View Full Version : Full interior
zoso791
01-04-08, 12:01 AM
Hi all
I sure someone has asked this before but is there a way to model the full interior of a U boat in SHIII or is it hard coded? SHIII is very realistic as it is but it would be awesome to be able to head to the engine room or rear to see what's going on there when things are working...
Thanks
Jan
WilhelmSchulz.
01-04-08, 12:17 AM
You could try Diving Ducks open hach mod. Thats the best you can get at this time. But it only opens the hach between the Control room and sonar shack.
Canovaro
01-04-08, 01:57 AM
This mod will be included in the update of GWX 2, soon to be released.
Wave Skipper
01-04-08, 02:49 AM
Maybe this will help (sort of). I am like you - I wish I had the whole sub - heck I even wish I could keel-haul myself. If I could load myself into a torpedo tube and shoot myself out - I'd do it. Or course I wish I could use the toilet - grunts included.
Okay here is that help I mentioned: back in early 2006 I created in my mod several U-boat bases for the Pacific. The Pacific is big - really big as SH4ers know. I was using a Type XXI and so on long 36,000 kilometer patrols I was going 12 knots most of the time - often in storms for a week or until the next supply stop (you know how that goes) and this meant I would be sitting here waiting for 5000 to 6000 kilometers of ocean to be traversed between stops. Even on maximum time jump I was still sitting around going crazy. And so I started the habit of playing my DVD copy of Das Boat into on the small TV in this room - just the scenes of life inside the U-boat. But later I used another computer - lap top - to play just certain takes from that movie. You get the idea - scenes from the torpedo room, scenes of the engine rooms, and especially scenes of life in a U-boot during rough seas - as my own U-boat seemed to spend a great deal of time in them. But of course you have the little party - remember - the sailor dancing as a woman. And fight scenes. And lots of scenes with the officers sitting around going CRAZY just like I was!
But you will object that it is always the same. True. But its always the same in the SH3 command room too and believe me, the Das Boot crewmen are way more better than the SH3 crew-dummies.
cheese123
01-04-08, 04:15 AM
I dont think its a good idea because, the current type VII interior is allready 60MB in size, if you make a complete interior would make it like 200MB of data that you would have to load for every mission, and with the memory that GWX and SH3 uses, I think its best to do without it.
I dont think its a good idea because, the current type VII interior is allready 60MB in size, if you make a complete interior would make it like 200MB of data that you would have to load for every mission, and with the memory that GWX and SH3 uses, I think its best to do without it.
Why not? Maybe there are some of us willing to wait the extra minute for eyecandy and immersion sake. Perhaps released as an option, for people to enable or not, as a matter of personal taste.
Not that we're in danger to see the whole interior anytime soon:cry:
Woof1701
01-04-08, 06:47 AM
It's a simple matter of memory and CPU power. If you have a system with 1 GB of Ram, count Windows to swallow the first 300 to 400 MB, then startup SH3 with GWX and maybe some more mods and you'll fill your Ram as it is. Everything above that will have to be swapped to the pagefile, and believe you don't want an additional 200 MB just for the eye candy. :yep:
zoso791
01-04-08, 12:10 PM
This mod will be included in the update of GWX 2, soon to be released.
What do you mean. Is that the open hatch mod or a mod with a complete interior.
The full interior is The thing i'm really looking forward to.
I was wondering about the limitations to that.
Adding the new compartments wouldn't be just like making a new interior for the command room, except it would be bigger ?
In the open hatch thread they also pointed the difficulty to add lights to these new compartments.
And the big thing would probably be including crewmen in all the boat, like resting in the quarters or doing stuff in the engine & torpedo room, not big stuff, just pretending they're working hard like the WO and NA in the command room :|\\
I agree with that. It would be nice to have people working or sleeping in the submarine. But even without them I think it would be pretty interesting to be able to walk up and down the submarine and look at all the great interior designs.
On a personal note I saw a Russian submarine in St. Pete Fl and walking in all the compartments was pretty amazing.
The light issue seems like the biggest problem I think of adding the interior. I mean the size issue will just mean it takes a lot longer to load and I know I can wait an extra couple of minutes to be able to walk around the entire submarine. Animating a couple of the interior things (like the huge ass engines) might also be tricky.
I understand this would be really hard to do and require a lot of time from a person or a number of people. I do have 3d studio max somewhere (ooops) so I could help whoever does works on this. (that is if anyone wants to)
Rock on :rock:
Jan
Sailor Steve
01-04-08, 01:28 PM
This mod will be included in the update of GWX 2, soon to be released.
What do you mean. Is that the open hatch mod or a mod with a complete interior.
He meant the Open Hatch mod.
Wave Skipper
01-04-08, 03:03 PM
How hard would it be to expand the deck locations where we could go? I wouldn't think it would be all that hard would it? Or another question, how hard to get more crew up top? Especially when coming into port or even when loading outside torpedoes?
And as per this topic - since big waves shut off radar - would it be that hard to get that switch for radar somehow connected to loading the outside torpedoes - to stop this process during storms?
robbierob2005
01-04-08, 07:37 PM
I dont think its a good idea because, the current type VII interior is allready 60MB in size, if you make a complete interior would make it like 200MB of data that you would have to load for every mission, and with the memory that GWX and SH3 uses, I think its best to do without it.
It's a simple matter of memory and CPU power. If you have a system with 1 GB of Ram, count Windows to swallow the first 300 to 400 MB, then startup SH3 with GWX and maybe some more mods and you'll fill your Ram as it is. Everything above that will have to be swapped to the pagefile, and believe you don't want an additional 200 MB just for the eye candy. :yep:
I don't mind the 200 MB for the extra eye candy.
New computers these days begin with 2GB ram, So the extra 140 MB shouldn't be a problem.
Badger Finn
01-04-08, 08:32 PM
How hard would it be to expand the deck locations where we could go? I wouldn't think it would be all that hard would it? Or another question, how hard to get more crew up top? Especially when coming into port or even when loading outside torpedoes?
And as per this topic - since big waves shut off radar - would it be that hard to get that switch for radar somehow connected to loading the outside torpedoes - to stop this process during storms?
Real hard and time consuming knowing the limited amount I do in tweaking mods etc and following other posts at the forum about whats involved in getting these mods to run with out ctd's etc
gimpy117
01-04-08, 08:39 PM
sure...if we had a lot of time and maybe money...it's just a lot to model.
Madox58
01-04-08, 09:11 PM
What you see in newer games, Discovery channel stuff and such?
SH3 engine can not handle the rendering like that!
Not even the updated SH4 engine can.
It's the way the game is placed into memory on a system that is
the killer.
Render the insides, complete, with lighting and proper TMAPS?
Better have AT LEAST a Silicons Graphics System on the PRO level.
The SH3 and SH4 engines are very bad at memory handeling
by todays standards.
I was totally disappointed to see SH4 come out with a NOS injected SH3 engine.
I expected a new Hemi!!!
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