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View Full Version : S3D v0.9 sneak preview - VIDEO


skwasjer
07-04-08, 07:30 PM
It's coming soon, a whole bunch of new features, of which I mentioned most in the S3D thread. But I just really want to share this little video. It's purpose now is to give you a little taste of what's to come, but also to show how to work with the new model viewer. And by making a new thread I can pimp this video a bit better... Hope you don't mind :smug:

Release is scheduled for this weekend, probably tomorrow night.

If you can wait just a little longer, or want to save your bandwidth, don't click the link. :rotfl:

VIDEO (http://sh4.skwas.net/media/3dviewer.wmv) - 37MB (right click-save if you have problems streaming it)

NB: on a couple of occassions in the video I use incorrect terms, but I only noticed afterwards. But I didn't want to redo it :p

Latest screenshot of integrated 3D viewer if you don't watch the video:
http://sh4.skwas.net/images/screenshots/modelviewer.jpg

Mush Martin
07-04-08, 07:32 PM
Sweeet and Thank you yet again for your tremendous contribution.
it looks great.
M:up::up::up::up:

bigboywooly
07-04-08, 07:59 PM
Very very nice
Should enable ppl to start building some shipping
Very detailed and well explained video too

May have to have another bash at ship building :hmm:

Digital_Trucker
07-04-08, 08:01 PM
Duuuuuuuuuuuuuuuuuuuude:rock: That simply rocks. What you're doing will make a whole new world a possibility. There are things that many of us would love to do (I can think of at least 1,685,513,546,459,516,637,654,091) that we wouldn't even think of attempting due to the time and complexity involved, but now we have no excuse. Thanks isn't a big enough word, but it's all I have:arrgh!:

lurker_hlb3
07-04-08, 08:17 PM
Sweet

This is going to save me "so much" work


Without this tool I would not be able to do 3/4 of what I need to do to make my mod work the way I want them to

Thank you again

Madox58
07-04-08, 10:23 PM
Nice job!
:up:

peabody
07-04-08, 11:05 PM
Looks like a great program. Thank you so much for all you do!!! I can imagine there will be a line waiting to download this. I am only a beginner and I can see the great help the viewer will be. :up::up:

Peabody

THE_MASK
07-05-08, 12:28 AM
Awesome dude , bring on the new ships peoples:rock:

jimimadrid
07-05-08, 12:33 AM
Applause. This looks incredible. I'm sure S3D will be part of the tools the devs will use to develope Sh5. :up:

LukeFF
07-05-08, 04:05 AM
Awesome stuff. :up: The sky's really the limit now with modding abilities like this.

Anvart
07-05-08, 04:22 AM
Excellently! :up:

Jaeger
07-05-08, 06:28 AM
very nice:up:

now, i must give modding a try, i think. would it be possible to add new compartments to the players sub now?

Xantrokoles
07-05-08, 06:32 AM
What are the differences between S3d and the SDK now?:rotfl:
:up: keep this thing up!

Jaeger
07-05-08, 08:16 AM
Yep Jaeger, in the vid you can see a tab "interior environment" when Skwas opens the Gato interior. That allows you to enlarge the area where you can move the interior camera (no more "camera out of sector" issue), so you just have to add the stuff :)

:rock: :rock: :rock:

Gotmilk
07-05-08, 09:17 AM
W00t :D

Thank you. I put everything on pause right now and start to model my captain bunker ASAP :rock:

MrSargyano
07-05-08, 10:05 AM
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

JREX53
07-05-08, 11:50 AM
Skywasjer,

You have taken Modding to a whole new level. You have opened the door
to the unmodder to become a modder.

Thank you!!!!:up::up::up::up:

bigboywooly
07-05-08, 12:10 PM
Applause. This looks incredible. I'm sure S3D will be part of the tools the devs will use to develope Sh5. :up:

Ther is a pic somewhere of one of the devs working on a harbour in SH3
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:

skwasjer
07-05-08, 03:36 PM
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 :lol: )

:up:

Xantrokoles
07-05-08, 03:58 PM
Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects...

WE WANT IT NOW!:/\\chop

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!:lol:
keep this up too:up:

bigboywooly
07-05-08, 05:08 PM
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 :lol: )

:up:

Wasnt hinting
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 ):up:

skwasjer
07-05-08, 05:30 PM
Hi Skwas', maybe you can help me (again :) ) ... I'm wondering if there's an overall limit to the amount of objects/data contained in a single .dat, maybe you know ? :hmm:
Well, I can only go by my knowledge of the file structure, not so much file reading algorithms of the game or other limits that could trip the game. Maybe some other guys like privateer, ref or Anvart know...

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...

skwasjer
07-05-08, 05:32 PM
Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects...

