View Full Version : [WIP] Officer's Quarters Interior Project
Captain America
08-20-09, 01:22 AM
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.blogspot.com/2009/07/pictures-of-uss-cod-ss-224-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.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/th_NewBlueprintShot.jpg (http://s282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/?action=view¤t=NewBlueprintShot.jpg)
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.
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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.
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Compartment Layout:
------------------------------
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/CompartmentLayout1.jpg
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
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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
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/Capture3.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s2.jpg
Comparison #2
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/Captur5e.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s6.jpg
Comparison #3
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/Capture2.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/shot1.jpg
Misc. Renders:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/desksideclose.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s3.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s4.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/gaugesclose.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s7.jpg
More renders comming soon....
Captain America
08-20-09, 01:22 AM
reserved for future use...
vickers03
08-20-09, 01:40 AM
wow this really looks like something!:yeah:
miner1436
08-20-09, 02:17 AM
Wow, this will really add to the immersion, very nice.:rock:
Wow. Nice to see someone working on this. I'm looking forwardto seeing a complete version.
:up:
keltos01
08-20-09, 08:50 AM
very nice indeed :up:
so if you progress from stern to bow, next is the torpedo room ;)
keltos
ETR3(SS)
08-20-09, 08:54 AM
Outstanding! Just pick another color other than sea foam green, reminds me of the engine room on my boat. :wah:
Sailor Steve
08-20-09, 11:29 AM
Looks pretty cool!:rock:
Munchausen
08-20-09, 02:49 PM
:yeah: Yes! :ping:
Capt.Warner
08-20-09, 03:23 PM
Nice;)
Bartolomeus
08-20-09, 04:10 PM
Looks very good! Great work!
Carotio
08-20-09, 05:23 PM
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... :yep:
virtualpender
08-20-09, 08:05 PM
Amazing. This will be so immersive.
Thank you!
Captain America
08-22-09, 01:02 AM
Thanks to everyone for the very nice comments. :up:
Outstanding! Just pick another color other than sea foam green, reminds me of the engine room on my boat.
I hear you. I think I would commit suicide if I had to stay in that cabin for a long period of time. :) The German captains were pimpin it with all that sexy woodwork compared to the boring US subs.
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).
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/Typewriter.jpg
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).
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/bedphone.jpg
Captain von Keldunk
08-22-09, 02:08 AM
SH5 tread "hope it is possible to do US side mod"
With a new engine, how to mod it, will skwas s3d work.:06:
is US Pacific side mod possible:timeout:
:woot:
@Maerean_m Location: Bucharest, Romania
"The only problem would be the sub's interior. Where would you get all the rooms from? I don't think people would like to 'ride' an uboat under the American flag . So the solution would be an official add-on. "
:woot:
I hope your US sub interiors can be used for SH5 US-side mod.
So your mod is really FIRST mod for SH5:D You are making history here:salute:
Bubblehead1980
08-22-09, 04:21 PM
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:salute:
Thanks to everyone for the very nice comments. :up:
I hear you. I think I would commit suicide if I had to stay in that cabin for a long period of time. :) The German captains were pimpin it with all that sexy woodwork compared to the boring US subs.
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).
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/Typewriter.jpg
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).
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/bedphone.jpg
It looks great. My father served on US submarines during WWII and the Korean War. I was about six in the early 50's while he was stationed in San Francisco and San Diego. We had some blankets from his boat, for picnics, etc. I had one of them on my bed for several years. It was of heavy wool (itchy!!!) and was yellow in color with black lettering stenciled on it. I found a picture of one once for sale on ebay. It was identified as a WWII submarine wool blanket. Much later, when I served in the US Army, I was re-acquainted with a similar wool blanket. It was olive drab green, however. Keep up the good work.
virtualpender
08-23-09, 06:55 PM
For what it's worth, the bulkheads are painted that ugly green color to signify Officer's Country.
http://www.battleshipnc.com/teach_reso/oral_history/daily_life/officers.php
Not sure if that will present an issue when texturing but I vote for the ugly green walls :DL
ETR3(SS)
08-23-09, 09:53 PM
For what it's worth, the bulkheads are painted that ugly green color to signify Officer's Country.
http://www.battleshipnc.com/teach_reso/oral_history/daily_life/officers.php
Not sure if that will present an issue when texturing but I vote for the ugly green walls :DL
Surface ships and submarines are two different worlds.
Captain America
08-24-09, 05:28 PM
It looks great. My father served on US submarines during WWII and the Korean War. I was about six in the early 50's while he was stationed in San Francisco and San Diego. We had some blankets from his boat, for picnics, etc. I had one of them on my bed for several years. It was of heavy wool (itchy!!!) and was yellow in color with black lettering stenciled on it. I found a picture of one once for sale on ebay. It was identified as a WWII submarine wool blanket. Much later, when I served in the US Army, I was re-acquainted with a similar wool blanket. It was olive drab green, however. Keep up the good work.
Hi, Seapup. Thanks for sharing about your dad...if you ever have any stories to share, please do.
Regarding the blanket; it hasn't been textured yet. The texture thats there is a temp one taken right from the game. If you have any pics please post them and I'll try to make it similar.
For what it's worth, the bulkheads are painted that ugly green color to signify Officer's Country.
ETR3(SS) is correct...thats a surface ship standard. When I spoke to one of the USS Ling's staff they told me the original color was a cream/yellow tone. I have many interior shots of the Ling and in several places you can see where they were "lazy" with the paint and left areas of the original color. If you also look at the USS Pampanito virtual tour you'll see they restored it to the same original color.
Today's tiny update:
Last night I connected the new interior to the CR. I carved out a new opening in the CR for a 3D hatch.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/cr_cutout.jpg
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/hatch1.jpg
If possible, the goal is to make the new hatch door animated.
Captain America
08-24-09, 06:54 PM
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... :yep:
Thx for the kind words Carotio.
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:
Look forward this is finished and maybe incorporated into TMO:salute:
Sorry, I guess I should have clarified this in my first post...This mod is for TMO. The work Ducimus and Vickers03 have done is what inspired me to do this in the first place. So much work/improvements have gone into TMO's .dat file over a long period of time that it would a sin to put this interior into the vanilla version.
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.
keltos01
08-25-09, 12:00 AM
For the animation, ask Skwasjer :up: he helped me with our IJN Kaiten screw and detonator animation.
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
AVGWarhawk
08-25-09, 07:00 AM
THAT IS AWESOME! :D:D:yeah:
Indeed ! :|\\
http://i9.photobucket.com/albums/a75/Panzer_Kamerad/smileys/popcorncow.gif
Royale-Adio
08-25-09, 04:45 PM
Maybe tomi could help you on this one?
gimpy117
08-25-09, 08:39 PM
compartments for my fleet boat.
you sir have made my day.
:up:keep on trucking! nice work so far!
Armistead
08-25-09, 08:49 PM
Great......maybe we don't have to have uboats to get a full sub afterall
Makes me want to take a nap, if the XO would operate the interface.
AVGWarhawk
08-26-09, 07:58 AM
Just a thought CA, how about continuing to the wardroom and small galley as well? Looking at what you have thus far and hopefully you have the time adding all of officer country would be fantastic. Of course you know this leads to forward torpedo room, FER and AER plus the aft torped room :D Oh, need the crews mess. You need pictures I can get you any you need. :03:
Armistead
08-26-09, 08:08 AM
Yea, don't forget the pump room and a full working head.
Kapitan_Phillips
08-26-09, 08:21 AM
Blimey! Great work!
AVGWarhawk
08-26-09, 09:04 AM
Yea, don't forget the pump room and a full working head.
Oh, I can get you nice pics of the head forward and aft:D Hey, Tomi99 put a head in his engine room for the uboat :O:
Looking real good!:yeah: Certainly looking forwards to this one:yep: Good luck with your project!
Munchausen
08-26-09, 12:15 PM
:03: And you have one big advantage over Tomi ... SH5 will have none of this.
