Lexx said:
I created some new walls for SD2 this way: First I build the wall parts with some already existing walls from the game. When it was finished, I made lots of screenshots and painted my new walls over it. With this I managed to make it fit 100% without much playing around.
Straight walls aren't a problem at all, since I already made custom wall set (in 3d without any painting in PS), which is perfectly tileable - no matter which segment you'll put it will nicely match into the neighboring ones (of course you must follow by ...16 + 32 + 16... or ...16 + 16 + 16... formula) And I'm using exactly the same geometry - I only changed texture, added rivets, etc.
If this round crap wasn't there then I could start rendering/cutting/adding into the game and checking for any bugs... something around 3,5 hours of work to make 62 pieces: version with cables + without them for a smaller rooms + two different types of doorway/doors...
Lexx said:
So I think, we first should build the submarine ground parts with normal walls to see how it will looks like in the end.
I was planning to do the same thing - template done in Mapper then screenshots and making custom walls based on that... Later I canceled this idea, because this is not going to solve any problems, since I decided to make a wall that will be totally independent from any template. You can build as you want - no restrictions. Of course you won't be able to use round walls from the 1st floor in 2nd or from 3rd in 1st or bow section in the center, but this is obvious, I guess...
Straight walls will be done in default way, but round not - they're going to be long/large, because shitload of annoying work is needed to make seamless texture for round surface which is going to be used in FO's engine, where you have only 16 pixels in Width
Even if you'll somehow make such texture then wall will look like shit - one, giant repeatable crap...
Glovz said:
I bring up the missile issue because unless the submarine's torpedo tubes are facing out to sea then I don't know how else it would be a threat.
Also if you go with the torpedo tubes facing out to sea, then the orientation of the dock and the submarine must change from what is being designed currently.
Do you mean that sink the Tanker thing? If so, sub is placed in good way, I guess... Also, you won't be able to see Tanker on the sub map...
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I'm A Smooth-Skin now!
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Lexx said:
Also what about the room splitting? I personally have no idea, how the submarine should looks like. Maybe this way?
Me and Josan already discussed this issue. Most of rooms (or even all) will be done non-symmetrically: