German-Hangars in WW2 (all types), so that I can rebuild it correctly. Am grateful for any useful info to. :)
http://webarchive.nationalarchives.gov.uk/20121026065214/www.mod.uk/NR/rdonlyres/80BF05BD-926E-40D3-9BD4-750FBF9CF556/0/fs16.pdf
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Mossie, you got anything?
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Mossie, you got anything?
Sorry Simon, but I do not understand you. Are you saying if I get what from Mossie? No, I did not get anything from him when it comes to German-Hangars.
Or you want to tell me that he has what? ::)
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Yeh sorry I can see where I was confusing....
I'll contact mossie, if he's not out travelling and has the doc you need I'm sure he'll post you em.
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Yeh sorry I can see where I was confusing....
I'll contact mossie, if he's not out travelling and has the doc you need I'm sure he'll post you em.
OK, Thanks!
p.s. So far I have done everything by eye and what I've heard of some of them
(BxHxL = 50x18x30). But I do not know if all this is true, because I've googled
a single architectural drawing of it. :(
(http://www11.pic-upload.de/thumb/09.06.15/3sscng1yqfoi.jpg) (http://www.pic-upload.de/view-27314475/Hangar_A.jpg.html)
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http://www.ww2.dk/
No hangars but a wealth of information and well worth bookmarking.
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http://www.ww2.dk/
No hangars but a wealth of information and well worth bookmarking.
Hello murkz,
the side I know, but there do not give useful.
I even got L.Dv. 5/1 Der Flugbetrieb der Luftwaffe,
but since nothing is what can help me further.
What I need is a usable drawing of
Hangar Type -(matter).
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https://mega.co.nz/#!cYwXFaKY!CDdaJW0f1Uy_lxy5yuTin8c6SlgioS9f2okXxpW1qy4
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https://mega.co.nz/#!cYwXFaKY!CDdaJW0f1Uy_lxy5yuTin8c6SlgioS9f2okXxpW1qy4
Gracias Amigo, material bien utilizable. Alargaré mi hangar por 5 m.
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All masses corrects. Generate still roof and a little inventory, then is ready...and I also. :)
(http://www11.pic-upload.de/thumb/12.06.15/nuhmxyqlfldg.jpg) (http://www.pic-upload.de/view-27336051/Hangar_A_0.jpg.html)
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https://mega.co.nz/#!cYwXFaKY!CDdaJW0f1Uy_lxy5yuTin8c6SlgioS9f2okXxpW1qy4
Dass is gutes lesen !
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Yeop, echt gutes Zeug.Leider bei so ne schlechten scann kann man nicht alle Maßen
bzw. Zahle gut erkennen.
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here is the quite interesting what it begins the LW - air traffics .
Anlage-5 for airfield sign one are well usable by the construction.
http://www.deutscheluftwaffe.de/archiv/Dokumente/ABC/b/Buecher/Der%20Flugbetrieb%20der%20Luftwaffe.pdf
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I have a question. Can one tie together with inserted light in OT with the static object? I mean if I bring the lamps on top in the cover, will they also shine?
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I have a question. Can one tie together with inserted light in OT with the static object? I mean if I bring the lamps on top in the cover, will they also shine?
... you mean, if a light-source is placed on a particular mesh, if they are lit ? ... well, you need to do some testing whyte material propertyes of that mesh (reflector or whatewer) ...
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Hi PP,
ich möchte versuchen Nachts in Hangar Licht brennen lassen.
Dazu wollte ich auch wissen ob das überhaupt ein Sinn macht dies
zu machen.
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Hi PP,
ich möchte versuchen Nachts in Hangar Licht brennen lassen.
Dazu wollte ich auch wissen ob das überhaupt ein Sinn macht dies
zu machen.
Sollte kein problem sein einige lichter ein-skripten, wenn du den Hangar als ein fahrzeug importierst (Cameni schrieb, dass obiekte auch scripts haben sollten in der zukunft, aber sind noch nicht, deswegen als ein fahrzeug). .... weis nur nicht ob mann irgentwie die OT zeit kriegen kann in skript, so dass es sich in der nacht anschaltet.