Captain America
08-30-09, 02:15 PM
Hi,
I know I haven't posted in a few days but I just wanted to check in and let everyone know that the project is still going strong. The SH4 curse has not affected me yet! :arrgh!:
I'll be posting more info/updates shortly...
Looking forwards to seeing your progress:yep:
Armistead
08-31-09, 02:59 PM
We're pulling for ya. This would be the mod we thought would never happen...got to be one heck of a job.
AVGWarhawk
08-31-09, 03:04 PM
:):DL:D:up:
:salute::yeah:
I hope it will run together with TMO 1.8. The combination: :woot:
AVGWarhawk
09-01-09, 09:32 AM
:salute::yeah:
I hope it will run together with TMO 1.8. The combination: :woot:
:yep::03:
Captain America
09-03-09, 11:34 PM
I've been working overtime at work the past couple of days due to a company project. I get home late at night, eat and do some modeling followed by sleep...so I don't have time for detailed updates at the moment. Just checkin in though to let you know that work still continues each night. Hopefully this overtime business ends soon. :dead:
Tonight's Quick Update:
Its been determined that the entire compartment will be rendered. This currently means:
-Captain's Stateroom
-Yeoman's Office
-Wardroom
-Pantry/Galley
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/CompartmentRender.jpg
It is still undetermined exactly how the officers staterooms will be rendered. Most likey though one will be rendered while the other ones left empty or crude with the curtain's closed. There are a couple of options/ideas I have to test out so this will be determined at a later time.
I just want to point out that I am being extremely conscious about performance while modeling the interior by using low polys wherever possible. There has to be a line drawn on how much complex geometry is to be rendered. A beautiful interior does no good if it makes the game lag. The goal here is to "do more with less". So certain elements will be rendered with complexity while other objects will be less complex.
For example, the new US bed has less than half of the poly's of the German one; same with the desk.
Anyway, enough ramblings....here's a hallway shot to get an idea of the depth of the new compartment:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/HallwayRender.jpg
Once I finish up the wardroom and uv mapping I'll post some renders. More updates very soon....
vickers03
09-04-09, 02:37 AM
:)nice work, it will be great wandering around.
This is an excellent project :up:
The goal here is to "do more with less". So certain elements will be rendered with complexity while other objects will be less complex.
Fortunately, the parts you are modelling are normally simple polygons, squares, etc, so it should easier to keep poly count down than when doing f.e. a hull :yep:
Munchausen
09-04-09, 01:19 PM
:up: I love it. Any ideas yet as to the best way to access these new compartments?
AVGWarhawk
09-04-09, 01:36 PM
Beautiful man! Now, on the ceiling run some pipes from sterm to bow. There is some lighting up there also. Get a red light set up in there also when in red light running. That should do it. The hallway is not that cluttered so now worrys on frame rate hit. Looks fantastic sir! :up:
virtualpender
09-04-09, 01:43 PM
Captain America - I love you, man.
AVGWarhawk
09-04-09, 01:44 PM
I know we discussed getting pics for the Torsk but I will not be there this weekend. I did find the wardroom. This will give you an idea of this room. To reduce clutter just put in a cribbage board, cards, cig pack and ash tray.
http://www.donothing.jp/blog/media/1/20080123-wardroom.jpg
AVGWarhawk
09-04-09, 01:54 PM
Yeo's office:
http://farm4.static.flickr.com/3508/3745379087_e9b020a551.jpg?v=0
ETR3(SS)
09-04-09, 02:10 PM
WOW! :o That is a masterpiece! Keep up the great work. :yeah:
Captain America
09-04-09, 09:32 PM
@All -Thanks for the nice comments!
@AVGWarhawk – Nice pics and thank you again for your help. I’m definitely taking you up on your offer. Just curious, but that pic of the wardroom you posted is interesting…that paneling is not original from ‘44, right? It must have been upgraded when she undergone modifications in the 50/60’s ?
Ok help time…
I’m in the process of texturing certain parts of the interior. I have reached a point where I am a little unsure as how to proceed. I realized I was originally going about it all wrong by basing the textures on the present day restored condition rather than what it would have looked like out of the factory over 50 yrs. ago. Some of the wwii subs on display today have been painted so many times over the years that a lot of detail/accents have been lost.
Most restored examples I have seen have used grey paint over most of the surfaces (cabinets, tabletops, etc).
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/th_P1000971.jpg (http://s282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/?action=view¤t=P1000971.jpg) http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/th_P1000968.jpg (http://s282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/?action=view¤t=P1000968.jpg)
Then I found this pic of the USS Cero during 1943:
http://www.history.navy.mil/photos/images/k15000/k15541.jpg
And these pictures too:
http://3.bp.blogspot.com/_9Lh6jUpy8Uk/SmnmXrMdZFI/AAAAAAAAD_4/0T80YWHeePE/s1600-h/101_0059.JPG
http://4.bp.blogspot.com/_9Lh6jUpy8Uk/SmnmJQVnahI/AAAAAAAAD_o/dKEkjRZ9zc4/s1600-h/101_0065.JPG
Based on photos like these it’s obvious they left most of the stainless steel in its raw unpainted form.
Some questions arise:
How much of the interior should I texture stainless steel? Some of the pics would lead me to believe it was everywhere. How about the staterooms? What gets painted grey? I was hoping someone could shed some light on how the material was finished during its day.
AVGWarhawk, any idea?
I know to some it seems like no big deal, but details like this are important to me because I want to stay true to the original look.
Shipboard interior decorators were men. Anything needing to be kept clean was stainless. Bulkheads/sidewalls off white paint. Dark green vinyl is correct, just wipe it down low maint.
Captain America
09-05-09, 03:55 PM
Thanks Donut. Seems logical plus stainless is great for its antibacterial properties. But I need more specifics...I want to make sure before I put this eveywhere. I'm sold on the wardroom and pantry, but how about the staterooms? I have yet to see a photo of one to confirm it. IMO, it would seem weird to have all those shiny surfaces where you sleep.
http://www.usscod.org/graphics/off-room.jpg
Notice three high racks, one desk, vertical lockers,to hang uniforms.Officers country was light green paint shown. also,>>http://www.military-collections.com/pampanito1.html<< More modern, but simular
http://www.ussalbacore.org/img/img_virtual_tour/16.jpg (http://www.ussalbacore.org/img/img_virtual_tour/16-lg.jpg)
Officers' stateroom
The next area aft on your left is the three-man officers' stateroom. The officers shared an upright closet, a desk and each had one drawer in the wardrobe unit. A fold down panel on the front of the unit became a shelf for writing. A Pullman type sink completes the amenities.
Captain America
09-05-09, 06:13 PM
Notice three high racks, one desk, vertical lockers,to hang uniforms.Officers country was light green paint shown. also,>>http://www.military-collections.com/pampanito1.html
The paint is off-white...its just that photo that has a hue of green to it. If you look at the other pics you'll see it's yellow/off-white. It is my understanding that only surface ships did the whole "officer's green" thing and the subs were exempt from it. Makes sense considering the layout of the compartments.
I know what objects to put in the staterooms. The problem is the texturing/materials. Unfortunately that pic does not confirm if it was kept stainless during her maiden years; instead they have that grey paint common in all of the restored photos.
Edit: I didn't see that second pic. Nice one, I like the angle, Thanks! It will come in handy when modeling that room.
Ok, I see some stainless in that pic. Its seems to be on the trim and on the bed sidewalls but thats it. The cabinets and other objects appear to be painted. Hmmm....
Nbjackso
09-07-09, 06:37 PM
Capt. A,
Check out this link.
http://www.maritime.org/tour/fbc.php?pano=fl
Most of what you are modding is shown in a 3D virtual tour. I was in the Nav back in the early 80's and I've toured the USS Pampanito myself. My impression was they very accurately restored the boat's interior as for a color schemes go. I hope this helps
AVGWarhawk
09-08-09, 09:50 AM
@AVGWarhawk – Nice pics and thank you again for your help. I’m definitely taking you up on your offer. Just curious, but that pic of the wardroom you posted is interesting…that paneling is not original from ‘44, right? It must have been upgraded when she undergone modifications in the 50/60’s ?
