View Full Version : All Interiors mod
Gotmilk
07-06-08, 09:12 AM
(quick note: sorry about my english. Its not my momma language)
Hello.
As most of you already know our member Skwasjer is going to release new S3D with model view support very soon. The new S3D has also a very easy way to manage camera bounding. So you wont get "camera out of sector" message if you move your camera out of the interior area.
This opens alot of new possibilities. In fact we can easily add new rooms. We can even model out EVERY room in submarine. And yes... this will be an "eye candy" mod at first. But i belive its a step further to realism. We have a lot of talented coders who can add little features later to new interiors. But first we should make new rooms.
I belive that submarine is your home. So i was kind of let down when i learned that there are only few rooms in your submarine when i bough SH4 last year. You should have freedom to walk in every room of your WW2 home. Even if those rooms do not have any purpose. You must have that freedom. It gives you more immersion. You must feel that you are in submarine not in a cheap movie set.
But enough of my babling. As soon as i learned that the new S3D will make adding interiors easy i started to model my own low poly ingame captain cabin. It is far from ready and its only a draft. Note that many 3d objects (coffee mug, books, pictures) are in the stock game. So we can reuse them. I made a few objects so you could see how the room should look in the end.
By the way. I am very sorry because i am new to modding. So these pictures the object interior is very very dark and you cant see anything. (i dont know how to apply light and texture on my new object) But i putted this picture as a proof that it is there :) Of course i had to put my model in centre of Command room because if i put it out i cannot move to it due the "camera out of sector" issue. Thanks to Skwasjer we wont have that problem with new S3D.
http://www.animootor.com/1
http://www.animootor.com/2
And this is the model you are really looking at righ now
http://www.animootor.com/3http://www.animootor.com/4
I tried to keep this model as low poly as i could and trying to give it a good look. Of course there are lots of things to model in yet. But i did not want to take that model too far. I wanted to import it into a game and see how good the game engine can handle this model.
The good news is that there was 0 frame rate drop when i looked the model in game. But the mission took a tad bit longer to load.
My point is that now it is possible to add new rooms into subs. So we could bring together a little team. Especially those who know how to texture ingame model and put it so that the model is lighted properly.
(if you have some tutorial documentation about this stuff then let me know so i could learn it.) Also it would be cool if a few modellers would step up. Because we all have a life then i cannot give 8 hours a day to model interiors all day (i wish i could :cry: )
My ultimate goal is to model our every interior in submarine. This captain room is only a test. I am a big U boot fan. So i think that when i finish captain room then i start to model all U boot compartments first.
So here is my first step. I hope that i find some guys who are willing to help me out with this mod. I know it wont be easy. This mod would be completed by trial and error. But hell we will enjoy the ride. And i am sure that we are able to overcome any problems we may encouter with this mod. :up:
Sailor Steve
07-06-08, 09:19 AM
Very good start, Gotmilk!
I've always spoken against having unnecessary rooms in the sub, because it ties up work time for the devs which could be spent on things we actually need.
But with the ability for others now available to do this, I see the possibility of unlimited modelling in the future. "No, I think So-And-So's engine room is better!":rotfl:
This is a great start. Keep it up, and you may become one of the greats.
skwasjer
07-06-08, 02:31 PM
Nice work! Looking forward to this :rock:
haegemon
07-06-08, 02:44 PM
Nice idea. I would love to sneek in the torpedo rooms or engine room. :up:
iambecomelife
07-06-08, 02:58 PM
I'm not much of an interior modeler but if this project ever gets off the ground, let me know if you need some texturing done.
Stary Wuj
07-07-08, 03:36 AM
Impressive! :rock:
With Best Regards
Stary Wuj
urfisch
07-07-08, 04:19 AM
Hi Gotmilk, good to see you're started :)
If you look in the u-boats interior .dat's you can also find lots of re-usable objects, especially in the RR.dat, with refreshed textures they would be just fine in a fleet boat I guess :hmm:
For the textures btw I think you can use the same way, when you're done with the model just re-use parts of the available stock textures from all interiors, lots of material here, no need to redo everything from scratch IMO.
hey mikhayl, thats a very interesting point!!! i havent given up the idea of additional compartments...but to create the open hatch showed up many problems of imported interiors. it was much work to get the black models lighter. and so i got on hold with my idea...but this opens new possibilities!!!
are you able to set up a tutorial for interior model import?
Gotmilk
07-07-08, 05:05 AM
Hello.
Thank you for kind words, tips and support. I will give my best to try invest at least 1 hour of interior modelling per day. Also i keep this thread updated with new pictures and progress. The start may be slow because i must learn to use S3D properly. Trying out all the issues with lighting and texturing.