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Vielen Dank, Piton...ich weiß jetzt Bescheid wie... ;)
Property already the hangar in OT imported to see how it looks. He is much bigger, but Levis Airbus is changing because defies not purely 50x53m shelf. :D But since you can leave lots of small aircraft. He has 3 adjoining rooms that are not ready yet, however. I'll have to make them even more to make him look a little more alive.
Many thanks to all who helped to collect information about it!
Paar screnns dazu;
(http://www11.pic-upload.de/thumb/14.06.15/746vlzrmlnld.jpg) (http://www.pic-upload.de/view-27361415/screen_1434254145.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/7h4ocaws145o.jpg) (http://www.pic-upload.de/view-27361416/screen_1434254195.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/tzydhqscwzuj.jpg) (http://www.pic-upload.de/view-27361428/screen_1434254237.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/zb1ausjgljp.jpg) (http://www.pic-upload.de/view-27361443/screen_1434254274.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/knez323fi9a.jpg) (http://www.pic-upload.de/view-27361444/screen_1434254328.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/1y3anbtgwszi.jpg) (http://www.pic-upload.de/view-27361460/screen_1434254356.jpg.html)
(http://www11.pic-upload.de/thumb/14.06.15/dxf92s55m7fz.jpg) (http://www.pic-upload.de/view-27361471/screen_1434254381.jpg.html)
The hooks on crane has become a little too small, but enough to hang virtually all times .... I think... =D
(http://www11.pic-upload.de/thumb/14.06.15/ycshzb7rwrm3.jpg) (http://www.pic-upload.de/view-27361485/screen_1434254516.jpg.html)
:)
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Excellent!
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Excellent!
Thank, Colleague. ;)
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Looks really nice! You are detailing it so well! Good job with the support beams.
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Good thing, many pieces seem to be copyes - conserving UVs space. Like that hangar work.
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Thank you very much, Gentlemen's! :)
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.....
(http://www11.pic-upload.de/thumb/18.06.15/5cq5g6xzcks.jpg) (http://www.pic-upload.de/view-27405976/Hangar_0.jpg.html)
:)
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Ey! What is that machinery? Are you constructing planes inside?
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I was tired and thought are but machines do everything for me on ... or? ::)
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Nice work AH-DG!!! You should add some light sources to that hanger! 8)
Regards,
Uriah
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... now just a mod to be able to construct anything ya want on those power-tools and build yourselve an hanomag ! =D
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@ Uriah
Thank you.
I am still not ready to write a script's, but who wants to make, I can my hangar model type to do that.
@ PP
Yes, such a program I would have liked, they need only read my mind right. =D
Gruß,
Stefan
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Hangars Camo in WW2...
(http://www11.pic-upload.de/thumb/07.07.15/5bapqk9csk9t.jpg) (http://www.pic-upload.de/view-27609216/25889872.jpg.html)
(http://www11.pic-upload.de/thumb/07.07.15/7ho8io6c6c42.jpg) (http://www.pic-upload.de/view-27609224/25889878.jpg.html)
(http://www11.pic-upload.de/thumb/07.07.15/ihehux8m1x1t.jpg) (http://www.pic-upload.de/view-27609234/74162aac977711047004bec0ca4d0b8d.jpg.html)
but this photo is very bizarre ... a captured by German P-47 and far back from amis 190A ... in German hangar .... late 1945 ... :)
(http://www11.pic-upload.de/thumb/07.07.15/txpd91p4b5ty.jpg) (http://www.pic-upload.de/view-27609262/9RYtAok.jpg.html)
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nice photos ! ... P-47 ... and there is the main body of another US plane, as well as a Willys jeep .. but i think its a post-war photo, that guy has much looking soviet or czech/slovak helmet and a coat looking like one from that region. Also that brittish bomber ( or recoon plane ? - still the british mark is weathered, but visible non the less ). Seems like some hangar for research purposes to look trough the allied tech, or last resort push to get all they had in the air, including those machines.
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Hi,
got the hangar finally done, but I do not like how I did the Bum-Map. Anyone who has to say what, or change it, can send me PM for templates etc.