Possible. I'm not sure to be honest. We have that light green paint like the COD throughout the boat. Officer's Country is actually a tan color and perhaps it was changed to tan to match the faux wood panel. At any rate, I would keep on with the green you are using presently.
Look at my post #48 in this thread. The wall behind the typewriter is tan. This is what the hall looks like as well as the other quarters. As for the wardroom this has only the wood grain. I guess to make it more home like. Who knows.
Just like some other mods, I believe you can use your artistic license on the colors here.
Bubblehead1980
09-09-09, 01:56 AM
Great work Captain America, really.
Looking really good! I think you can take as much license as you want with the lay out and textures. I would use the period photos as the best reference. As noted earlier the restored boats have changed significantly over the years both while in service and afterwards. If you look at the original building plans for a Gato you can see that they called for only two berth in each stateroom (including the CO's). The CO's stateroom was on the port side forward of the goat locker. There was a store room across from the pantry
http://thumbnails8.imagebam.com/4829/09baa448285531.gif (http://www.imagebam.com/image/09baa448285531)
Captain America
09-09-09, 02:47 PM
I want to really try not to use my "artistic license" because I'm trying to model the interior according to her original wwii condition. I don't mind making some compromises though for areas that lack proper sources.
The colors aren't an issue for me. The main detail I'm trying to figure out is how much of the stainless steel to leave raw/unpainted vs how much gets painted grey. I'm still working on figuring this out but I have an overall idea as to how I am going to approach it.
@ Nuc
Where have you been! :) This type of info is very important to me. When I started the project I tried searching for blueprints/plans but couldn't find any of officer's country. I had to do all of the scaling by eye with the aid of certain objects for reference such as the height of the crewman models.
Presently, besides the textures, I'm working on some scaling issues with the interior that Ducimus brought to my attention. If I had plans from the beginning this whole thing would have been much easier. Nuc, where did you find this? Do you have any more info? If you do please share as this would really help the process! :yep: With access to plans, I don't mind re-adjusting the whole compartment again to get the scaling right.
AVGWarhawk
09-09-09, 02:54 PM
The Torsk does not have to much raw stainless steel. Then again, she went well into a service life with many layers of paint to show for it. If you look at the wardroom picture you mentioned with the faux wood panels on the Torsk, that is pretty much as you see it. There is not much raw stainless steel. The pantry is all stainless steel. The bunks have a drawer for storage under them. These are raw stainless steel. Other than that, a lot of the small doors to storage areas in the walls are painted.
Captain America
09-09-09, 10:07 PM
Thanks AVGWarhawk & Nuc for your input.
Well it seems that my scaling nightmare is finally over. Thanks to that pic from Nuc. :up:
Here's what I did for those interested:
I knew that the compartment length of officer's country is 30 ft. long. With photoshop I was able to scale the image Nuc posted. From that image I was able to figure out that the approximate dimensions of the bed/berth is 6.5 ft. X 2.5 ft.
Next, I used the game's model of a crewman for reference and assumed his height to be 6 ft. (this average height is commonly used when modeling). Based on the scale of the crewman, I rescaled the bed to its proper dimensions mentioned above.
Now with the properly scaled bed in place...I imported Nuc's image into the 3d modeling program and evenly scaled the entire image to match the new bed. Poof! Perfectly scaled interior. :rock:
The pic below shows you exactly how off the scale was. The red boxed-off area is the amount I had to cut off from the old compartment dimensions. The red dashed lines also show the old wall locations, notice it was too wide before.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/blueprint1.jpg
Everything checks out now. The proprotions when compared to the command room (20 ft) also help validate the dimensions.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/blueprint2.jpg
I have to re-adjust everything but its definately worth it in the end. This just made my job much easier and will significantly speed up the project.
keltos01
09-10-09, 12:27 AM
Thanks AVGWarhawk & Nuc for your input.
Well it seems that my scaling nightmare is finally over. Thanks to that pic from Nuc. :up:
Here's what I did for those interested:
I knew that the compartment length of officer's country is 30 ft. long. With photoshop I was able to scale the image Nuc posted. From that image I was able to figure out that the approximate dimensions of the bed/berth is 6.5 ft. X 2.5 ft.
Next, I used the game's model of a crewman for reference and assumed his height to be 6 ft. (this average height is commonly used when modeling). Based on the scale of the crewman, I rescaled the bed to its proper dimensions mentioned above.
Now with the properly scaled bed in place...I imported Nuc's image into the 3d modeling program and evenly scaled the entire image to match the new bed. Poof! Perfectly scaled interior. :rock:
The pic below shows you exactly how off the scale was. The red boxed-off area is the amount I had to cut off from the old compartment dimensions. The red dashed lines also show the old wall locations, notice it was too wide before.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/blueprint1.jpg
Everything checks out now. The proprotions when compared to the command room (20 ft) also help validate the dimensions.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/blueprint2.jpg
I have to re-adjust everything but its definately worth it in the end. This just made my job much easier and will significantly speed up the project.
that's how you do it ! perfect fit to scale !
way to go Captain :yeah:
keltos
Nuc, where did you find this? Do you have any more info? If you do please share as this would really help the process! :yep: With access to plans, I don't mind re-adjusting the whole compartment again to get the scaling right.
See these links:
http://hnsa.org/doc/plans/ss381.pdf (Note: I said Gato class but it actually a Balao)
http://hnsa.org/doc/plans/ss190.pdf (Note: for Sargo Radio room is where Gato/Balao Chiefs quaters are and head is in the Fwd Battery not torpedo room.
http://hnsa.org/doc/plans/s26-ss131.pdf (this one was new when I got the link. I had not seen an S boat layout before. Note: Officer Country is split both fore and aft of the control room)
http://hnsa.org/doc/plans/index.htm
AVGWarhawk
09-10-09, 08:13 AM
Nice work on the scale CA!!!!!!!!!! Officers country to me is a very tight area. You nailed it well. The hall way is just about one man width and looking at your crewman he is scaled just right. Like the Yeo office, it is literally a closet. Excellent. Looking forward to this!
ReallyDedPoet
09-10-09, 08:16 AM
Awesome work :up:
Since SH3 already had the ability to link a key or shortcut to bring you to the captain's bed and radioroom, I wonder if it is still there in SH4 -I suspect so, since it's still there in the U-Boats part of the game IIRC- and can be linked to captain's cabin in your fantastic project (And a radioroom later).
It would be awesome to walk around the fleet boat and be able to rest in the bed while listening to the radio :yeah:
Armistead
09-10-09, 10:54 AM
It's probably been answered, but will the freecam work throughout the boat.
AVGWarhawk
09-11-09, 07:46 AM
It's probably been answered, but will the freecam work throughout the boat.
Yes. It works now with Ducimus first attempt with this add on of rooms. Basically CA awesome work here will slip right into TMO and free cam will work just fine.
AVGWarhawk
09-11-09, 07:47 AM
Since SH3 already had the ability to link a key or shortcut to bring you to the captain's bed and radioroom, I wonder if it is still there in SH4 -I suspect so, since it's still there in the U-Boats part of the game IIRC- and can be linked to captain's cabin in your fantastic project (And a radioroom later).
It would be awesome to walk around the fleet boat and be able to rest in the bed while listening to the radio :yeah:
I'm thinking crews berthing, galley and engine rooms :D No reason we can not have a darn cook offering up soup :D
:D No reason we can not have a darn cook offering up soup :D
Soup in a fleet boat ? Naw, It's T-bones and fresh bread:D
keltos01
09-12-09, 02:11 PM
powdered eggs anyone ? :har:
keltos
AVGWarhawk
09-12-09, 09:21 PM
Soup in a fleet boat ? Naw, It's T-bones and fresh bread:D
Yeah man....find all the fix'ins in the freezer down below :D
Captain America
09-14-09, 12:17 PM
All this talk about food is making me hungry. :)
Thank you Nuc for the links to the blueprints...now we have all the pieces to our puzzle.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/blueprints.jpg
Its been very tedious to re-scale everything. Its like a domino effect; I ended up having to adjust every single object I made since the proportions were off as well.