When i get home from work i try our the new S3D editor :D Also i am going to look into those light nodes what Mikhayl mentioned about.
@ urfisch
I dont know if this helps but i used this tutorial to get my object imported into game.
http://www.subsim.com/radioroom/showthread.php?t=135177
Also does anyone own good U boat interior reference images? Right now i am collecting all my reference from "Das Boot" movie :rotfl:
skwasjer
07-07-08, 05:33 AM
You also need to delete the "interiorillumination" controller attached to the main node (you can put it back later). With this controller active, every model without 2nd texture channel + lightmap texture will appear totally black.
Another way that doesn't require the removal of the controller: create a full white texture for the AO-map (RGB channel of O01). Similarly the specular map: create a grayscale copy of the diffuse map, paste it in the Alpha channel of the O01 texture, and voila, you have a working texture and the model will be lit correctly (although specular highlighting is obviously not good, and no true AO shading etc).
You however would need uv2 data but it doesn't have to be 'correct' so to speak. This can be done by either copying the main obj, and rename it to ...-uv2.obj (basically you create fake uv2 data) and use the import with OBJ as uvmap support files. Or you could use the Unwrap modifier and create 'fake' data for the 2nd channel by simply generating a new uv map from the 1st channel. The specular map uses the uv data of the diffuse map so that's no problem here.
Later, when it's time to work on the AO map, you can export the actual correct uv2 data, and replace the AO texture with the newly baked texture.
Gotmilk
07-07-08, 02:01 PM
Hello Mikhayl. Thank you for your tutorial. There are lot of things that need to be learn about texturing. So it is gonna take some time for me to get uset to it. I am new to S3D but i start to see how this program works.
I deleted the illumination node and the model became white. I attached my model to main room node. But i think it is better to do like you did. Make seperate room node so it would be easily manageable. And you are right. There are tons of interior models that you can import and make your own objects library. You then can import those nodes and place it in interior. A very easy work.
So the modelling is the easiest part. The hard thing is to put it all together with texturing and proper lighting. So basicly you only need to model a tube and fill it with already used interior objects. Of course you can model new ones too. Like the safe in my captain room. What i like about this editor is that it is very easy to add objects. You can easily add your family picture on the wall.
Here are two pictures of my test interior. I will use it to learn about the S3D and try to figure all out using trial and error.
http://www.animootor.com/5
http://www.animootor.com/6
BTW Mikhayl your work is great :D Keep modelling that U boat. Maybe we should connect our forces. Model seperate compartments and get interiors done quicker :rotfl:
Have a nice day.
AVGWarhawk
07-07-08, 02:26 PM
Wow, just wow. Nice work!
martes86
07-07-08, 04:11 PM
Have I ever told you I love you guys? :lol:
I'd definitely have an orgasm if I could have free roam around the whole sub interiors of all the types we currently have. :D
Cheers
Xantrokoles
07-07-08, 05:11 PM
Nice idea. I would love to sneek in the torpedo rooms or engine room. :up:
I KNEWED IT!!!:rotfl:
When this is ready all say: A nice ok. [....3...;... 2....;.....1].... , but I want this too:!
Carotio
07-07-08, 05:18 PM
Very impressive if interiors can be made for both fleet boats as uboats :yep:
Even more impressive, if you guys can/will populate the new rooms too :rock:
My sincerest congratulations with some good work to all :up:
Rockin Robbins
07-07-08, 05:28 PM
Not my cup of tea. In fact, I am offended by submarine interior work. It makes the game too realistic. Before, I could go right from the control room to the after torpedo room. Now you are going to make me go through three other compartments. If I get lost I will be upset.:damn:
So go for it. Offend me! Offend me! What's next?:up:
Sylvanas
07-07-08, 05:51 PM
How are you gonna get lost in a watertight, steel tube?
Anyway, keep up the good work! I want to have a look at my roaring engine.... And then probably screw it up one way or another...
Or break a torpedo tube.... Or a bed...
Rockin Robbins
07-07-08, 06:33 PM
I assure you I have the ability to get lost on the bridge. That's what execs are for.
With all that blasted noise in the engine room I'm going to navigate I'll blow a gasket before I fire the first torpedo. Where's the frickin' head? You going to model that too, with animations? I want an appropriate animation when I work the levers in the wrong order...:/\\x:
skwasjer
07-07-08, 07:05 PM
I've changed one thing in the stock interior here:
Gato video (http://sh4.skwas.net/media/fan.wmv) (600KB)
Do you see it?
I am not making this into a mod myself again, because there's quite a few mods that change the interiors. I may make another tutorial for this or just release the changes in a small package of importable chunks, but not until after I'm back.
