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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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[WIP] Officer's Quarters Interior Project
OFFICERS’ COUNTRY Edit: UPDATED 6/11/10 I’ve always wanted to model the interior of a submarine but the lack of time and motivation has always prevented me. Recently, I was inspired by the excellent work done by Ducimus and Vickers03 in merging the uboat RR with the US subs for TMO 1.8. I started messing around with their work with the intentions of only tweaking a couple of areas. Well….one thing led to another and I ended up making a new interior from scratch. This project is a learning process. There are many areas that are unfamiliar territory for me. Therefore I am going to need all the help I can get. That is the reason for this work-in-progress thread; to collect as much feedback and technical data as possible to aid the creation process. The success/completion of this mod greatly depends on this. If anyone has any photos/drawings or technical information regarding the Officer’s Quarters compartment on a Gato, Balao or Tench class submarine please do not hesitate to share. Note: Due to all the work done by Ducimus, Vickers03 and the community in general, this interior will be built upon the latest version of TMO. ------------------------------ About the Interior: ------------------------------ The goal is to create the entire Officers’ Quarters compartment a.k.a. Officers’ Country. Due to the lack of a definitive source, all interior geometry is based on various sources of the Balao submarine interior. My primary source is the USS Ling since I have physical access to her. I have personally visited the Ling on many occasions and was able to take a good amount of photos to help. USS Ling: http://www.njnm.com/ My other two secondary sources are the USS Pampanito and USS Cod. Both subs have been restored and are in excellent condition. The Pampanito has a very complete high quality virtual tour of the interior and has proven very useful to the project. USS Pampanito: http://www.maritime.org/tour/ct.php?pano=fl <--Virtual Tour USS Cod: http://www.usscod.org/tour.html http://www.pbase.com/pixelpusher2/cod&page=all http://peanutbutterandpickles.blogsp...24-part-2.html Thanks to Nuc who provided the links, I am using a slightly modified version of SS 381’s blueprints for the layout and scale. ![]() During my research I found that there are many variations between the officers’ quarters compartments even though they are all in the same class (Balao). The different configurations depended on manufacturer and construction date. Couple this with the fact that many of the subs on display today have undergone several modifications/restorations since WWII which make it hard to ascertain what is “original” and what is “new”. Due to the above, I am not modeling the interior to specifically match any one source. I have decided to use “a little bit of each” to create something in the “likeness” of the real thing. ------------------------------ Performance: ------------------------------ A beautiful interior does no good if it makes the game lag. I was told that sh4 is not optimized like sh5 to have fully rendered interiors so we have to be very careful not to go overboard with complex geometry. Things get even more taxing once we throw in animations, clickable objects and extra textures to the mix. Even sh5 uses low polys in many areas; it’s the lightmap/shadows that help hide this and make everything look more realistic. I want to point out that I am being very conscious about performance while modeling the interior. I am using low polys wherever possible and only saving the higher polys for areas where the player’s most attention would be. I have set a quota on the amount of triangles/faces for the interior based on my observations of what the developers used for the existing compartments. Some compromises have to be made in the eye candy department, especially if I or anyone else plans on adding additional compartments in the future. ------------------------------ Compartment Layout: ------------------------------ ![]() Most rooms will be fully rendered with some exceptions undecided as of yet. To help with performance, some of the undecided rooms may end up not being modeled at all or with some very simple geometry just in case the player wanders in. • Captain’s Stateroom –Full Detail • Chief Petty Officers Stateroom -undecided • Junior Officers Stateroom #1 -undecided • Junior Officers Stateroom #2 -undecided • Wardroom –Full Detail • Yeoman’s Office –Full Detail • Officer’s Galley/Pantry –Full Detail • Store Room -Not Modeled ------------------------------ Renders: ------------------------------ Note the following renders are a work-in-progress; there is a lot of work to be done yet. Captain's State Room 6/11/10 Comparison #1 ![]() ![]() Comparison #2 ![]() ![]() Comparison #3 ![]() ![]() Misc. Renders: ![]() ![]() ![]() ![]() ![]() More renders comming soon.... Last edited by Captain America; 06-11-10 at 03:20 AM. Reason: Update |
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#2 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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reserved for future use...
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#3 |
Pooped from posting
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wow this really looks like something!
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#4 |
Grey Wolf
![]() Join Date: Jul 2007
Posts: 808
Downloads: 108
Uploads: 3
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Wow, this will really add to the immersion, very nice.
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#5 |
Ocean Warrior
![]() Join Date: Mar 2007
Location: Houston, TX
Posts: 2,731
Downloads: 393
Uploads: 12
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Wow. Nice to see someone working on this. I'm looking forwardto seeing a complete version.
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#6 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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very nice indeed
![]() so if you progress from stern to bow, next is the torpedo room ![]() keltos |
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#7 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Outstanding! Just pick another color other than sea foam green, reminds me of the engine room on my boat.
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__________________
USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#8 |
Lieutenant
![]() Join Date: Apr 2009
Location: Somewhere in the Atlantic Ocean
Posts: 262
Downloads: 60
Uploads: 0
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Nice
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#9 |
Planesman
![]() Join Date: May 2005
Location: Germany
Posts: 190
Downloads: 33
Uploads: 0
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Looks very good! Great work!
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#10 |
Mr. Bad Wolf
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I'm wishing you the best of enjoyment of work with this project, and should you get stuck somewhere, maybe Tomi who works on the uboat interiors may have some suggestions, one might never know....
Anyway, will look forward to see this ingame some day... ![]()
__________________
![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
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#11 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
Downloads: 281
Uploads: 0
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Amazing. This will be so immersive.
Thank you! |
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#12 | |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Thanks to everyone for the very nice comments.
![]() Quote:
![]() I'm keeping everything consistent so all of the wall coloring will be the same off-white/yellow the game uses. Today's minor update: The Yeoman's office needed a typewriter. I couldn't use the one ingame because its an enigma machine and wouldn't fit in the US sub. So I stole the keys from it and made a new housing based on the brand used at that time (Underwood). ![]() Hasn't been textured yet. I've also added some more objects to the captain's bed...phone and bed light. I plan on making some objects clickable (more on that later). ![]() |
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#13 | ||
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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I just did a search on Tomi's work...omg his work is amazing! I can't believe I missed something like that. He is very talented and boy does he work fast. I'm sure he would definately be the man to talk to regarding the interior. Thanks for the heads up. EDIT: Quote:
I haven't seen LukeFF lately but he knows he's always welcome to use it in RFB and I always offer my help to do so. Besides, it should be easy to just cut and paste the new nodes from the .dat file and place it into a .dat file of choice with S3D. Last edited by Captain America; 08-24-09 at 07:18 PM. |
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#14 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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For the animation, ask Skwasjer
![]() will you be able to actually go in that room or is is to been seen through the open hatch ? beautiful work, I guess that's how they make SH5 ![]() keltos |
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#15 |
Navy Seal
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Great job so far, keep up the good work.Really would add to SH 4...something UBI should have done to begin with, maybe one day they will do the PTO fleetboats justice.Look forward this is finished and maybe incorporated into TMO
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