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Old 01-06-10, 09:08 PM   #31
Tomi_099
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Great YoB !!

Sorry it is a bit better !!

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Goo !! Goo !!flakmonkey, flakmonkey, flakmonkey, flakmonkey, flakmonkey
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Old 01-06-10, 09:19 PM   #32
skwasjer
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fwiw, I have the coils as mesh animation, so if you want it, just shout...

I would recommend as less mesh animations as possible (too GPU heavy as each frame every vertex must be interpolated). Preferably use keyframe animations (matrix transforms) for rockers and arms.

As far as splitting the entire mesh up, this is definately recommended too. One big mesh will hurt performance... BADLY. It won't fit in the game anyway as index buffer that the game uses is 16 bit (65K indices). This is a limit of DAT-format (as well as older GPU cards). I recommend splitting meshes up by material type, but also type of geometry. The hull, one object. All sorts of cabinets, one or more objects (if they are spaced apart far away, another seperation may help performance) Pipes, etc, one or more objects, glass, one or more objects, and so on... Just like the devs did.

Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance.

I do have another more expanded post regarding this somewhere. Search my profile.

If you want the game to be able to render highly detailed interiors, you will have to put some thought into importing it.

NB: I like how it all looks
NB2: Tomi, I will reply to you tomorrow!
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Old 01-06-10, 09:38 PM   #33
Tomi_099
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Quote:
Originally Posted by skwasjer View Post
fwiw, I have the coils as mesh animation, so if you want it, just shout...

I would recommend as less mesh animations as possible (too GPU heavy as each frame every vertex must be interpolated). Preferably use keyframe animations (matrix transforms) for rockers and arms.

As far as splitting the entire mesh up, this is definately recommended too. One big mesh will hurt performance... BADLY. It won't fit in the game anyway as index buffer that the game uses is 16 bit (65K indices). This is a limit of DAT-format (as well as older GPU cards). I recommend splitting meshes up by material type, but also type of geometry. The hull, one object. All sorts of cabinets, one or more objects (if they are spaced apart far away, another seperation may help performance) Pipes, etc, one or more objects, glass, one or more objects, and so on... Just like the devs did.

Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance.

I do have another more expanded post regarding this somewhere. Search my profile.

If you want the game to be able to render highly detailed interiors, you will have to put some thought into importing it.

NB: I like how it all looks
NB2: Tomi, I will reply to you tomorrow!
----------------------------------------------------------------


Textures, use 1024K over 2048K or even 4096K.
Better use a few more smaller textures, than one large one.
A large one is easier, but a few more small ones is better performance.

Skwasjer is right!



....................

@Skwasjer !!
NB2: Tomi, I will reply to you tomorrow![/QUOTE]
.....
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Old 01-06-10, 10:03 PM   #34
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Well its as dark as a coal miners armpit and some of the textures are screwed but its a start....

+Its just taken me a good 40min before i realised s3d doesnt use degrees for its object rotations, i was setting a rotation of what i thought was 90 degrees and then getting very confused when everything was coming out at odd angles! Told you i could be thick at times

The base of the room is in game(walls/floor etc...)







I think i need to go back and tweak the brightness of the lightmap, Just crank your monitor brightness up a bit
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Old 01-07-10, 04:56 AM   #35
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Default Gizmo (3D-Max ( Maya )

Some suggestions

If you have a model with many small parts and the same ID you, they should make a part ( Group ) . But do not overdo it or you do not get it with the S3D in the SH folder imported because the dataset is too large.

If you do not have your model built according to the SH set so the size and the axes.
Should you import the next room as an example of the original SH) (headquarters.
So the roof with the exterior walls are sufficient. If you is about S3D Importierst
It is shown in the right people great.
Then you resize your model on the size of the Imported original model.
Grup the entire model, and closes it at that time on the original.
So moving and resizing.

In the case of missing you the Rooms space .

So you need an original print of Real VIIC (side view), resize
The drawing to your office (in 3D Max, Maya)
And slide your model into the correct position (length width, scaling) referenz is SH Original Room
Now you have everything in a view, drawing, original SH headquarters and created your
Model.
And your heart located in the headquarters is located (x0, y0, z0)

The problem is that your center (x0, y0, z0) is always on the model.
That is when you import your model with S3D in SH folders Is it always
X0, y0, z0, but not in the right one position as in your model (3D Max, Maya)

So you go in the Maya build in the prog x0, y0, z0 a small ball ( svere )
So you points where your center is, go to your part of what you would want to export

And Positionierst about the Maya, the Gismo your model on the sphere center.
Now this is exactly Located where it should be.
Now, export and import with S3D to SH folder.


--------------
---------------------------

Einige Vorschläge

Wenn du ein Modell hast mit vielen kleinen Teilen und der gleichen ID solltest du sie zu einen Teil machen. Aber nicht übertreiben sonst bekommst du es nicht mit den S3D in die SH Ordner importiert weil die Datenmenge zu groß ist.

Wenn du dein Modell nicht nach dem SH Vorgaben gebaut hast also der Größe und den Achsen.
Solltest du als Beispiel den Nebenraum von Original SH importieren ( Zentrale ).
Also Das Dach mit der Außenwände sind genügend .Wenn du das Über S3D Importierst wird
Es in der Richtigen Größe dargestellt.
Danach Skalierst du dein Modell auf die Größe des Importierten Original Modells .
Gruppierst den gesamtes Modell und Schließt es an das Original an.
Also Skalieren und verschieben.