In any way, LukeFF has already picked this up :up:
Note: this was done by request, so don't expect me to turn in a modder anytime soon :p
Sailor Steve
07-07-08, 07:23 PM
Do you see it?
Yeah! The guy has nose hairs!:rotfl:
You're turning me into a real fan.
Rockin Robbins
07-07-08, 08:11 PM
Excellent!!! Gives me the belief that the toilet explosion is a real possibility. I read a description of that happening on a sub and it was hilarious. The sailors involved WOULD NOT agree with my assessment.:nope:
SteveW1
07-07-08, 08:22 PM
This looks really good, I'd love to walk through a complete boat.
@skwasjer, love the fan it makes you think that its warm in the boat seeing it now move.
steve
Excellent!!! Gives me the belief that the toilet explosion is a real possibility. I read a description of that happening on a sub and it was hilarious. The sailors involved WOULD NOT agree with my assessment.
Referring to a "Flareback" RR ?? ... ( later known as an "Inboard Vent" ) ...... lol
Art
Rockin Robbins
07-07-08, 08:40 PM
OOOO Yeah. THAT would be an impressive addition to SH4. It wasn't all fun and games you know.
Seriously, I can't wait to see what these guys come up with.:up::up::up:
CaptainHunter
07-07-08, 08:49 PM
Skwasjer I'm your biggest fan :smug:
W_clear
07-08-08, 12:00 AM
Remarkable work, I wish you success.
Gotmilk
07-08-08, 12:47 AM
I've changed one thing in the stock interior here:
Gato video (http://sh4.skwas.net/media/fan.wmv) (600KB)
Do you see it?
:p
Holy ....
Now the s**t really starts to hit the fan. It would be awesome if you release tutorial on how you animated it.
For the animated interiors (animated engine room and etc...) I cannot make any promises. My first goal is just to make good looking room. I dont know what possibilites there are for animating the stuff. (i can animate in 3dsMax but the animation would not go over to game engine) So you have to animate in editor i guess. But first lets get the rooms done. I would like to see sleeping crewmen in bed and roaring engine animated too :) But i have no idea is this even possible
And like Mikhayl mentioned. It takes alot of time to do this. Sadly time is one thing that i dont have :cry:
But i give my best to invest a portion of my day to this mod.
At first i just want to make Captain cabins room for Gato. Then release it and get feedback from users. (bugs, improvments and etc...) After that i plan to start to model out other interiors.
hello,
in germany there is an uboat museum (u505 in laboe near kiel). they have one of the last type VII C boats. on their page they have 360° pictures of the different rooms. please have a look here, perhaps it could be helpful...
http://www.deutschland-panorama.de/museen/laboe_technisches_museum/index.php
greetz, Jaeger
kriller2
07-08-08, 06:10 AM
Looking forward to see more realistic interior on the submarines, keep up the good work! :up:
http://www.subsim.com/radioroom/showthread.php?t=124671&highlight=momo
Thank you skwasjer :D:up:
AVGWarhawk
07-08-08, 09:30 AM
I've changed one thing in the stock interior here:
Gato video (http://sh4.skwas.net/media/fan.wmv) (600KB)
Do you see it?
I am not making this into a mod myself again, because there's quite a few mods that change the interiors. I may make another tutorial for this or just release the changes in a small package of importable chunks, but not until after I'm back.
In any way, LukeFF has already picked this up :up:
Note: this was done by request, so don't expect me to turn in a modder anytime soon :p
Jesus, Skwasjer....do you ever stop amazing me? Working fans! And I just thought the fans only worked on the Torsk. Beautiful, just beautiful.
skwasjer
07-08-08, 09:45 AM
Heh, maybe AVG :p I've got something else very cool going on, but I won't say it just yet (later today probably ;)). Note, also related to interior.
Digital_Trucker
07-08-08, 09:53 AM
Skwasjer I'm your biggest fan :smug:
:rotfl:Took me a couple days, but I finally got it :arrgh!:
AVGWarhawk
07-08-08, 10:01 AM
Heh, maybe AVG :p I've got something else very cool going on, but I won't say it just yet (later today probably ;)). Note, also related to interior.
Men, we are getting shag carpeting installed today!!! :rotfl: J/K Skwasjer...I bet you do have something else brewing. Sounds like the mod bug has bitten after all...:hmm:
kylesplanet
07-08-08, 10:18 AM
Heh, maybe AVG :p I've got something else very cool going on, but I won't say it just yet (later today probably ;)). Note, also related to interior.