DOWNLOAD LW HANGAR TYP-B
LW_Hangar_Typ-B.Revolver.otx (http://www.file-upload.net/download-11195266/LW_Hangar_Typ-B.Revolver.otx.html)
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Hi, AH-DG! Nice job!!!
looking at your normap map (T_Segment_n) I see you have you rotated sections of this (once it was baked) in photoshop.
The information in the green channel must be from up-down.
The information in the red chanel, from left-right.
Then your method of compression may flip the channels. In the compresonator is "ATI2N (Alternate XY Suizzle)", but the information any way, on each chanel, must be in one of two directions: up-down OR left-right... And at least in this normal map you have mixed information.
Here you have two different sections of the green chanel:
(https://scontent-lax3-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10599164_1552422148383097_1783304249359814575_n.jpg?oh=621dfcb6b16fa4ae4ecb551fcfeca311&oe=57108620)
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Hi, AH-DG! Nice job!!!
looking at your normap map (T_Segment_n) I see you have you rotated sections of this (once it was baked) in photoshop.
The information in the green channel must be from up-down.
The information in the red chanel, from left-right.
Then your method of compression may flip the channels. In the compresonator is "ATI2N (Alternate XY Suizzle)", but the information any way, on each chanel, must be in one of two directions: up-down OR left-right... And at least in this normal map you have mixed information.
Here you have two different sections of the green chanel:
(https://scontent-lax3-1.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10599164_1552422148383097_1783304249359814575_n.jpg?oh=621dfcb6b16fa4ae4ecb551fcfeca311&oe=57108620)
Hi KW71,
yes probably it was exactly as you say. But I'm already tired of this whole rotations, because I would have to place the rafters. If you want to continue, I can
give you all the templates + model and you can correct it.
Your tip (green / red ... etc) I'll remember ... thank you! ;)
Gruß,
Stefan
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I appreciate it, , but right now I'm really busy with other stuff, and I need to focus on them.
A work around for this problematics sections would be, once you have identified them, swap red & green channel just in those regions.
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I want to clarify. I have to turn the UV-Mapping to the right result is achieved? ::)
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I want to clarify. I have to turn the UV-Mapping to the right result is achieved? ::)
When you originally bake your normal map (or create it from a gray-scale image in other application), commonly the green channel go up-down, and the red channel left-right (at least you specify differently in that application).
After that, I would recommend you compress it using the Compressonator: 1.- create the mipmaps, 2.- compress it as "ATI2N (Alternate XY Suizzle)" which will swap the green and red channels (now green will go right-left, and red up-down), and 3.- save the compressed version. The final file wont have alpha channel (yours have it), wich is not necessary and just increase the file size.
After all this you still could have a small issue with the green channel inverted; in that case, you can just select this channel in photoshop (in your uncompressed image) and invert it... Then you go to the Compressonator process again...
The most important thing here is to take care each channel go in one, and only in one direction.
Hope this help. :)
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Ok, thanks ... will try. ;)
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So, have been revised. While it is not yet finished (white paint drops), but something like it will be. :)
(http://www2.pic-upload.de/thumb/29436685/screen_1452870863.jpg) (http://www.pic-upload.de/view-29436685/screen_1452870863.jpg.html)
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Know anybody about it, why warped at this point so? In 3dr Max is displayed correctly and I have these parts again subjected UVW mapping. So it must have taken place when FBX upload. =| :(
(http://www2.pic-upload.de/thumb/29448344/screen_1452958334.jpg) (http://www.pic-upload.de/view-29448344/screen_1452958334.jpg.html)
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Where a person communication is why at this point so warped? In 3dr Max is displayed correctly and I have these parts again subjected UVW mapping. So it must have taken place when FBX upload. =| :(
(http://www2.pic-upload.de/thumb/29448344/screen_1452958334.jpg) (http://www.pic-upload.de/view-29448344/screen_1452958334.jpg.html)
May be a triangulation problem. When you export to .fbx, in the exporter gui, under geometry, do you have selected "triangulate" and "preserve edge orientation"?
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May be a triangulation problem. When you export to .fbx, in the exporter gui, under geometry, do you have selected "triangulate" and "preserve edge orientation"?
No I did not. I give it a try the same.
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So, as I have in 3rd Max exported to FBX ...