I'll be finishing up the scale adjustments today followed by a re-work of the hatch door (making a sexier one). Will post more updates very soon.
Regarding the freecam; AVGWarhawk is correct. This is already functioning. It will be a freecam just like ther other interiors. It will mostly likely be a separate camera from the Command Room that way its easier/faster to switch between the 2 compartments.
kylesplanet
09-14-09, 02:47 PM
Looks great CA!!! :woot::yep:
Munchausen
09-26-09, 05:06 PM
is this still WIP?
According to one of Duci's posts, they are trying to incorporate it into the next version (WIP) of TMO.
Rockin Robbins
09-27-09, 11:20 AM
Looks more like a Work on a Roll!:D
Bubblehead1980
09-27-09, 01:47 PM
This with TMO, would be too cool.:salute:
Captain America
10-03-09, 01:26 AM
The project lives!
Once again sorry for not posting any updates in a while. I had to travel out of state for my job....I also had the flu for several days.
In between all of that I was still able to get a good amount of work done.
Here's the status:
- New compartment model complete.
- Re-worked several areas in CO's and yeoman's rooms and added more detail.
- All modeling for captain's stateroom and yeoman's office complete (not including misc. clutter).
- Compartment layout complete. All walls/partitions are in place including hallway.
- Started basic layout of wardroom.
The one thing that took up the most time was the hatch door. This thing was a real pain to model. I spent MANY hours trying to get everything to line up and look right while trying to keep the poly count down. I'm pleased with the results though, so don't mind all the pics! :|\\
I used a couple of photos to model the door. Here's one from my personal collection so you get the idea:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/th_DSC00198.jpg (http://s282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/?action=view¤t=DSC00198.jpg)
Here's a shot of the hatch door closed looking from the command room perspective:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/HatchFrontClosed.jpg
Peek -a - boo:
You can actually see through the little window to the other side.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/PeekABoo.jpg
Hatch door open looking from officer's quarters perspective:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/HatchFrontOpen.jpg
Half closed:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/HatchDoorHalfway.jpg
Closed:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/HatchBackClosed.jpg
I'm in the process of uv mapping and texturing the remaining meshes that are completed thus far. UV mapping sucks and takes a lot of time if done the correct way. Once done, I plan to set up a basic .dat file to test in game.
The project lives!
Really nice to hear that. Magnificent work! :up:
AWESOME :o:o
The GWX guys managed to have the door open at will somehow in the game, you could click on the lever and it would open/close. Will that also be available here?
Looking forward to see this fantastic mod working :ping:
virtualpender
10-03-09, 12:20 PM
That hatch is fantastic!
Very impressive,nice work :yeah:
Bubblehead1980
10-03-09, 04:45 PM
Impressive indeed, really looking forward to this.Hopefully you'll make it work with TMO/RSRD or persuade Ducimus to include in final release of TMo 1.8:yeah:
either way, outstanding work.
Munchausen
10-03-09, 06:22 PM
:yeah: Yeah, who needs SH5?
keltos01
10-04-09, 02:02 AM
amazing work ! :yeah:
will try it when it is released !
keltos
RICH12ACE
10-09-09, 12:35 PM
this is a great mod!:woot:
Captain America
10-15-09, 06:47 PM
Thanks guys.
The GWX guys managed to have the door open at will somehow in the game, you could click on the lever and it would open/close. Will that also be available here?
Thats the plan....not sure if it will be activated via clicking or based on surfaced/submerged status. I'm sure I'll have to consult with skwas to make it a reality.
Just checking in to let everyone know I'll be going away again for work for the next few days so don't think I have gone MIA. :)
virtualpender
10-15-09, 10:11 PM
Thanks for the update. This will definitely be worth the wait.
Admiral Von Gerlach
10-17-09, 02:43 AM
wonderful ...this will make up for not being able to finally see the wonderful work that was done on the engine room mod that wont be released now because of SH V i guess. STill havent had an reply on if that were coming out. if this and that both were done it could be almost like having an entire sub. The only complete sub i have seen in a sim so far was the very simplistic one in one of the WWII shooters, i think it was Medal of Honour where they let you into a sub in a subpen. thanks so much for doing this mod.
AOTD_MadMax
10-18-09, 03:48 AM
Great work ! :yeah:
Greets
Maddy
Rockin Robbins
10-19-09, 06:09 AM
Don't bet on ANY of the projects not being released. There is plenty of support to get Tomi's stuff published and the will to make it happen. There is lots of support for this Captain America Interior Project and TMO 1.8 is parked in beta version until its completion.
No matter whether SH5 is a great success or a dead duck, SH4 is and will be the premier Pacific submarine simulator and isn't going anywhere. There is no cause to start writing Silent Hunter 4 obituaries just because one modding group threw in the towel. Our success does not depend on them. It never did.
It would have been nice to see GWX4. It is no loss not to, as SH4 is getting better and better every day. The GW promised clickable interiors, Ducimus delivered without any fanfare, glitzy promotion or video previews. The GW promised a more complete interior, others will deliver that and Ducimus already has in a provisional way. There are plenty of talented people here and they are all working together.
I'm excited about iambecomelife's World War I mod! SH5 won't have anything to answer that, will it? SH4 is just fine and will be around for a longer time than some would have you believe. You gotta believe!:up:
SH4 is and will be the premier Pacific submarine simulator and isn't going anywhere
Ahmen to that :up: For anyone with interest in the US submarines in WW2, SH4 does it and will only get better. SH1 lasted a good amount of years, and SH4 is a worthy enough successor once some rough edges have been sandblasted by modders. We have Silent Editor, we have some great talents here, we have many people with love and interest for the game on the long run ... no, SH4 is not going anywahere. It's here to stay :yep:
Admiral Von Gerlach
10-19-09, 03:01 PM
excellent to hear gentlemen, i am very enheartened by your posts. I admire and respect very much the great work that continues on SH IV and plan to be aboard for the long cruise myself. Thanks very much for the encouragements. I just had asked and not hear about the wonderful engine room work and thought it had gone adrift or run aground. :) thanks agian.
:salute:
Rockin Robbins
10-20-09, 06:54 AM
You have to realize that all this SH5/SH4 stuff is only going on because Ubi has a lousy business model for submarine simulations. The only way they have to generate income is to trash the old game and sell a new one. And to sell the new one they have to do the "all new code! Brand new from the ground up!" thing, even if that means losing half the advancements they implemented in the last version.
So from Ubi's standpoint, the fact that SH4 is a great game which hasn't seen its prime yet is actually an impediment to their income. It is now even worse than a competitor. Ubi isn't paid to make a great sub simulation. It isn't paid to improve the product. It isn't paid to produce a game with great replay value.
Ubi is paid to do one thing: release a drink coaster that you will tire of quickly so you'll buy the next drink coaster. Turnover is the name of the game because only by new purchases do they get paid. Fact number one of life:
People always do exactly what they are paid to
Think about it the next time you pay a stockbroker. What's he paid to do? He only makes money by churning your stock. He does not get paid to buy you a great stock and let you hold it to make money. In fact, he doesn't care a bit whether you make a return on your stock at all. That isn't what he's paid for. He is only paid to buy and sell stocks for you. Therefore he will work against your interests, continually buying and selling, racking up sales commissions while singing and dancing for your entertainment to keep you distracted from the fact that he is not working for you at all.
Think about that when the finely dressed man comes to your door trying to sell you an annuity. He is not your friend. He is paid very well to take your financial life to the cleaners. As a general rule, the more harmful the annuity is to you, the higher commission he will be paid! When a man with money meets a man with experience, the man with the experience ends up with all the money. The man who started with the money ends up with nothing but an experience he won't forget.
Ubi is that way, you know. Their business model is not working for us at all.
:shucks::shucks::shucks::salute:
Admiral Von Gerlach
10-20-09, 12:56 PM
Well ys, Actually Ubi is not that well respected about those who study game devel, as you say they have the revovling door philosphy of new product advancement. It is fortunate tho that there is a staunch and stout hearted community here and SH IV is flowering into its prime. Thanks for sharing those thoughts.