Men, we are getting shag carpeting installed today!!! :rotfl: J/K Skwasjer...I bet you do have something else brewing. Sounds like the mod bug has bitten after all...:hmm:
Were getting a disco ball AVG....I just know it!:rotfl:
Digital_Trucker
07-08-08, 11:01 AM
Nah, it's an animated ice-cream maker:sunny:
A stowaway like this would be original http://www.animaatjes.nl/plaatjes/d/dansen/12.gif :rotfl:
kylesplanet
07-08-08, 12:42 PM
Best Idea yet Momo55! :p
haegemon
07-08-08, 02:00 PM
Hi Gotmilk, good to see you're started :)
If you look in the u-boats interior .dat's you can also find lots of re-usable objects, especially in the RR.dat, with refreshed textures they would be just fine in a fleet boat I guess :hmm:
For the textures btw I think you can use the same way, when you're done with the model just re-use parts of the available stock textures from all interiors, lots of material here, no need to redo everything from scratch IMO.
hey mikhayl, thats a very interesting point!!! i havent given up the idea of additional compartments...but to create the open hatch showed up many problems of imported interiors. it was much work to get the black models lighter. and so i got on hold with my idea...but this opens new possibilities!!!
are you able to set up a tutorial for interior model import?
An option to a make an easy "open hatch" could be modding the couple rooms as one chamber. If there is a freely camera movement should be no problem.
Sailor Steve
07-08-08, 03:49 PM
Skwasjer I'm your biggest fan :smug:
:rotfl:Took me a couple days, but I finally got it :arrgh!:
Does that mean you still didn't get mine?:cry:
Digital_Trucker
07-08-08, 05:10 PM
:oops:To be honest with you, Steve, I never made it past the thing about the nose hairs.:rotfl:I laughed so hard I had to head for the head, then blow a frame of the video up to 1200x trying to find the nose hairs:damn:
skwasjer
07-08-08, 06:16 PM
Hehe :smug:
How about a "Spot the difference" contest...
Anyway, this one is easy:
VIDEO (http://sh4.skwas.net/media/captain.wmv) - 600KB
This is just a very first draft, but I will see if I can make this into a full mod with more animations (more diversity as well, ie. ships...). I have run into a problem though, being sounds. Seems like the sound controllers are non-functional in the Captain's room...
Note: the vid is a little laggy, but ingame it's very smooth...
Digital_Trucker
07-08-08, 06:30 PM
Excellent:up: Now when I start daydreaming in the office, I'll have something to wake me up :sunny:
Sailor Steve
07-08-08, 09:03 PM
"Get the number of that plane! I'll put him on report!"
-Tora! Tora! Tora!
:oops: To be honest with you, Steve, I never made it past the thing about the nose hairs.:rotfl:I laughed so hard I had to head for the head, then blow a frame of the video up to 1200x trying to find the nose hairs:damn:
You know, I only put the nose hairs comment in there because I didn't want to be obvious and say "Is it the fan?" Besides, I was afraid I might be wrong.:rotfl:
AVGWarhawk
07-09-08, 06:11 AM
Hehe :smug:
How about a "Spot the difference" contest...
Anyway, this one is easy:
VIDEO (http://sh4.skwas.net/media/captain.wmv) - 600KB
This is just a very first draft, but I will see if I can make this into a full mod with more animations (more diversity as well, ie. ships...). I have run into a problem though, being sounds. Seems like the sound controllers are non-functional in the Captain's room...
Note: the vid is a little laggy, but ingame it's very smooth...
Looks like someone is using their imagination! What else could be animated in Gotmilks and Mikhayl work? Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors..............:rock: If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
skwasjer
07-09-08, 06:19 AM
Doing such animations isn't all that hard. Actually, most work in the above animation was downsizing the model, simplifying the mesh (since it's just a blip in the distance), etc. And it gave me the chance to test some new functionality that should simplify calculating the rotation parameters (quaternion), because this is hard to understand for most people.
Animating the rocker arms won't be too difficult either. You only have to do it for one arm. Then it's just clone, clone, clone.
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors..............:rock: If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
...and imagine it with this sound:
http://dodownload.filefront.com/10987974//3657593627f3350615648ffb923b83af477c3fb292035be8f3 ae9d0f7dbd03a72e639deb8fb24c13
:D
Sometimes I just open up that sound and just let it play, it has such a great rhythm to it...
Sailor Steve
07-09-08, 06:42 AM
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors..............:rock: If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
But don't forget to imagine that fleet boat engines were completely covered.
http://www.maritime.org/tour/tfervr.htm
Yep, these animations are pretty easy, it's just an object moving up down fast, it's the same kind of animation as the periscope in the interior, even a bit easier. The problem is you need to find a trick to control this animation, otherwise you have diesel engine running while you're actually 100m deep at 1knot silent running :lol:
Dont the props stop turning when the engine stop?