In den Fall fehlen dir die Mittelräume.

Also brauchst du eine Original Print von Echten VIIC ( Seitenansicht ) , Skalierst
Die Zeichnung an deine Zentrale ( in 3D-Max , Maya )
Und Schiebst dein Modell in die Richtige Position ( Länge Breite , Skalieren )
Nun Hast du alles in einer Ansicht , - Zeichnung , Original SH Zentrale , und dein erstelltes
Modell.
Und dein Mittelpunkt das sich in der Zentrale befindet (x0,y0,z0 )

Das Problem ist das deine Mitte (x0,y0,z0 ) immer an den Modell ist .
Das ist wenn du dein Modell importierst mit S3D in SH Ordner Ist es immer
X0,y0,z0 , aber nicht in der Richtigen Position wie in dein Modell (3D-Max , Maya )

Also gehst du in das Maya Prog setzt in der x0,y0,z0 eine kleine Kugel
So weist du wo deine Mitte ist, gehst zu dein Teil das was du exportieren möchtest

Und Positionierst über das Maya das Gismo deines Modells auf die Kugel Mitte.
Jetzt ist das genau da Positioniert wo es sein soll .
Nun Export und Import mit S3D zu SH Ordner.
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Old 01-07-10, 09:15 AM   #36
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Quote:
Originally Posted by flakmonkey View Post
+Its just taken me a good 40min before i realised s3d doesnt use degrees for its object rotations, i was setting a rotation of what i thought was 90 degrees and then getting very confused when everything was coming out at odd angles! Told you i could be thick at times
If you go to Settings, you can choose to show/edit rotation values in degrees instead of radians
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Old 01-07-10, 09:35 PM   #37
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This is going to be on hold a week or so, its driving me mad not being able properly export obj+mtl files (thankyou very much maya!) so im going to bite the rather expensive bullet and buy 3dsmax, its about time i replaced my somewhat aged maya4.0 anyway.
Dont fret, i havent given up!
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Old 01-07-10, 09:54 PM   #38
Tomi_099
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Quote:
Originally Posted by flakmonkey View Post
This is going to be on hold a week or so, its driving me mad not being able properly export obj+mtl files (thankyou very much maya!) so im going to bite the rather expensive bullet and buy 3dsmax, its about time i replaced my somewhat aged maya4.0 anyway.
Dont fret, i havent given up!

May , o May ...Maya4.0 ..

################################################

The Autodesk® Maya® 2010 30-day trial is a fully functional version of Maya 3D modeling, animation,

http://usa.autodesk.com/adsk/servlet...&siteID=123112


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Old 01-08-10, 07:25 AM   #39
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Quote:
Originally Posted by java`s revenge View Post
This is a project i only dreamed of. Followed always the great tomi mods and
thought why in the world aren`t made such a great mods for sh3.

Great work and don`t give up !!
------------------------

Thank you for your trust, I hope not only that fakmonkey give up so quickly!
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Old 01-13-10, 08:56 AM   #40
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Well 3dsmax 2010 finally arrived today all shiny and new, having never used max before it all seems a bit alien! I cant even find the import file menu!!

Oh well now ive got a way to actually export obj files properly i can get on with the rest of the diesel room, never fear i havent given up
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Old 01-13-10, 09:27 AM   #41
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This look terrific, but a question: Are the officer's quarters going to be in the intermediate space, or are you going from control room directly to the engine room?
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Old 01-13-10, 09:47 AM   #42
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For the time being youll go straight from the control room to the diesel room, eventually though it would be nice to model the quarters and galley to fill the gap.
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Old 01-15-10, 09:36 AM   #43
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A couple of updates...

Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.

At the moment some areas are still a bit too dark/washed out, i went back and re made all my lightmaps with global illumination and final gather but im still working out the kinks with my new software so they didnt all turn out as i hoped (i might just edit the maps in photoshop rather than re-render them).

For now im not bothering with animations, im just focusing on getting everything looking right in game first. I`ll probably start pestering DivingDuck in the next week or so with that

+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!

So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!

piccys...




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Old 01-15-10, 09:57 AM   #44
Tomi_099
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Look !!

I think you have no shedows on your mod !!


Video (omni light )

http://www.dma.ufg.ac.at/app/link/So...ik/module/9878

Specular / Diffuse
http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118


Import OBJ/mtl - Lightmap / UV-map

http://174.133.66.250/radioroom/show...5&postcount=46

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Old 01-15-10, 11:00 AM   #45
skwasjer
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Quote:
Originally Posted by flakmonkey View Post
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.
You're welcome

Quote:
+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!
Copy an entire tree with CTRL+SHIFT+C, then regular paste with CTRL+V. Remember to reassign new id's to all chunks (easiest is to copy the tree to an empty DAT-file, and run the remap-function, then copy back to your own DAT). All that is left is adjust positioning and finetune the settings.

Quote:
So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
SH3 is very 'light' on today's GPU's, so I don't think it will have much trouble with extra interior space. SH4's interiors are a bit more complex geometry, so in SH4 I 'did' notice some performance impact. Especially the thing you mentioned next, is something I've cried for for 2 years now, but since the game was never designed with extra (connected) compartments we can see why they didn't bother.
Quote:
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!
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