Rockin Robbins
10-20-09, 01:45 PM
BOOM!:har:
Nobody can ever say I'm afraid to share a room with an opinion! I just enjoy the heck out of Silent Hunter 4. I don't wish anything bad for SH5 but I do see it for what it is: a sim that only needs to exist for one reason.
There's a really interesting controversy going on over in the Valve/Steam world, where players of Left 4 Dead are finding that Valve is releasing Left 4 Dead 2. Now some splinter groups are claiming abandonment from a game company which has time after time demonstrated a pro-player stance, even organizing a boycott of L4D2 in the style of KrazyFrenchman over at Ubi forums a couple of years ago.
How dare they release a sequel to a game everybody loved! We shall intimidate them into changing their ways!:haha: So what did Valve do? They sent a nice letter to the leaders of the boycott, paid for airline tickets, motel rooms and a tour of their operation. The prima-donna boycott organizers sold out and now are great cheerleaders for L4D2. Talk about great response by a game company!
Game companies aren't evil. They are conservative, following established business patterns which will to some degree succeed. They are afraid to innovate. Small companies MUST innovate to grow. Large companies are much more afraid to fail than they are willing to succeed. Fear of failure is fear of success. But it is NOT evil.
They think they're protecting their assets. Tell that to Sony, who squished all opposition to Blu-Ray and now is proud sole owner of an overpriced turkey nobody wants to buy. All that bribery and intimidation cash was utterly wasted. They would have been better served to put those assets toward building a superior product for a price that people thought was fair. Gangster tactics, whether in the business world or your personal life, only work for a little while. Then you pay the price for being vastly outnumbered by angry victims.
Hey, back to the subject! Vive le Silent Hunter 4! (spelling is subject to correction). Nose to the grindstone, Sir Captain America. You're working on a winner. Until morale improves, the beatings will continue!
So what did Valve do? They sent a nice letter to the leaders of the boycott, paid for airline tickets, motel rooms and a tour of their operation. The prima-donna boycott organizers sold out and now are great cheerleaders for L4D2. Talk about great response by a game company!Some time ago in the XIX century when one of our monarchs governed the executive and shared the power with a parliament, a leftish, prorepublican, anti-monarchy parlamentarian attacked the king and his government frequently with sharp words and painfully accurate observations. The king, already tired of that guy asked one of his ministers -who was a really wise guy- for advice, and the minister seriously said: "Your Majesty, the best way to finish a republican, is to entitle him Marquis". The king appointed the republican Marquis, and yes, he became one of the most loyal pro-monarchists in the parliament :har:
P.S. No wonder we lost an empire!! :damn:
Rockin Robbins
10-20-09, 06:12 PM
We need to give this thread back to Captain America.:up:
Captain America
10-26-09, 02:16 PM
We need to give this thread back to Captain America.:up:
My house is your house....besides it keeps the room warm while I am away.:DL
I recently came back from my work travels and started hammering out the interior again. She's starting to look real nice....all I can say is that the old renders on the first page look like garbage compared to the lastest version. :|\\
Just to give you guys an idea on how little things can slow down a project:
I'm in the process of making the textures for the captain's bed. This is one of the pics that I am using for reference:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/bedemblemsample.jpg
Most of the photos I have seen on the net have the same bed sheets as in the photo above. I am assuming that these are the proper "historical" sheets?
The problem was that I couldn't find a single picture (via google) that references that emblem on the sheet. It would have been nice to just cut and paste the actual emblem to make my like easier.....
So I had to make it from scratch:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/navyemblem.jpg
It took me a while to make since I am not really good at drawing. Its off/inaccurate but it gets the job done. This is just a sample of the little things that can slow work down.
:o
:D
:rock:
AWESOME MAN, AWESOME!
virtualpender
10-26-09, 03:00 PM
That kind of attention to detail is why this mod is going to be so amazing.
keltos01
10-26-09, 05:14 PM
:yeah:
keltos
love the attention to details !
Captain America
11-06-09, 02:53 PM
Unfortunately, I have run into some problems… :damn:
Last week I decided to give modeling a break and do some tests importing the meshes into the interior .dat file to check if everything looks as it should. As a quick test, I exported just the empty compartment with lightmap. The mesh and texture (diffuse map) looked as they should…but the lightmap on the other hand is proving to be very problematic.
Here’s a screenshot of the empty officer’s quarters compartment imported into S3D with the lightmap off:
http://i282.photobucket.com/albums/kk248/Tzser/diffusetest.jpg
Now with the lightmap on:
http://i282.photobucket.com/albums/kk248/Tzser/lightmapproblem.jpg
Look how horrible that is!
I have spent the last 7 days trying to fix this problem. I have tried every possible method and combination of creating lightmaps to no avail. I am at a point where I have exhausted all my means for solving this. If anyone has any input please share since this prevents any further progress on the project until solved.
For those interested, here is some information and observations to help rule out the problem:
- For this test all I did was place one omni light in the empty OQ compartment. I rendered to texture with automatic unwrap set to uv channel 2 and output settings set to lightingmap; Target map slot left empty since this is not necessary. Take note that I have also tried manually creating the uvmap (#2) for the lightmap, only to get the same messed up results.
- Everything in S3D is setup properly. I’ve added the proper material entries for both the diffuse and lightmap textures. I also made sure that the lightmap has no alpha channel in it.
Now the weird part:
As another test I took the empty control room compartment created by the devs since it is very similar to the one I created for the OQ compartment. For consistency I deleted all existing uv map channels and material information from the mesh. I then added my new material, re-uvmapped the mesh and applied the lighting methods mentioned in the previous test. When imported into S3D the lightmap rendered correctly!? :o :06:
http://i282.photobucket.com/albums/kk248/Tzser/lightmaptestgood.jpg
This proves that I’m not doing anything wrong with the way I am creating the lightmaps. Logic says then it has to do with my model. But how could there be anything wrong with my model? I’ve checked it a hundred times…I can’t see what the difference is between my model vs the one created by the devs that results in the lightmap getting messed up.
AVGWarhawk
11-06-09, 03:49 PM
Alright men, CA needs everyone's thinking cap on! What is the story behind the ills of the lightmap?
Since the empty control room model from the Devs is almost identical to the one you did for the officer's quarters, I would consider further eliminating the unused polygons, and then resizing it to match the dimensions you need. If you learn in the process what was wrong with yours, the better so, if not, you will anyway have already the compartment you needed. :hmmm:
Ducimus
11-07-09, 11:44 AM
Bumping for great justice!
Since the empty control room model from the Devs is almost identical to the one you did for the officer's quarters, I would consider further eliminating the unused polygons, and then resizing it to match the dimensions you need. If you learn in the process what was wrong with yours, the better so, if not, you will anyway have already the compartment you needed. :hmmm:
That's an interesting idea. One idea hit me the other day. It deals with models, or possible cause for the problem, not sure. I noticed the crew models from the 1.5 dat file also render a little wierd. Similar effect to posted sceenshots, but in a smaller scale so it doesnt look as bad. Point being, i wonder if it's something to do with how the model is compiled or processed? I have no knowledge of 3d modeling other then how to place them. Just offering what insight i can.
Captain America
11-07-09, 10:19 PM
@Hitman- Thank you for your suggestion. :up: It’s a good idea but unfortunately it will not work for us. To modify the original control room mesh in order to accommodate both compartments would mean new uvmaps and new lightmaps which would totally mess up the existing lighting and shadows already implemented. Even if this wasn’t an issue I would still have problems because just about all of the models in my project were created from scratch.
@Ducimus- The crew model issue with marine.dat was a good suggestion so I checked it out with the hopes of maybe uncovering my problem. Unfortunately after further inspection it appears to be a different problem. I believe that anomaly you are seeing on the crew model is an issue with the bump map not displaying properly.
Out of curiosity I opened up both versions (1.4 & 1.5) of marine.dat in S3D. Like LukeFF stated, this problem only occurs with the short sleeve shirt (bust_m01). In S3D they appeared identical…the node structure and info inside matched. I even exported both models into 3ds max and found zero differences between the meshes and material info.