ReallyDedPoet
07-09-08, 07:29 AM
Hehe :smug:
How about a "Spot the difference" contest...
Anyway, this one is easy:
VIDEO (http://sh4.skwas.net/media/captain.wmv) - 600KB
This is just a very first draft, but I will see if I can make this into a full mod with more animations (more diversity as well, ie. ships...). I have run into a problem though, being sounds. Seems like the sound controllers are non-functional in the Captain's room...
Note: the vid is a little laggy, but ingame it's very smooth...
Nice :yep:
RDP
AVGWarhawk
07-09-08, 11:30 AM
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors..............:rock: If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms. But don't forget to imagine that fleet boat engines were completely covered.
http://www.maritime.org/tour/tfervr.htm
The fleets had the coffin covers, yes. I painted the Torsks just under a year ago. The older S class had open rocker arms. The S-5 as explained when it sunk in 150 feet of water. Thery were able to get the stern to the surface. In the engineroom, they used the rocker arms to climb up to the aft gear room that controlled the rudder and planes. :D The sub had it bow buried in the mud and the sub was on a 30-40 degree angle with the stern sticking out of the water.
AVGWarhawk
07-09-08, 11:37 AM
Yep, these animations are pretty easy, it's just an object moving up down fast, it's the same kind of animation as the periscope in the interior, even a bit easier. The problem is you need to find a trick to control this animation, otherwise you have diesel engine running while you're actually 100m deep at 1knot silent running :lol:
Tons of things could be done with a mix of mesh & keyframe anim, I think someone talented could even create a full torpedo loading sequence just like a small movie, but then again if you can't control the start/stop of the animation, the sequence just loops endlessly. And since the game wasn't designed with torpedo & engine rooms in mind it will be hard to find a way to control these sequence, if ever there's a way (I wouldn't bet on it).
btw, on the type II front :
only the second object created from scratch, torpedo loading thingee
http://i35.tinypic.com/33ticdi.jpg
escape/loading hatch access
http://i38.tinypic.com/243npyg.jpg
I think just getting an engineroom would be as sweet as it could get. Getting animation would be even better. If you are in silent running, do not visit the room. Easy answer I guess but, if the props can stop as someone mentioned above, perhaps the motors could stop as well. Same trigger as the props?
All conjecture at the moment. I see the rooms are in the works and that right there is enough to put a smile on anyones face. :up:
CaptainHunter
07-09-08, 02:41 PM
Maybe you could link the animation to the depth gauge :hmm:
Gotmilk
07-10-08, 12:28 AM
Is there possible to link animation to sound? When you surface then you start to hear the diesel engines running. That means that this sound is triggered when the boat is in surface. The sound node knows whether the boat is under water or above the water. If we could link the animation to that sound node.
Game detects when the sound value becomes true and uses that to trigger ingame engine animation.
Now i give a little update about my progress. Right now i am not doing any modelling. I am trying to learn S3D so and after that starting to make out compartments. Yesterday i finally managed to import my Cabin into game as a seperate node. (at first i attached the geometry to main node in 3ds max but this is not a good option because the game files are mess and texturing would be very hard)
When i first imported it as a seperate node the game crashed as soon as i tried to look at my captains cabin. But i read the Mikhayl-s little tutorial over and over and over again. And i discovered that when i putted the 3D model value smaller than the main node value then the game wont crash.
Now when i get home from work, i start reading Mikhayl-s tutorial all over again. This time i am trying to import my custom made wall texture for cabin. If i get this done then the only problem will main the lightmaps. And if all these problems are solved then i can finally start the proper model / texturing phase and import them into game.
But it takes time to learn all this stuff. :doh:
Xantrokoles
07-10-08, 03:49 AM
Is there possible to link animation to sound? When you surface then you start to hear the diesel engines running. That means that this sound is triggered when the boat is in surface. The sound node knows whether the boat is under water or above the water. If we could link the animation to that sound node.
Game detects when the sound value becomes true and uses that to trigger ingame engine animation.
Now i give a little update about my progress. Right now i am not doing any modelling. I am trying to learn S3D so and after that starting to make out compartments. Yesterday i finally managed to import my Cabin into game as a seperate node. (at first i attached the geometry to main node in 3ds max but this is not a good option because the game files are mess and texturing would be very hard)
When i first imported it as a seperate node the game crashed as soon as i tried to look at my captains cabin. But i read the Mikhayl-s little tutorial over and over and over again. And i discovered that when i putted the 3D model value smaller than the main node value then the game wont crash.