(http://www2.pic-upload.de/thumb/29448686/Unbenannt-1.jpg) (http://www.pic-upload.de/view-29448686/Unbenannt-1.jpg.html)
the above problem in OT remains the same...wtf... =|
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So, as I have in 3rd Max exported to FBX ...
(http://www2.pic-upload.de/thumb/29448686/Unbenannt-1.jpg) (http://www.pic-upload.de/view-29448686/Unbenannt-1.jpg.html)
the above problem in OT remains the same...wtf... =|
????
Ich sprechen nicht deutsch.
Only
Guten morgen, guten tag, moment mal, achtung & the benzin tank is leer... :))
_____
Do you have skype? Send me a P.M. with your adress... I guess will be easy to solve.
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I have only version Germany ... and no, I do not have Skype ...
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Could you showme a screenshot of just that section in wireframe?
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I do not know what you mean exactly ... ??? Therefore, here are some screens ...
(http://www2.pic-upload.de/thumb/29450712/Hangar_BS0.jpg) (http://www.pic-upload.de/view-29450712/Hangar_BS0.jpg.html)
(http://www2.pic-upload.de/thumb/29450724/wand-hangarB.jpg) (http://www.pic-upload.de/view-29450724/wand-hangarB.jpg.html)
(http://www2.pic-upload.de/thumb/29450726/wand-hangarA.jpg) (http://www.pic-upload.de/view-29450726/wand-hangarA.jpg.html)
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Hi again!
Yes, the problem is triangulation, but it is due you have n-gons in your model: any model must be conformed of quads and triangles only. In this case the bottom of the wall go from left to right as a single face with many sides, because there are not cuts on the windows.
As you can see in the pair of images on the top (max) I added a pair of cuts beneath the window (left just marked in yellow, right the cuts actually made).
The images in the bottom are OT screenshots. As you can see there is no warp in the right image, although the lines may be a little bit twisted because I didn't corrected the UVs when I made the cuts.
(https://scontent-lax3-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/12493889_1554843454807633_7314114259943134016_o.jpg)
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The problem then encountered when I turned from vertical to horizontal UVWs.
That's all .... because in earlier model (see OTX file) gives not such a problem.
Thanks for clarifying.
p.s. And one more thing, the problem is not in the model, or 3rd Max FBX export to,
but in OT FBX Importer. Differently can I do not explain why all is OK and only
the OT-FBX import this problem occurs. ???
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The problem then encountered when I turned from vertical to horizontal UVWs.
That's all .... because in earlier model (see OTX file) gives not such a problem.
Thanks for clarifying.
p.s. And one more thing, the problem is not in the model, or 3rd Max FBX export to,
but in OT FBX Importer. Differently can I do not explain why all is OK and only
the OT-FBX import this problem occurs. ???
I'm not sure about a problem with the FBX importer.
Having only quads (or tris), is necessary. If you have a face with N quantity of sides it is really composed by triangles. How are those triangles arranged inside that face? When it is inside Max, is Max who decide, or you can tell him by using "turn":
http://help.autodesk.com/view/3DSMAX/2015/ENU/?guid=GUID-C662D6AA-25CF-4736-8C48-9A098EA48A0F
But then any engine can decide how to split it; UDK could decide a different sequence that Cryengine, and that's why you end up with different looks on each engine.
The last time you imported the .fbx you had certain UV layout (wich also may have some impact), and things gone lucky well. But when you changed that, the model could end with a different triangulation when imported.
That's why is better to export things correctly divided (and if possible triangulated).
Hope this help. :)
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Well, I have followed your advice and added a few points.
Then it went and the problem was eliminated.
Thanks for the help. ;)
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Hello!
Can someone tell me why I have this seam? Have already tried everything possible, all points (on welded), with different smoothing
Tried, but after upload FBX in OT, always comes this seam to appear. What should I do ... where is the error?
in OT...
(https://www2.pic-upload.de/thumb/33122505/screen_1494039155.jpg) (https://www.pic-upload.de/view-33122505/screen_1494039155.jpg.html)
in 3D Max...