Once I cracked open the hex editor though it was a different story. When you compare both .dat files there are indeed differences. Here’s a screenshot highlighting the differences when comparing both files of the node-bust_m01:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/marine_dat/marinedatdiff.jpg
The green color text depicts the additional info. The red color text depicts the differences between the two.
You’ll see that the 1.4 version has some extra info in there. It contains text that refers to 2 map #’s, texture names and the word bump. This is not my area of expertise but I’ll guess and say that it has to do with extra model/material info pertaining to the bump map?
Just to make sure I exported both models from S3D and then opened up the files in a hex editor. They were identical…is it safe to assume that S3D is not looking at this “extra data” ? I also found a huge chuck of data just before the bust_m01 node. I leave it up to skwas or others more knowledgeable in this area to decipher it.
Anyway, for fun I took the extra data from the 1.4 file and transferred it to the 1.5 one and guess what….it fixed the problem. For those interested I took a screenshot showing the offset locations and the data transferred:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/marine_dat/marinedatoffsets.jpg
And here's a before and after shot:
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/marine_dat/marinedatcompare.jpg
Well look at that...the failure of one mod leads to success in another. :arrgh!:
Ducimus, you should be happy now since I know you hated this issue with a passion. :)
Here's a link to the vanilla version (1.5) of marine.dat with the fix included. If you need me to apply the changes to another file just let me know.
Download Link:
http://www.mediafire.com/download.php?k3utmjnzdzm
@Hitman- Thank you for your suggestion. :up: It’s a good idea but unfortunately it will not work for us. To modify the original control room mesh in order to accommodate both compartments would mean new uvmaps and new lightmaps which would totally mess up the existing lighting and shadows already implemented. Even if this wasn’t an issue I would still have problems because just about all of the models in my project were created from scratch.
That's sad. I would then suggest to simply let the light map out and give the proper light effect to the texture, making ut much darker. It will never be as good as having a light map, but could save the project at least. I would hate to see it stopped just because of the light maps :damn:, I can live better with officer quarters that lack light maps, that without officer's quarters at all :ping:
When using the Marine.dat file from above^the eyeless crew bug returns
vickers03
11-08-09, 02:09 PM
ca, thanks for your hard work.
i never noticed there was something wrong:)
if only we could fix the ghost effect in fog,
i thought of something like inserting a second 3d model
of the sailor with no texturing options "into" the main
sailor so that it provides some kind of background
..:doh:
Ducimus
11-09-09, 02:58 AM
@Ducimus- The crew model issue with marine.dat was a good suggestion so I checked it out with the hopes of maybe uncovering my problem. Unfortunately after further inspection it appears to be a different problem.
Bummer. I was kinda hoping the behavior was similar, just on a different scale. Looking for patterns of behavior is usually my methodology for finding/squashing bugs or for tuning things like the AI's sensors. Seeing a pattern, is from my own experience, getting on the road to finding a fix. At any rate, sorry the suggestion wasn't what was needed. It is cool you found what was wrong with the marine.dat file though. I'd have never have figured that one out. I was thinking about completely exporting the 1.4 version of the 3d models and importing them into the 1.5 version, replacing the existing models. Dunno if that would have worked or not.
. If you need me to apply the changes to another file just let me know.
yeah i might, but i don't want to bother you with small stuff. I have a completely different marine.dat file with various changes. I'll try changing the 3d model to the 1.4 version, if that doesn't work, ill send you the file if you really want it.
Captain America
11-09-09, 01:38 PM
That's sad. I would then suggest to simply let the light map out and give the proper light effect to the texture, making ut much darker. It will never be as good as having a light map, but could save the project at least.
The way the models are mapped to the textures would prevent this as well. See, the meshes do not have their own unique texture space. If they did, the game would require many separate textures to accommodate all of the models. Instead, multiple models share one texture. Each texture set holds many meshes and they all overlap each other. So there is no way to single out a specific mesh and apply the effect you mentioned above.
I agree with you, it would be a waste to dump this now because of the lightmaps...however, it would be a big injustice to cheese out on the most important part of the interior. You can make the best looking models but they'll still look like crap without a proper lightmap. If anyone needs proof of this just open up any interior in S3D and toggle on and off the lightmap texture in the 3D viewer.....major difference.
I have to be honest, this project has one foot in the grave right now and the other on a banana peel...but I haven't given up just yet. I'm just running low on options now. I've tried just about everything. I'm even thinking about trying witchcraft next. :88) It really saddens me because I have spent countless hours on this project. I only wish I would have attempted the lightmaps at the beginning of this project before modeling so much of the interior.
What makes me keep trying is that I know there is a solution to this. If you look at the "torpedo room" thread over in the ATO forum you'll see around page 4 or 5 that Tomi had the similar problems like I am having...so there must be a way.
When using the Marine.dat file from above^the eyeless crew bug returns
The file is for vanilla 1.5….it will have to be incorporated into the file that has the eye fix.
if only we could fix the ghost effect in fog,
i thought of something like inserting a second 3d model
of the sailor with no texturing options "into" the main
sailor so that it provides some kind of background
..
Yeah that bug is really annoying. I remember for SH3 Anvart mentioned a solution where you would add the RayTracedHalo (Halo=False) node to the model so the lights wouldn’t shine through them. Unfortunately this doesn’t work in SH4. If someone could solve this one it would be great, but from what I have read throughout the forums it seems like we are stuck with it.
yeah i might, but i don't want to bother you with small stuff. I have a completely different marine.dat file with various changes. I'll try changing the 3d model to the 1.4 version, if that doesn't work, ill send you the file if you really want it.
I don’t think that will work because that data had to be extracted from the dat file with a hex editor; when you export the model and material from S3D that data is not present. It’s not a bother for me to do it…it literally takes 30 secs. to make the swap. Send me the file when you have a chance. :up:
skwasjer
11-13-09, 12:19 PM
CA, could you send me the OBJ/UVW files? I don't have time for the next 2 days but I will try to have a look at it asap.
RICH12ACE
12-11-09, 09:58 AM
will this mod come out this year? we have to have it!:yep:
If Skwasjer, can do miracle
TopcatWA
12-11-09, 08:51 PM
With the realism these mods do the game just gets better & better.
Thanks for the effort.:up:
Bubblehead1980
12-15-09, 09:42 PM
Just wondering how this project is coming along? One of the most anticipated mods in my book:salute:
RICH12ACE
01-27-10, 04:36 PM
any news on the mod:hmmm:
mobucks
01-29-10, 12:08 AM
nice work man, quite a talent you've got there
Task Force
01-29-10, 12:17 AM
Hmm, hadnt seen this thread yet... Very nice work, even tho I stay in the atlanic mainly, I sometimes venture to the picific. I always thought the fleet boats in 4 needed abit more on the inside.:yep:
RICH12ACE
03-03-10, 06:10 PM
is this mod dead now or what i hope it is still being worked on :06:
Ducimus
03-03-10, 06:17 PM
I was in touch with CA last month about this. Long story short, he's super busy and doesn't have the time to work on it for the forseeable future. There's a bit more but thats the gist. I never wrote him back and forgot about this because i got his PM on the day i was getting PRK done on my eyes. I totaly forgot until i saw this thread being bumped.
We should ask flakmonkey to complete it :D
Bubblehead1980
03-04-10, 11:30 AM
Really wish someone would since it would really add to the game and prob look better than UBI's interior:haha:
AVGWarhawk
03-04-10, 11:38 AM
If I remember correctly there was an issue getting something with this to work in the game. Shader issue or something like that. IIRC it was but on the back burner at that time.
TheBeast
03-06-10, 03:25 PM
Well look at that...the failure of one mod leads to success in another. :arrgh!:
Ducimus, you should be happy now since I know you hated this issue with a passion. :)
Here's a link to the vanilla version (1.5) of marine.dat with the fix included. If you need me to apply the changes to another file just let me know.