Now when i get home from work, i start reading Mikhayl-s tutorial all over again. This time i am trying to import my custom made wall texture for cabin. If i get this done then the only problem will main the lightmaps. And if all these problems are solved then i can finally start the proper model / texturing phase and import them into game.
But it takes time to learn all this stuff. :doh:
It is not possible to copple an animation to an sound or light controller.:nope:
Everything hardcoded.
Your progress is fine:yep:
I said we'll help you bringing it into game when you have problems.
And always note:
---Index:34-Node-3d Model <-Index of 3d model lower than index of linked node
-Index:35-Node-Cap-Room
---Index:36-Label:Cap_Room <--other stuff always higher than parent node
RFB Team
07-10-08, 06:17 PM
I've changed one thing in the stock interior here:
Gato video (http://sh4.skwas.net/media/fan.wmv) (600KB)
Do you see it?
I am not making this into a mod myself again, because there's quite a few mods that change the interiors. I may make another tutorial for this or just release the changes in a small package of importable chunks, but not until after I'm back.
In any way, LukeFF has already picked this up :up:
Note: this was done by request, so don't expect me to turn in a modder anytime soon :p
Update, with video. This is the Porpoise interior:
http://www.youtube.com/watch?v=HkHbYBrfsDE
The Gato currently has one fan spinning in the conning tower and one in the control room. The other fans will be done in due time.
Xantrokoles
07-11-08, 06:00 AM
here's a few views of the interior of USS Batfish. Might help you create life-like scenes in the torpedo room for instance Mikhayl :)
http://img237.imageshack.us/img237/5093/arch30gc9.jpg (http://imageshack.us)
link :
http://www.ussbatfish.com/archive-photos.html
and :
http://www.ussbatfish.com/tour-ftr.html
Keltos, Keltos:rotfl:
He is working on a typeII interior;)
gimpy117
07-11-08, 09:34 AM
here's a few views of the interior of USS Batfish. Might help you create life-like scenes in the torpedo room for instance Mikhayl :)
http://img237.imageshack.us/img237/5093/arch30gc9.jpg (http://imageshack.us)
link :
http://www.ussbatfish.com/archive-photos.html
and :
http://www.ussbatfish.com/tour-ftr.html
Keltos, Keltos:rotfl:
He is working on a typeII interior;)
makes sense...less to model :rotfl:
Xantrokoles
07-11-08, 11:07 AM
Yes:yep:
And when you are ready, I rip it, stretch it and add a torpedo tube for a VII;)
Xantrokoles
07-11-08, 11:08 AM
I forgot something, but I don't edit because I want a higher rank.
When you use S3d you can almost work without a 3d program.:rotfl:
Itis just copying parts of other interiors as Mikhayl said:up:
Xantrokoles
07-11-08, 12:23 PM
When I say that this is a interior thread I got to post my current work:yep:
I love my crew standing on fresh air:up:
http://img530.imageshack.us/img530/9818/sh42008071119281957da5.th.jpg (http://img530.imageshack.us/my.php?image=sh42008071119281957da5.jpg)
http://img530.imageshack.us/img530/3326/sh42008071119283820zl2.th.jpg (http://img530.imageshack.us/my.php?image=sh42008071119283820zl2.jpg)
skwasjer
07-11-08, 03:35 PM
Nice Xantrokoles :up:
Xantrokoles
07-11-08, 03:43 PM
Basicly it is your work Skawas!
Without S3d I wouldn't set each value for each needle:rotfl:
martes86
07-18-08, 09:41 AM
http://img.photobucket.com/albums/v106/martes86/bump.gif
I think this post very much deserves a BUMP... work on this matter should not stop... it fulfills a much requested feature, let's not waste it. :)
Gotmilk
07-19-08, 06:17 AM
Hello martes86.
I can assure you that the work has not stopped on this project. It just takes time to get anything done. And there are lot of real life issues that take away most of my time.
But this mod will come out eventually. And if i make some major progress i will post it here.
AVGWarhawk
07-19-08, 06:32 AM
Please post any progress! This is a very cool mod and thus far looking great!:rock:
Gotmilk
07-21-08, 09:07 AM
Okey. I got one question. How do you do lighting on new rooms??? I have Captain room node created. I have it textured but the interior is so so dark. (not black, you can clearly see the textures) but it is still very very dark.
I created new omni light and put captain room node as his parent. I positioned it into middle of room and putted index numbers in right order. So the game wont crash. But there it all ends. I have no light effect on room. It does not matter how many times i change the color, light density or new omni lights. But it is still so dark.