(https://www2.pic-upload.de/thumb/33122504/Endstueck.jpg) (https://www.pic-upload.de/view-33122504/Endstueck.jpg.html)
So, I'm with my Latin at the end and do not know what I should still examine .... :facepalm: :facepalm: :facepalm:
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You sure the cylinder isnt cut at that place (physically, not in UV - try deleting doubble-pivot points there ), or is there some bad angle ( compared to other surfaces on the cylinder ) ?
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You sure the cylinder isnt cut at that place (physically, not in UV - try deleting doubble-pivot points there ), or is there some bad angle ( compared to other surfaces on the cylinder ) ?
Hi PP,
I can give you the 3D model ... maybe you'll find this error. And no, the part is not cut, and in UVW Mapping it is welded to each other (up-down). Just tell me in which format should I save the 3D model. Thanks!
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You sure the cylinder isnt cut at that place (physically, not in UV - try deleting doubble-pivot points there ), or is there some bad angle ( compared to other surfaces on the cylinder ) ?
Hi PP,
I can give you the 3D model ... maybe you'll find this error. And no, the part is not cut, and in UVW Mapping it is welded to each other (up-down). Just tell me in which format should I save the 3D model. Thanks!
.3ds, .fbx or .dae ... ill look on it.
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I do not believe that it is look in UVW Mapping, or the textures, but anyway to smoothing and / or FBX Importer ...?
Well, how that may be. Look times PM... you find there everything.
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Well, it is as I suspected it from the beginning - FBX Importer BUG!
The FBX importer does not update the data that has already been transmitted, but will continue to do so if it has been transferred again under the same name.
This means, if the first time with the import which was not worked out and the File-Name remains the same (file: xxxb), then it must next time the
File-Name, otherwise - enclose BUG!
As an an example; First deleted the englog file & file_dialog_history and immediately (with the FBX importer) no further way of finding the FBX file to import,
Because FBX importer has found no other HDD than (C: / ...). Next I introduced in file_dialog_history (X: / ...) and then again with
FBX Importer imported my file. At the end, everything has worked out and seen here as the result ... (At 3D model nothing was made-old remained)
(https://www2.pic-upload.de/thumb/33136530/screen_1494247958.jpg) (https://www.pic-upload.de/view-33136530/screen_1494247958.jpg.html)
@ Brano. Therefore you should first check FBX importer and delete the BUG.
Gruß,
Stefan
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Ah, yes, that happens sometimes too ...
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The problem with the seam is probably caused by UV mapping and tangent space computation. Please check if the UV mapping is correct. Or you can send the FBX file to our email so I can check the problem.
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The problem with the seam is probably caused by UV mapping and tangent space computation. Please check if the UV mapping is correct. Or you can send the FBX file to our email so I can check the problem.
I have unfortunately deleted old file and the ones I sent PP, I have not yet got back. =|
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I hope that with the Flugwerft will soon be the end ... until then, a few screens how it will look ... :)
(https://www2.pic-upload.de/thumb/33576918/screen_1498505903.jpg) (https://www.pic-upload.de/view-33576918/screen_1498505903.jpg.html) (https://www2.pic-upload.de/thumb/33576925/screen_1498506102.jpg) (https://www.pic-upload.de/view-33576925/screen_1498506102.jpg.html) (https://www2.pic-upload.de/thumb/33576929/screen_1500582715.jpg) (https://www.pic-upload.de/view-33576929/screen_1500582715.jpg.html)
(https://www2.pic-upload.de/thumb/33576935/screen_1500582764.jpg) (https://www.pic-upload.de/view-33576935/screen_1500582764.jpg.html) (https://www2.pic-upload.de/thumb/33576944/screen_1500582862.jpg) (https://www.pic-upload.de/view-33576944/screen_1500582862.jpg.html) (https://www2.pic-upload.de/thumb/33576948/screen_1500583004.jpg) (https://www.pic-upload.de/view-33576948/screen_1500583004.jpg.html)
Gruß,
Stefan
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Excellent
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Excellent
Thank you!
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Oh, looks impressive! And all those elements make it feel alive; you expect see a lady in any moment, bringing coffee to that desktop. :D
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Bridge over Ruhr River. Ruhr River but not shown correctly ... =|
(https://www2.pic-upload.de/img/34405742/screen_1512246084.jpg) (https://www.pic-upload.de)