Download Link:
http://www.mediafire.com/download.php?k3utmjnzdzm
I tried this Marine.dat and it makes the uniforms look very nice but my watch lost thier eye's and now I can't get them back even if I remove the Marine_Dat_1_5_Fixed mod.:oops:
My Current MODS:
#1 PE4 Install main
#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
#6 PE4_high quality bow and stern wakes (stock SH4 lower FPS)
AI-Boot-TypXXI
Small Radar Contacts Stage 1
AI Sen Toku
Webster's Real Lifeboats Fix for v1.5
Webster's New Sounds for SH4
Webster's Lite Fog v2 + 100' Underwater Visability
ROW Sound Effect v_9
RSRDC_SH15_V550_Patched1.7z
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Radio_Stations
My_MODS_for_RSRDC
TheBeastBelow_SalmonSargo_MODPak_for_SH4_v1.5
SKIN_Sargo_Stock_Cleaned
TheBeastBelow_GarTambor_MODPak_for_SH4_v1.5
SKIN_NSS_Tambor_Stock_Cleaned
TheBeastBelow_Gato_MODPak_for_SH4_v1.5
SKIN_Gato_Stock_Cleaned
TMO19_3D_Interiors
My Loading screen
Japanese merchants routes v2
JoC-Haifisch-SH4-1.0
Carotio_SH4-Seafloor2_256mb
SKIN_NSS_Balao_Stock_Cleaned
TheBeastBelow_Balao_MODPak_for_SH4_v1.5
Enviromental 4.2
Poul-Sound_for_SH4
Marine_Dat_1_5_Fixed
Any suggestions?:06:
-TheBeast
OneDominatus
03-10-10, 09:43 AM
I couldn't get the fix to work until I read some chap's post from the mod's page that mentioned that you have to delete marine2 file before applying the fix. Hope this helps :)
TheBeast
03-11-10, 10:18 AM
What is the best 3D Modeling application for doing things like making new boats and or interiors?
I don't think there is any application specifically dedicated for this task. So you need to stick with some commonly used program.
Blender is open source and widely used, with many tutorials available and so on.
Krauter
03-11-10, 08:25 PM
Just a question, can this be set into a seperate mod for 1.4 as I assume this is only for 1.5?
Bubblehead1980
03-12-10, 12:39 AM
just hope someone finishes this someday or starts a new one, with SH 5 looking so shabby, I have feeling a fully modeled fleetboat interior for mods like TMO RFB would be a big hit.
keltos01
03-12-10, 02:48 AM
At least the crew don't glow in SH4 !!
keltos
ggregoro
03-13-10, 07:34 AM
just hope someone finishes this someday or starts a new one, with SH 5 looking so shabby, I have feeling a fully modeled fleetboat interior for mods like TMO RFB would be a big hit.
I am in full agreement. With all the great work that has been done up to this point, it would be a shame for this WIP not to finish.
vickers03
03-31-10, 05:25 AM
@Captain America
looks like Tomi_099 had a similar problem with
baking lightmaps and importing, to make it short
it seems they have found a solution to this:
http://www.subsim.com/radioroom/showthread.php?t=141858&page=88
TheBeast
04-01-10, 03:27 AM
@Captain America
looks like Tomi_099 had a similar problem with
baking lightmaps and importing, to make it short
it seems they have found a solution to this:
http://www.subsim.com/radioroom/showthread.php?t=141858&page=88
Wow, that was a good read and a OMFG moment while looking at the eye candy.:rock:
HELLISH1
04-17-10, 10:35 AM
I tried this Marine.dat and it makes the uniforms look very nice but my watch lost thier eye's and now I can't get them back even if I remove the Marine_Dat_1_5_Fixed mod.:oops:
My Current MODS:
#1 PE4 Install main
#3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r
#4 PE4 Ship_debris_SH4_with bodies
#5_PE4_real_reflections_for_harbour_and_objects
#6 PE4_high quality bow and stern wakes (stock SH4 lower FPS)
AI-Boot-TypXXI
Small Radar Contacts Stage 1
AI Sen Toku
Webster's Real Lifeboats Fix for v1.5
Webster's New Sounds for SH4
Webster's Lite Fog v2 + 100' Underwater Visability
ROW Sound Effect v_9
RSRDC_SH15_V550_Patched1.7z
(1) RUIM v1.0 for SH4v1.5 (Hi-res)
(2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res)
(3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res)
Radio_Stations
My_MODS_for_RSRDC
TheBeastBelow_SalmonSargo_MODPak_for_SH4_v1.5
SKIN_Sargo_Stock_Cleaned
TheBeastBelow_GarTambor_MODPak_for_SH4_v1.5
SKIN_NSS_Tambor_Stock_Cleaned
TheBeastBelow_Gato_MODPak_for_SH4_v1.5
SKIN_Gato_Stock_Cleaned
TMO19_3D_Interiors
My Loading screen
Japanese merchants routes v2
JoC-Haifisch-SH4-1.0
Carotio_SH4-Seafloor2_256mb
SKIN_NSS_Balao_Stock_Cleaned
TheBeastBelow_Balao_MODPak_for_SH4_v1.5
Enviromental 4.2
Poul-Sound_for_SH4
Marine_Dat_1_5_Fixed
Any suggestions?:06:
-TheBeast
the eyes have an animation node that is seperate, and it also has its own 3d
Captain America
06-05-10, 08:03 PM
The lightmap problem was a show stopper for the project. Also, at that time sh5 was just over the horizon so it wasn't too hard to say goodbye to the old and hello to the new.
Unfortunately, instead of the birth a new sim, we got an abortion (IMO). Sadly, unless some miracles happen, I may never own sh5. I've also read statements/speculation of no further continuation with the series. This makes sh4 more important than ever now.
I would like to report that the lightmap issues are now solved!!!! :woot:
Thank you vickers03! I was browsing this thread a couple of days ago and saw your post. If you had not posted that link I would have never starting tinkering again.
A big thanks to Nisgeis for his words of wisdom posted in that link. It ended up being a smoothing issue. Apparently, the game does not like multiple smoothing groups within a single element. I had most of my geometry welded together so that was corrupting the lightmap. Instead I had to detach parts of the model according to smoothing group into separate elements.
The project lives!
I will continue work on this project. I don't envision dropping the project again but as insurance I will turn over my work to the community if that happens. There are plenty of talented individuals here that could pick up the torch and complete it.
The next couple of days I will be putting the pieces back together. I have to clean the dust off and get by bearings again. I am in the process of going over my existing work and cleaning it up and improving it further.
I'll be posting some updated pics soon. Thanks again to all for your help and interest in the project.
Royale-Adio
06-05-10, 08:20 PM
Unfortunately, instead of the birth a new sim, we got an abortion
You're so right about that. SH5 IS a total letdown. Also with the DRM, It just sucks.
I would like to report that the lightmap issues are now solved!!!!
Allright!!! I was just hoping for that to happen. Keep concentrating your efforts on this project!
chris455
06-06-10, 01:11 PM
The more great mods like this that come out for SH4, the less I find myself playing SH5.
Strange, somehow.......................:hmmm:
GREAT work, Capt. America!
SkyBaron
06-06-10, 03:16 PM
I've also read statements/speculation of no further continuation with the series. This makes sh4 more important than ever now.
Amen to that! SH5 has core issues that are beyond repair by even the most talented modders, if only they released a SDK but that's very unlikely.
Thank you for all your work Captain America!:rock: Hopefully you'll stick with the Silent Service for a long time. :salute: There's so much that can still be done to improve the SH4 experience, this mod is an example.
TheBeast
06-06-10, 03:35 PM
The lightmap problem was a show stopper for the project. Also, at that time sh5 was just over the horizon so it wasn't too hard to say goodbye to the old and hello to the new.
Unfortunately, instead of the birth a new sim, we got an abortion (IMO). Sadly, unless some miracles happen, I may never own sh5. I've also read statements/speculation of no further continuation with the series. This makes sh4 more important than ever now.
I would like to report that the lightmap issues are now solved!!!! :woot:
Thank you vickers03! I was browsing this thread a couple of days ago and saw your post. If you had not posted that link I would have never starting tinkering again.