Anyone out there with S3D lighting experience throw me a bone. What am i doing wrong :damn:
Hi GM, sorry I can't be of any technical help to you, but at least let me get on board with saying that I think what you're doing is fantastic:up:, and will add tremendously to the sim's immersion factor. Good luck with your work!
Gotmilk
07-21-08, 01:59 PM
Hello Fish40.
Thank you for kind words. You guys are really helping me pushing forward with this mod. I am still stuck with the lights and how to add proper lightmaps. But i wanted to share a little picture of my progress.
(my girlfriend helped me out with UV mapping on the floor. I did not manage to get it right without her :D )
http://www.animootor.com/7.jpg
Basicly now i only need to know how to add lightmaps and light nodes so that the room will be properly lit. If i know how to do that then i have all the knowledge i need to complete captain cabin.
Will-Rommel
07-31-08, 12:22 PM
This is very nice if your'e still working on it..!
demowhc
08-04-08, 08:58 PM
bump.. looks great guys, cant wait for a few extra compartments :)
tonschk
08-05-08, 10:32 AM
And a working engine inside the Engine room can increase the inmersion factor :up:
http://i194.photobucket.com/albums/z58/tonschk/untitledfghj-1.jpg
capthelm
08-21-08, 11:13 PM
gotta have the motor room dudes.
Brenjen
08-22-08, 02:07 AM
Extra compartments would add 100% to the immersion factor; I was just lamenting the out of sector camera angles today as a matter of fact & wishing there was more to wander & fiddle with on those long trans Pacific journeys...instead of just kickking up the time compression & wishing Scotty would just beam me there.:lol:
RICH12ACE
08-23-08, 04:00 PM
keep up the good work! we must have more interiors on the sub :rock: :rock: :up: i can not wait to see captains cabin.
Orion2012
08-23-08, 06:18 PM
Looks Great, can't wait.
Awesome! Hope to see the whole submarine from inside once a day!
SgtWalt65
08-25-08, 08:37 PM
Have I ever told you I love you guys? :lol:
I'd definitely have an orgasm if I could have free roam around the whole sub interiors of all the types we currently have. :D
Cheers
TMI! LOL :o
SgtWalt65
08-25-08, 08:40 PM
How are you gonna get lost in a watertight, steel tube?.
Dont ask....LOL. If he does manage to get lost, he needs more help than any of us can give him. :D
RICH12ACE
08-27-08, 08:49 AM
any new wip pics of this mod.:)
gotta have the motor room dudes.You mean Motor macs;)
Look at me . . . getting all nautical on you:D
Gotmilk
09-02-08, 03:41 AM
Hello.
It has been a while. I just wanted to announce that this mod is still in work. I have not given up the project. I set my personal deadline to December. By that time i will try to release the first version of captains cabin. (do not be surprised if i miss that deadline by month or two)
As usual the personal life takes most of my time. I even have not played SH4 for months. And about the project. Modeling is the easiest part. You can model everything so fast. But making a good looking texture on it and place it in the game and make sure that everything works takes most of the time. And of course do not expect the captain cabin look as good as the other compartments. Other rooms has been done by professional developers. I am not that good but i will give my best to make a good looking room.
I will make some screenshots in next week.
Have a nice day.
Gotmilk
09-04-08, 03:30 PM
http://www.animootor.com/8
http://www.animootor.com/9
robbierob2005
09-07-08, 07:32 AM
Whow. :o
Rockin Robbins
09-07-08, 07:59 AM
Hey Gotmilk! When I get off watch I'm so tired, wet and miserable that I don't care what the inside of my smelly 30 year old sardine can looks like. I run a sugar boat and I could care less. I'm just looking forward to a promotion and a boat younger than my grandfather.:yep:
We're all hotbunked down there anyhow. I go below, snatch a blanket off somebody who's asleep, find a vacant berth and sleep like the dead. I couldn't care less (and really don't know!) what it looks like. I only look at it long enough to shut my eyes.
Hey man, we're just Spam in an old rusty can. Most of the time we would rather NOT know what the inside looks like. My strategy when I wake up is to get my cup of coffee and be on the bridge before I wake up and have to look at the @#$%#$ thing. The outside looks like hell from 30 years of abuse.:rotfl:
My goal is to survive long enough to transfer my entire crew to a real submarine. Then we'll look at the interior.
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/thinking-016.gif
Seriously, great work and I'm hoping you can rope Mikhayl into getting excited about helping out. He seems to be a great guy too, and I hate it that he's soured on the modding scene. Don't forget the sugar boats!