WE WANT IT NOW!:/\\chop

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!:lol:
keep this up too:up:
Heh, thinking out loud never hurts... Not saying all will become reality ;)

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 :smug:

skwasjer
07-05-08, 05:47 PM
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...

skwasjer
07-05-08, 06:48 PM
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...

skwasjer
07-05-08, 07:28 PM
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 :yep:

I'd say, DivingDuck gets a big pat as well ;)

Lagger123987
07-05-08, 10:58 PM
How much days till v.9 is released?

LukeFF
07-06-08, 12:16 AM
How much days till v.9 is released?

Did you read the above posts?

Sailor Steve
07-06-08, 09:14 AM
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.:sunny:

Xantrokoles
07-06-08, 12:56 PM
Can anyone tell me in which timezone Skawasjer has calcuated?:hmm:

I am looking all 30 minutes on the threads and the homepage.:damn:

Digital_Trucker
07-06-08, 01:55 PM
Yep, he had to be the class clown in school (there are quite a few of them around here).:D

The question, Xantro, should be is he in the same space-time continuum as we are:hmm:

Xantrokoles
07-06-08, 02:20 PM
Yep, he had to be the class clown in school (there are quite a few of them around here).:D

The question, Xantro, should be is he in the same space-time continuum as we are:hmm:

It can't be the same continuum. The time here goes much slower:nope:

skwasjer
07-06-08, 02:22 PM
CET guys, CET :rotfl:

Xantro, you geek :88)

Currently, I'm done with the release, but still have to update my website, readme and prepare my post here. So, all in all, a few hours... That is, unless the misses demands my attention tonight. Time to start praying boys :arrgh!:

Steve, thanks for the heads up, but I'm just doing what I'm good at. I'm more a developer, and always will be. If I was actually modding, I'd only get pissed off about the lack of decent tools and start coding away again (totally forgetting about my mod work) :up:

Xantrokoles
07-06-08, 02:25 PM
Goet het nieuws!!!

Lagger123987
07-06-08, 03:05 PM
How much days till v.9 is released?

Did you read the above posts?

No, I been too busy fighting over who will get the last rib during Poker night yesterday....

Sailor Steve
07-06-08, 05:09 PM
How much days till v.9 is released?

Did you read the above posts?

No, I been too busy fighting over who will get the last rib during Poker night yesterday....
Well, maybe it will be released someday.:dead:

skwasjer
07-06-08, 05:18 PM
It has been released, see sticky :up:

keltos01
07-07-08, 07:35 AM
Bravo !!!! :rock:

It beats any SDK out there !

The more I use S3D the more I like it :D

Thanks again,

Keltos

Ps If you ever wanna try I modded a Class T submarine, Zwaardvisch.

keltos01
07-07-08, 10:09 AM
how do you check a object's position against the 3d model ? using the 3d view that is ?

skwasjer
07-07-08, 10:24 AM
Toggle on origins, then you can see the local center (0,0,0 point, the blue dots, red if selected) of each model, but also nodes that don't have a model. The dots move around as parents get 'translated' and 'rotated'.

If an object has a model associated with it, and if the model is not placed on it's own local center, then the dot (origin) will not be in the middle of the actual model. Clicking 'center view' prefers to focus on the model itself rather than the origin, but if no model is linked, then it will always be centered over the origin of the node.

keltos01
07-07-08, 11:46 AM
I meant, if I look at the 3d model of the tower for instance, is there a way to make the smaller nodes (uzo etc) appear on the 3d model of the tower so that I can see what happens when I move them by changing their coordinates?

skwasjer
07-07-08, 12:13 PM
You are talking about 'assets' from other files. No, S3D won't load anything but what's inside the file. However, you can for instance do a full DAT-file import of said assets (put the chunks at the end of your own). Then S3D will render them as well. Afterwards, you can remove them again.

keltos01
07-07-08, 02:12 PM
just incredible, I just saved about a whole evening of work doing stuff in 35',
INCREDIBLE :sunny:

http://img187.imageshack.us/img187/2927/s3d0gz2.jpg (http://imageshack.us/)

here's how I can find the node, just by clicking on the object in 3d, awesome,

chapeau bas Skwasjer !

ps and thanks for the tutorial-video you posted, it helped immensely !

Fuzzyhead12
05-28-09, 03:00 PM
can anybody explain me this tool (maybe german i mean not google)?? how i can build a model for sh3 or how i can make a ship playable

W_clear
05-28-09, 07:28 PM
nice nice very nice.:up:

clayp
05-28-09, 10:24 PM
I just recently figured out how to work the other one and he comes out with this....:damn:

ReallyDedPoet
04-05-15, 05:46 PM
Yeah I know this is an older thread, But S3D is still a very useful app :yep:

Does anyone have working links to this?

[TEC] How to work with the model viewer in S3D - VIDEO (http://www.subsim.com/radioroom/showthread.php?t=138983)

Captain Dave
04-05-15, 07:21 PM
http://s3d.skwas.com/downloads.aspx
Hope I entered this right.