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PROYECT SLAVA CLASS CRUISER AI for FSX/P3D

Either the Delfin or Mekur CVL packs in the library have a Ka-25 and Ka-27 AI helio in; the ships suck, and need reworking, being early efforts. Gotta start somewhere!
Looking good. Love that hangar deck animation sequence.
 
Either the Delfin or Mekur CVL packs in the library have a Ka-25 and Ka-27 AI helio in; the ships suck, and need reworking, being early efforts. Gotta start somewhere!
Looking good. Love that hangar deck animation sequence.
Thanks,I wil give them a look.:very_drunk:
 
I will try to add the UDALOY II, when upload the SLAVA in the same pack

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Very nice work on the Slava...!
Your animation especially the hangar doors and nets adds a high level of realism
Landing at dusk with the lit hangar deck and impressive looking ship wakes, all a plus.

Do you think you could add heat effects for the stacks (very light smoke) to give the effect of the gas turbines..?


Really looking forward to the "UDALOY II"..

Many thanks, :encouragement:

Tony
 
Very nice ship. I was able to land aboard several times. Not pretty but I didn't go in the water. :biggrin-new: Thank you for your work, CIMOGT. Looking forward to seeing that Udaloy DDG when you finish it.
 
Cimogt, He looks nice, but you know what? I think we can do better! Whaddaya say?
View attachment 54082
I'll run the old rust bucket through the texture mill, do a clean up, full hull(simplified-FSX, who cares whats below the waterline...) get the draw-call and material count under control so they'll run faster and easier on memory., and get some spec and night maps into the game. Bump maps? if any one wants to take that on...
I did these when I had a slight clue, but no firm grasp. I should be able to map this one onto a single sheet, less flags and glass, chop some polys and clean up the mesh.
I think I may be able to merge in your hanger and what not. Get back to you in a couple of days, then start into the Udaloys. We need a sovremenny class DDG, one of these days, too, though I think a Leahy is 'prolly higher in the yard order.
 
Cimogt, He looks nice, but you know what? I think we can do better! Whaddaya say?
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I'll run the old rust bucket through the texture mill, do a clean up, full hull(simplified-FSX, who cares whats below the waterline...) get the draw-call and material count under control so they'll run faster and easier on memory., and get some spec and night maps into the game. Bump maps? if any one wants to take that on...
I did these when I had a slight clue, but no firm grasp. I should be able to map this one onto a single sheet, less flags and glass, chop some polys and clean up the mesh.
I think I may be able to merge in your hanger and what not. Get back to you in a couple of days, then start into the Udaloys. We need a sovremenny class DDG, one of these days, too, though I think a Leahy is 'prolly higher in the yard order.

It would be very good, i am with the kirov, in these moments doing the hangar and i will try to lower the number of textures and size in general, the bump textures can be easily made, but i do not add them beause i think i would lower the fps or am i wrong with this?
 
It would be very good, i am with the kirov, in these moments doing the hangar and i will try to lower the number of textures and size in general, the bump textures can be easily made, but i do not add them beause i think i would lower the fps or am i wrong with this?

The Kirov should be very impressive.
With her interesting hangar that will be a treat...!
 
View attachment 54092

So. I've chiseled the mapping down to two sheets, the collada file is five and a quarter Mb at this point. Did some cleanup, full hull, re-diddled and grouped the masts for animation.
Just the rest of the top hamper to tex, and railings to install. I should be able to hold this down to a pair 2048x2048( plus 2 specs and 2 LM's) main's, and a 512x512 for glass, lights, ensign and lattice transparencies. Mebe latter today...
 
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So. I've chiseled the mapping down to two sheets, the collada file is five and a quarter Mb at this point. Did some cleanup, full hull, re-diddled and grouped the masts for animation.
Just the rest of the top hamper to tex, and railings to install. I should be able to hold this down to a pair 2048x2048( plus 2 specs and 2 LM's) main's, and a 512x512 for glass, lights, ensign and lattice transparencies. Mebe latter today...

Is it possible to have the big radar dish be its own piece of texture...?
That way it could be painted to look like mesh dish...
 
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So. I've chiseled the mapping down to two sheets, the collada file is five and a quarter Mb at this point. Did some cleanup, full hull, re-diddled and grouped the masts for animation.
Just the rest of the top hamper to tex, and railings to install. I should be able to hold this down to a pair 2048x2048( plus 2 specs and 2 LM's) main's, and a 512x512 for glass, lights, ensign and lattice transparencies. Mebe latter today...

great work !!!
 
Yeah, the original, I had all that stuff-antennae and lattice- on alpha'd transparencies and large size wrap textures. I had no idea what in the hell I was doing, so there is a lot of assembly crap, file marks, fumduckers and back faces driving draw calls up, vertice count too high...vertical learning curve stuff.
I'm glad I save all my files for these, I always wanted to refrobulate these. Wish I had of saved the type 077 LST files...
rationalized top pair and plate steer(?) into a single group and doubled the 3D antenna to get a busier look. I've found it simpler to export only the parts requiring animation to FSDS, then merge the animated parts back into the model in MCX. Faster render, preserves poly smoothing as much as possible and it's very easy to fix and tweak animations. I can also keep a file of animated radar sets- all ready have an strut pair and square tie on hand.
 
A challenge to land on especially when it is moving. Should it have a little smoke? Pictures don't show much -- seems to dissipate quickly.
:ernaehrung004:
 
Yeah, the original, I had all that stuff-antennae and lattice- on alpha'd transparencies and large size wrap textures. I had no idea what in the hell I was doing, so there is a lot of assembly crap, file marks, fumduckers and back faces driving draw calls up, vertice count too high...vertical learning curve stuff.
I'm glad I save all my files for these, I always wanted to refrobulate these. Wish I had of saved the type 077 LST files...
rationalized top pair and plate steer(?) into a single group and doubled the 3D antenna to get a busier look. I've found it simpler to export only the parts requiring animation to FSDS, then merge the animated parts back into the model in MCX. Faster render, preserves poly smoothing as much as possible and it's very easy to fix and tweak animations. I can also keep a file of animated radar sets- all ready have an strut pair and square tie on hand.

Normally i have 2 separed files, 1 with animated parts and another fixed ones, i do the animation and when being complete i add the fixed parts in 3dmax, the part most difficult for me is the make of textures !!!
 
Here's the SKUP for the textured Slava. Radars are place holders. By the time it's ready to step the masts, I'll have a set for you. Hangar doors and hangar interior are separate components, all mapped. Just assembly textures at this point. Tried to mark locations of stuff on the maps. I left off boats and railings, you seem to have a cunning plan in action. Two thoughts, save your self a few poly's...the Balzat cans are not ribbed, and the funny little R2D2 gizmo's outboard the SA(N)6 VLS are twin barrel decoy launchers, and are the correct shape. Took a while to track down an ident on those.
Looks like you'll be busy. So, while you take the high(detail) road, I'll take the low road and smash up a low poly version.
Hang on for a moment for drive to load....and a correction. Think I've got it all, now.:wavey:

https://drive.google.com/open?id=0Bymd7iALx2FobDJFTXBvbklzZHM
 
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