Stand by, I have to issue an order...ALL HANDS HOLD NOSES! VENTING #2 SANITARY INBOARD IN TEN SECONDS! WELCOME TO PARADISE...
http://i196.photobucket.com/albums/aa293/RockinRobbins13/smileys/what.gif
John_Doe_16
09-08-08, 06:24 AM
By the way, about the Type II-torpedo-room posted by Mikhayl earlier in this thread:
http://www.subsim.com/radioroom/showthread.php?t=141858
(if a modder would finish it, it would be very great, as it seems to be quite complete already :up: )
Gotmilk
09-11-08, 03:37 PM
It is coming my friends, it is coming :yep:
http://www.animootor.com/10
http://www.animootor.com/11
http://www.animootor.com/12
http://www.animootor.com/13
http://www.animootor.com/14
http://www.animootor.com/15
http://www.animootor.com/16
http://www.animootor.com/17
Sailor Steve
09-11-08, 06:38 PM
Looking good!
By the way, if you hit Enter after each picture they'll stack vertically instead of horizontally.
RICH12ACE
09-12-08, 05:49 AM
mmm...:hmm: where did i put my sleeping cap?? :rotfl: :rotfl: :rotfl: its looking good!
Gotmilk
09-13-08, 04:43 AM
Looking good!
By the way, if you hit Enter after each picture they'll stack vertically instead of horizontally.
Oh bummer. Damn IE. I used firefox so for me the pictures were horizontal. But if you use IE the pictures are vertical. I did not know that :oops:
Anyhow i fixed the pictures. They now should be horizontal.
Sailor Steve
09-13-08, 11:24 AM
I didn't know that was the problem either. Problem solved. Looks great.:sunny:
The General
09-16-08, 12:39 PM
The picture of Dave and the newspaper are really nice touches Gotmilk. :up:
keltos01
09-16-08, 03:54 PM
looking great !
keltos
don't forget to look at Mikhayl's torpedo room being finished by Tomi !
http://www.subsim.com/radioroom/showthread.php?t=141858
wetwarev7
09-17-08, 10:41 AM
Looking really good! Can't wait to try it out! :up:
Gotmilk
09-18-08, 01:57 AM
The progress is quite good. Mikhayl was kind enough to take a look at my files and show me (with screenshots) how to import a lightmap into S3D. Sadly i have been sick this week. I get an headache if i sit longer than 10 minutes behind the computer :(
So i decided to take a rest for a week or two and spend some time with my GF.
About this lightmap thingy. This is (was) my last problem. Thanks to Mikhayl i have learned so much about S3D on how to import models and textures into game. So the major obstacles are now removed. From now on i can really start modelling the room. Adding details, walls, pipes and etc...
I do not have to waste time on learning. Now its only takes time to add geometry into game. The only thing that i do not like about this mod is texturing. It so so god damn boring :doh:
OK i have to leave now. My head starts to hurt again :damn:
Have a nice day.
The General
09-18-08, 02:10 AM
My head starts to hurt againUh, you should go to the doctor to get that checked out, seriously.
kylesplanet
09-19-08, 11:27 AM
Hope you feel better gotmilk. Your work is looking great, thank you very much!
RICH12ACE
04-25-09, 04:19 PM
can some on finish this mod off?
This mod looks interesting, however, the layout of the captain's cabin appears to be more fit for a German boat. If I am thinking correctly the captain's cabin on a fleet boat was much different in both arrangement and amenities. Might I suggest a virtual tour of the USS Pampanito. You can do it online, and will hopefully give a good idea of the interior of most of the fleet boats. Aside from the S-boat, all the fleet boat living areas were much the same to one another (which will make adding these rooms to the boats very easy. The only really different areas would be the engine room(s) (some earlier fleet boats, if they had four engines had them all in one room) bow torpedo and stern torpedo rooms.
From what deck plans I have seen of the sugar boat, it would seem they were very similar in layout to a type II U-boat, just with the control room reversed in orientation (the dive plane station on the port side of the room opposed to the starboard side, among other things. Plus it would seem the S-boat was a tad bigger inside than even the type VII. What would be neat to add to the fleet boat is a conning tower. They did have one, albeit was tiny, and did't have much more in it than a steering station. But it also had tiny portholes. But then again, that might be very hard to model.
FlyingTiger
05-30-09, 11:56 PM
Sweet, I wish your project will soon be done. Looking forward it mate. At least we skippers will have a bed to sneak in and sleep. That's promising skipper!!
gimpy117
06-01-09, 11:12 AM
ehhh...sorry to break it to you but I think this one has been dead...no?
FlyingTiger
06-01-09, 08:49 PM
I'm not sure but this project is promising. I hope the author will continue to work to creat another wonderful mod.
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