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Old 12-15-16, 12:52 AM   #1
Niume
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It looks amazing
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Old 12-15-16, 03:53 AM   #2
Kendras
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Originally Posted by Niume View Post
It looks amazing
It's very far from perfect. What I really need is a good and detailed model of the rock. And I also would like to add some reefs around (as separated models, but in the same file as the lighthouse).

I'm waiting for help (gap ?).

Last edited by Kendras; 12-15-16 at 04:16 AM.
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Old 12-15-16, 04:29 AM   #3
gap
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Originally Posted by Kendras View Post
It's very far from perfect. What I really need is a good and detailed model of the rock. And I also would like to add some reefs around (as separated models, but in the same file as the lighthouse).

I'm waiting for help (gap ?).
No problem.

I am downloading Tycho's files as we speak. How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?

Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse?
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Old 12-15-16, 04:45 AM   #4
Kendras
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Originally Posted by gap View Post
How deep (more or less) should be the rock underwater? Can you visit the exact location that the Holtenau lighthouse is gonna be placed in, and tell me what the depth under keel is while you are surfaced?
We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.

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Moreover, can you provide me with some additional information on the reefs that you want to add around the lighthouse?
Let's imagine something like that :

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Old 12-15-16, 04:46 AM   #5
Tycho
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Originally Posted by gap View Post
I am downloading Tycho's files as we speak.
Not my files, Bertram Waldner's files, according to the link. I think that is from german SH community (marinesims) and are made for LSH or CCoM. I just save the link for future use, when will I need.
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Old 12-15-16, 06:57 AM   #6
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I prefer in .dat files.
Okay, you will need to wait until I find my working files and Import them into a dat file them.
I usually work with medium to high size textures and I scale them down for usage in game. What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?

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Mmh, it's a good start, but we need a better model (not just flat faces with a texture for the details).
I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know
If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model

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Yes, not bad, the upper part is well modelled. We can also use the RoterSand lighthouse ("LH" to abbreviate) for new models, it's a very pretty LH.


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Originally Posted by Kendras View Post
We have to keep in mind that the rock model will probably be used at different locations, so we have to envisage different depths. 40 meters should be good ! In my case, I am on the La Vieille location, in the west of la pointe du Raz. I send you my files in PM.
I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse, unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file. This is how we made the concrete pedestals of TWoS coastal defences (in SH5 proper coastal defences don't fire their guns).
The one problems I see, is that making generic rock models to accomodate any kind of lighthouse might be a bit tricky due to them not being totally flat, and even by setting a very heavy mass and a low center of mass, "floating" lighthouses would swing faintly on heavy seas. On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units

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Let's imagine something like that...
I see a reticule but wath is the scale?
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Old 12-15-16, 02:10 PM   #7
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What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures?
I Prefer embedded textures. For the resolution, I think maximum 2000x2000 pixels.

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Originally Posted by gap View Post
I always rework heavily free 3D models I find on the web, because they rarely have the vertex resolution and other properties which suit game models. If need be, I can add some more detail to the lighthouse mesh, but we should also keep an eye on file size; adding very complex objects near land is always a bit risky, you know.
Yes, just a little more detailed, but not all the 3D details.

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Originally Posted by gap View Post
If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model
Yes, sure. Look at the model I've sent to you : windows and machicolations are just textured, but it looks good !

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Originally Posted by gap View Post
I am talking about the rocks that the lighthouses are rising from. Those need to be integral part of each model so we can only have one fixed depth for each lighthouse,
Yes, me too. As the LH won't be sea or land units, we just have to set "onland=false" in the Locations.cfg files, and the node of the LH will always be at the sea level, whatever the depth is. But I agree that we attach the rock to the LH model. I was just thinking that we could use the same model of rock for several LH, maybe a little reworked and with a different stone texture for more diversity ! But if you want to model a totally different rock for each LH, it's even better !

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Originally Posted by gap View Post
unless you want to make that kind of lighthouses into sea units. If the latter is the case, I could create a set of rocks of different heights to be placed in a library file, and to be conveniently linked to each lighthouse "unit" through eqp file.
Not at all.

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Originally Posted by gap View Post
On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units.
Ah, didn't think about that. I don't think it's very important for now.

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Originally Posted by gap View Post
I see a reticule but wath is the scale?
Let's work with your imagination ! Under and above water reefs would be excellent ! But not too many ! Remember that we can use a danger buoy to mark the danger !

