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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Dec 2007
Posts: 485
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Last edited by Mikhayl; 02-10-10 at 12:56 PM. |
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#2 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
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#3 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
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I don't know a lot of people who are able to work on this claas of 3d modelling.
But nice you have uploaded it. ![]()
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#4 |
Watch
![]() Join Date: May 2005
Posts: 21
Downloads: 41
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I'd like to play with your Type II a bit. I've been putzing with modelling/texturing for about 3 years. Self-taught, and huge gaps in my basic understanding. I have Lightwave (which still has me confounded) and a couple of cheapy programs (3DC for a modelling, and UU3D for mapping). To be honest, I don't even know how you pull the pieces into a whole model. I'm guessing you don't merge everything. Can you give me a dumbed-down version of how you would have proceeded next?
I'm buried in making a B24 cockpit for a Targetware mod at the moment, but subs are a nagging topic for me, and this is very impressive. Do you know if SH4 uses bump maps? Some of those details (e.g., the door rivets) might be done that way. Last edited by Buster_Dee; 08-09-08 at 08:15 PM. |
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#5 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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![]() Quote:
There is however always a risk of faces getting reordered by a 3D program (unrelated to OBJ vs UVW), causing the uv-data to get out of sync and causing incorrect renderings in game. In practice, to avoid this one would always have to load the additional channels before doing any manipulation and export the model and all channels from 3D program and reimport with S3D again. But I've not run into this problem yet (and neither have you or others is my impression), so no worries here... [edit] So yes, even if the model of 2nd OBJ and up is scaled, skewed, rotated, translated, and whatnot, this does not matter.
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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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#6 |
Watch
![]() Join Date: May 2005
Posts: 21
Downloads: 41
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I was talking about your interior work. Thanks for responding.
What's a channel LoL. I don't have 3DS, as I want to pay my house off 1st ![]() Still, your comments are helpful in getting a bit of a handle on the "bigger" picture. The poly count looks huge. Is that about how the SH4 stock objects are? |
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#7 |
Watch
![]() Join Date: May 2005
Posts: 21
Downloads: 41
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Mikhail, that helps some more. I've only ever used a single "channel," but there may be a hundred different textures in that. Some are very small (e.g., 16x16) and used where I can wrap/repeat (like the jacket of a flexible cable. I may have a single "band" that repeats to give the impression of the flexible jacket). Some textures are large, where complex detailing looks like it would be better done with a texture, and the ability to have some of its details pull double duty (a screw head, a spot of chipped paint) mitigates/warrants the size penalty. The only other textures I've fooled with are bump maps. Light maps are completely outside my experience at the moment. I can't picture how you would UV map lighting. Guess I'd need to see it done.
I'm not presuming to "teach" anything here. I'm exposing my methods to constructive criticism. Am I right to assume that you would have mapped as much as possible to existing SH4 textures? |
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#8 |
Swabbie
![]() Join Date: Aug 2008
Posts: 9
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Mikhayl,
I own SH3 and am wondering how I can export the 3D model of the type IXD2 uboat so that I can import it into Lightwave 3D to make renderings of it or possibly import it into 3DSMax, then export it as and .obj or .3ds file so it can be imported into Lightwave. Any help would be appreciated, or if you could post a link to an appropriate thread that has this info. Thanks! |
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#9 |
Swabbie
![]() Join Date: Aug 2008
Posts: 9
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Mikhayl,
Thanks, I realize now that I am in an SH4 forum! To clarify things, if I purchase the Silent Hunter Wolves of the Pacific Gold Edition (which includes the Uboat Missions expansion) and then download the S3D program, I will be able to extract the IXD2 model as an .obj file? Will I actually need to install the Silent Hunter 4 Game and the Uboat Missions expansion to my computer BEFORE I can extract the IXD2 from the .dat file, or can the .dat file be copied or accessed from the DVD by the S3D program? I ask this because my computer is a P4 3Ghz with 1gig of RAM and a Radeon 9000 Pro 128mb graphics card (the underpowered component of my system). Not sure if my graphics card will handle SH4 at all... I have been searching for a IXD2 3d model and the one in this Silent Hunter game seems to be the only model that exists of this boat. Again thanks for your help! |
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#10 |
Seaman
![]() Join Date: May 2008
Posts: 35
Downloads: 3
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Hi :-)
I just wanted to ask if there has been progress with the better Type II torpedo-room? (i.e. if someone is currently finishing it?)... Unfortunately, I don't have time or knowledge to do it myself, but the first screens look so promising, that it would be very, very nice to have it in the game :-) In fact I was looking forward to its release since the first screens were posted... Even without visible crew in the torpedo-room it would be a very great addition :-) Also, the better Type II exterior model sounds very promising... All the best :-) John_Doe_16 |
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#11 |
Helmsman
![]() Join Date: Oct 2009
Location: Copenhagen, Denmark
Posts: 109
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The Filefront links are broken...are these files still available somewhere?
![]() Last edited by Danevang; 11-30-09 at 03:26 PM. |
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#12 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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![]() Quote:
This is the next step !! ![]() http://174.133.66.250/radioroom/showthread.php?t=141858 |
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