SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
07-05-08, 10:05 AM | #16 |
Watch
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So far I have only needed this tool once (or twice ) but it was there for me! It's incredible!
Thanks Skwasjer Regards, Mr. Sargyano
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SH4 1.5 JSGME TMO 1.5.2+RSRDC V371 patch 9+SCAF 1.5+Kill Flags _______________________________ |
07-05-08, 11:50 AM | #17 |
Frogman
Join Date: Jan 2006
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Skywasjer,
You have taken Modding to a whole new level. You have opened the door to the unmodder to become a modder. Thank you!!!!
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Jim |
07-05-08, 12:10 PM | #18 | |
Rear Admiral
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They have something very similar which makes life sooooo easy This tool will allow everybody the same chance the devs had Great piece of kit and well designed ( probably better too ) :rotfl: |
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07-05-08, 03:36 PM | #19 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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When I have time I will certainly look at that more closely. I did open the harbor_kit (both US/GER) and all the houses, structures etc, are neatly layed out in line. I'd have to use the cfg files/city dats, etc., to allow for proper city building but at least now there's a framework. Similar for a zones editor... Hell, maybe in time even a particle engine (lol, uhm, maybe not... difficult )
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
07-05-08, 03:58 PM | #20 |
Seasoned Skipper
Join Date: Jan 2008
Location: Germany
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Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects... WE WANT IT NOW! Eh sorry... It is very hard to wait for it after watching the vid. Especially your 'don't watch it' made me watching it. I love your 'one moment, what's that thing here for' styl although your know everything! keep this up too
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07-05-08, 05:08 PM | #21 | |
Rear Admiral
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lol Was just saying they showed one in a pic Probably the Kashmir software that also does the ship dats etc ( but if it works on harbours I wont be complaining ) |
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07-05-08, 05:30 PM | #22 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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But by judging the shear amounts of data the game can handle over thousands of files, I can tell you it's most likely just split up the way it is now for easier file management and patching, but it may have been a single 4GB dat as well for that matter. There are some limitations on some arrays due to use of 16-bit datatypes (regarding models, animations), but you can work around those limitations by simply splitting the meshes up. The devs did so too Other than that, I see no limit to a single dat-package... (edit: S3D certainly doesn't have a limit. It should handle files as large as you can imagine, just gets slower as it gets bigger). The limits I do see are more related to what our GFX cards can handle. For instance, a full modeled interior sounds great, but I worry the game will blow up on the huge number of poly's it has to render... [edit] Just toggle on wireframe in an interior in S3D when you get the chance. I am by no means a skilled 3D programmer, but I got pretty good framerates, with textures and stuff. But wireframe mode means the zbuffer gets overloaded, and the GFX needs to check depth for each line over each line over each line (if any coder can tell me how to improve it, by all means!). FPS from 100+ in solid mode all the way down to 13... And this is just one room...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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07-05-08, 05:32 PM | #23 | |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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Quote:
I will try to release it in a few hours, but I got caught up tonight doing some other things. In any way, it will be this weekend for sure, because next week, I'm off with my girl, son and tent
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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07-05-08, 05:47 PM | #24 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
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It's too bad the game doesn't support some kind of technique commonly used in FPS games. But it's also logical it doesn't since it's not that kind of game. In FPS maps, designers often have means to 'hint' rooms and create 'portals'. Basically this means you can tell the engine what to render from what position and view angle. So a room next to another doesn't need to be rendered if a door is closed, or if you are at a steep angle and never could see that other area through a hallway or open door. Most GFX cards do support clipping of unseen poly's though, but as you will see in the model viewer in S3D (using solid+wireframe), it will still often render poly's that it doesn't have to...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
07-05-08, 06:48 PM | #25 |
The Old Man
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Hola! Cool! But wait till you reach the engine rooms, torp rooms (pipes, fittings), and want to add more crew, animations!
But yea, you are correct, the other room only gets rendered when you actually enter it's zone (the camera zone). Since they overlap a bit you don't get the black out of sectors while moving between them, but they get clipped out when you move from one to the other. If you'd increase both camera zones you'd see them both at the same time is my suspicion... However, possibly the 3-dats approach may be reused to break apart the sub in 3 sections (not just 3 rooms), and use a trick between them. Like a static texture behind a hatch, which changes to the actual next dat when you move through it... But until then, we first need the rooms It's a long road ahead for sure...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 07-05-08 at 07:34 PM. |
07-05-08, 07:28 PM | #26 |
The Old Man
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I should be thanking those that make it work. Maybe then, I will thank myself. All of this sexy stuff means nothing if it doesn't find practical use. We will see
I'd say, DivingDuck gets a big pat as well
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
07-05-08, 10:58 PM | #27 |
Grey Wolf
Join Date: May 2007
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How much days till v.9 is released?
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07-06-08, 12:16 AM | #28 | |
Silent Hunter
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Quote:
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07-06-08, 09:14 AM | #29 |
Eternal Patrol
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I've tried to use S3D and failed. I've tried to copy Nautilus' example in harbor editing and failed. I've tried...well, none of that is important, since I'm not posting this to ask for help or advice - this would be the wrong thread anyway - I'd just start my own. I'm looking forward to the new release as well, as it may help me get over my inadequacies.
All I really wanted to say is this: I find it pretty amazing that the man who has done the most to help the Silent Hunter modding community, who may well revolutionize the whole thing, doesn't even consider himself a modder! Well done Skwasjer! This is remarkable work.
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07-06-08, 12:56 PM | #30 |
Seasoned Skipper
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Can anyone tell me in which timezone Skawasjer has calcuated?:hmm:
I am looking all 30 minutes on the threads and the homepage.
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