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Old 12-15-16, 05:47 PM   #8
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Something is strange. I tested for Camaret LH (near Brest harbour).

The LH was in the land :



So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg ....

I don't understand ....
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Old 12-15-16, 04:15 AM   #9
gap
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What is sketchup ?
SketchUp is a 3D modelling software especially conceived for architectural, landscape and videogaming design. For a period it was owned by Google, and it was employed by the company as a freeware platform that private users could use for creating Google Earth's geolocalized models of cities and lanscapes. If you have Google Earth you can scan the world map for any 3D landmark visible from the sea. If its model has been made available for download by its creator (most models are), by clicking on it you are redirected to its download page on 3D Warehouse

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Else, great models for Helgoland. Sadly, the island is not well rendered in game. But I would be glad to get your models to try them in game !
Thank you. Looking for the files on my HD
Do you prefer having them as raw obj files and tga textures, or imported directly in a dat file?

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Originally Posted by Tycho View Post
Hi!
I started similar work some time ago, but now is in pause mode until I don't finish my new terrains and forests.
Look over these files, have some ready for SH3 models:
https://www.mediafire.com/folder/r2a3k2mlbdpsu/sh3
Cool stuff there, thank you very much Tycho

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Originally Posted by Kendras View Post
To begin with new models, I would like to introduce a basic lighthouse made in granite. These lighthouses are very common in Brittany. Here are 2 examples (phare de la Vieille, and phare des Triagoz) :

Do you feel ready to model this, gap ?
I do but...

The Phare de la Vieille is already available on 3D Warehouse:


https://3dwarehouse.sketchup.com/mod...8b0380112b9dd2

Two basic models of the Tourelle de la Plate (located just in front of the La Vieille Lighthouse), are also available:

https://3dwarehouse.sketchup.com/mod...f5410d52ddc079
https://3dwarehouse.sketchup.com/mod...995fb119e59971

I think I can start converting those models in a format that can be imported in game.
As for the Phare des Triagoz, the plan you have provided and pictures of it available on the web should be enough to build a fairly realistic model of it

Ona side note, additional information on the lighthouses above can be found in the following pages:

https://www.unc.edu/~rowlett/lighthouse/fns2.htm (La Vieille and La Plate)
https://www.unc.edu/~rowlett/lighthouse/brt.htm (Triagoz)

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Originally Posted by Tycho View Post
I think, that SH4 have the same model like in SH3.
What I saw there is flakmonkey's lighthouse in deferent files and "LH_RoterSand.rar" and "LT_Holtenau.rar".
flakmonkey's lighthouse is the one I was mentioning in my previous post. I don't think it reperesents any real lighthouse, but it looks very nice!



It is available for download here on subsim:
http://subsim.com/radioroom/download...o=file&id=1337

Link to the original thread with additional photos available on the download page
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Old 12-15-16, 04:29 AM   #10
Kendras
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Originally Posted by gap View Post
SketchUp is a 3D modelling software especially conceived for architectural, landscape and videogaming design. For a period it was owned by Google, and it was employed by the company as a freeware platform that private users could use for creating Google Earth's geolocalized models of cities and lanscapes. If you have Google Earth you can scan the world map for any 3D landmark visible from the sea. If its model has been made available for download by its creator (most models are), by clicking on it you are redirected to its download page on 3D Warehouse
Interesting reading !

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Originally Posted by gap View Post
Thank you. Looking for the files on my HD
Do you prefer having them as raw obj files and tga textures, or imported directly in a dat file?
I prefer in .dat files.

Quote:
Originally Posted by gap View Post
Cool stuff there, thank you very much Tycho
Yes thank you.

Quote:
Originally Posted by gap View Post
I do but...

The Phare de la Vieille is already available on 3D Warehouse:


https://3dwarehouse.sketchup.com/mod...8b0380112b9dd2
Mmh, it's a good start, but we need a better model (not just flat faces with a texture for the details).

Quote:
Originally Posted by gap View Post
I think I can start converting those models in a format that can be imported in game.
As for the Phare des Triagoz, the plan you have provided and pictures of it available on the web should be enough to build a fairly realistic model of it
Very good news !

Quote:
Originally Posted by gap View Post
flakmonkey's lighthouse is the one I was mentioning in my previous post. I don't think it reperesents any real lighthouse, but it looks very nice!
Yes, not bad, the upper part is well modelled. We can also use the RoterSand lighthouse ("LH" to abbreviate) for new models, it's a very pretty LH.
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