A big thanks to Nisgeis for his words of wisdom posted in that link. It ended up being a smoothing issue. Apparently, the game does not like multiple smoothing groups within a single element. I had most of my geometry welded together so that was corrupting the lightmap. Instead I had to detach parts of the model according to smoothing group into separate elements.
The project lives!
I will continue work on this project. I don't envision dropping the project again but as insurance I will turn over my work to the community if that happens. There are plenty of talented individuals here that could pick up the torch and complete it.
The next couple of days I will be putting the pieces back together. I have to clean the dust off and get by bearings again. I am in the process of going over my existing work and cleaning it up and improving it further.
I'll be posting some updated pics soon. Thanks again to all for your help and interest in the project.
When reading this I was so thrilled to here you solved the Light Map issues and you are going to continue this project I actually got butterflies.
I have been hanging with SH5 since I receive my Pre-Ordered (big Mistake) copy of SH5. Because of all the issue's, I get so frustrated playing that GAME. It will be refreshing to return to a SIM.
virtualpender
06-06-10, 04:43 PM
You just made my Sunday!!!
Bubblehead1980
06-06-10, 04:47 PM
:yeah::salute: so happy to hear this project is back on, can't wait to be able to roam other parts of fleetboats one of these days! welcoem back Capt America:woot:
AVGWarhawk
06-06-10, 05:41 PM
SWEET! :yeah:
Ditto - this is GREAT news.... Today couldn't get much better!
Happy Hunting!
The project lives!
And there was much rejoicing.
:woot:
ggregoro
06-08-10, 06:43 PM
The more great mods like this that come out for SH4, the less I find myself playing SH5.
Strange, somehow.......................:hmmm:
GREAT work, Capt. America!
Same here. This is awesome news. I've tried to get into SH5 but it just feels dumbed down to me. I understand the attempt by ubi to broaden the appeal of the game but unfortunately they alienated a lot of the people that loved the series. TMO 2.0 with this mod once completed should the icing on the cake. Thanks again Capitan America.
Photo taken on Silversides in the Ward Room. Captured Nipon TV and VCR.:DL
http://www.subsim.com/radioroom/picture.php?albumid=196&pictureid=2216
Overkill
06-08-10, 07:30 PM
... Captured Nipon TV and VCR.:DL
:har:
rein1705
06-08-10, 08:53 PM
what in the world is the boomerang for? let alone the tv/vcr :rotfl2:
what in the world is the boomerang for? let alone the tv/vcr
The boomerang is there to kill the TV if the programs are disgusting :haha:
Great news to hear this is alive and kicking :yeah:
what in the world is the boomerang for? let alone the tv/vcr :rotfl2:
My guess is the boomerang was a souvenir from the boat being based in Australia. Her third patrol ended in Brisbane, her sixth and seventh started there, the tenth was out of Fremantle.
The TV and VCR were probably so the officers could watch movies while on patrol. You know those long periods when they didn't see anything? It was back in 1941-45, a few years before they invented time compression, so they had to find some other way to pass the time.
tomoose
06-09-10, 11:32 AM
I'm guessing the TV and VCR are there for visitors to watch historical footage on video of the sub's history etc.
Given the ice cream machine legend for subs I can only imagine that if TVs had ever existed back in WWII what sub crews would have come up with LOL.:hmmm:
I'm glad this project is still underway! I for one am looking forwards to it:yep: Now if only someone could model an engine room with a Fairbanks Morse!
Captain America
06-11-10, 03:15 AM
Thanks to all for the nice comments. :DL
I've been working hard on this project for several days. Still in the process of improving the existing work before moving on to new meshes. I was all over the place before with pieces everywhere (talk about Modder's A.D.D.) :p2:
There is still a lot of work to do.
I finally updated the first post with relevant information and added all new renders of the Captain's stateroom. All other renders were deleted since they were very old and did not reflect the current progress.
http://i282.photobucket.com/albums/kk248/Tzser/Silent%20Hunter%20IV/Officers%20Quarters%20Mod/s2.jpg
See post #1 for the rest of the new renders:
http://www.subsim.com/radioroom/showpost.php?p=1154774&postcount=1
More updates soon...
Ducimus
06-11-10, 03:16 AM
Wow.. just... wow. :salute: :yeah:
I had to look twice to convince myself that this is the ingame graphics. Keep going! :up:
AVGWarhawk
06-11-10, 07:48 AM
Holy smokes! That is fantastic! What a nice addition to the game this will be. :rock:
tomoose
06-11-10, 09:27 AM
Capt America;
I'm gobsmacked! Incredible work, well done indeed!
I would say that the rooms you have decided to do in Full Detail are more than enough for immersion/ambience. For the 'undecided' rooms I would vote no, just have the doors closed. I don't think the Junior Officers staterooms or the CPO's stateroom need to take up more of your time considering the effort you've put in already.
Thank you for your work and helping to make SH4 a better gaming experience.
:salute:
This is just ... pure PORN :o
I'm delighted :yeah:
ReallyDedPoet
06-11-10, 10:34 AM
Nice :yep::up:
kylesplanet
06-11-10, 10:47 AM
Awesome!!
Very nice!:|\\ :yeah:
Mike.
virtualpender
06-11-10, 11:31 AM
I cannot wait!!!
Nisgeis
06-11-10, 12:24 PM
A big thanks to Nisgeis for his words of wisdom posted in that link.
I've made all the mistakes :D. I'm glad you are resuming work on this. If you have any probs and think I could help, just PM me.
Royale-Adio
06-11-10, 02:33 PM
OMFG!!!!
vickers03
06-11-10, 02:47 PM
just saw your update, man that's awesome:yeah:
may i suggest to use the TMO interiors in my download
section, i forgot to tell ducimus that i had updated
them with some minor details:ping:
WarlordATF
06-12-10, 02:58 AM
Amazing! :o
rein1705
06-12-10, 05:28 AM
Outstanding! :up::yeah::up:
ViperU48
06-17-10, 02:39 PM
My gawd! Captain America, this is outstanding! :yeah: I've waited so long for a proper US sub officer interior! I remember many people saying it's not a priority for them but for me it certainly is; the immersion this kind of interior brings is without a doubt worth the time and effort it needs to be made! :salute:
If i have one request, it would be that the curtain or door in the captain's quarters be closed so one could glide through if possible...Personally i feel that sometimes i need some space to myself. :O:
Again, awesome job!
Ducimus
06-21-10, 10:40 PM
Bumpity. :D
edit:
After playing SH5, it's my belief that this mod (along with Vickers03 latest work combined with Nisgesis work on the radar range unit and TDC), is really vital to breathing some life/immersion into SH4. If we can get all three of those combined, i'd have to unretire myself and see if i could create some new crew graphs to animate the new spaces. (at least within reason, i don't know how to create new animations, but i could utilize existing ones somehow)
Sailor Steve
06-21-10, 11:20 PM
Meh. We had that already in SH1.
JUST KIDDING!!!!!
Ow! That hurts! Stop that...OW!
Truth to tell I've dreamed about something like this ever since SH4 was released. The captain's cabin was something I loved in SH1, and yours is so much better it's amazing! :yeah::salute::rock:
I hope that the work FlakMonkey has done for SH3 will someday find itself into SH4, and what you've done here is the perfect companion piece. I like both sides of the war, and I'm hoping to play them both in SH4 someday, with all the best immersion stuff.
Great job! :sunny:
Alert 1
06-22-10, 01:50 PM
OMFG2
AVGWarhawk
06-22-10, 02:51 PM
OMFG2
What are you trying to say? :hmmm: J/K....looks like a very very very cool addition to the game.
McHibbins
06-22-10, 06:59 PM
Wow....speechless:up:
Munchausen
06-23-10, 01:54 PM
What are you trying to say? :hmmm: J/K....looks like a very very very cool addition to the game.
:cool: OMFG2 = looks like a very very very cool addition to the game
RICH12ACE
06-24-10, 04:20 PM
great news! :woot:
rein1705
06-27-10, 07:36 AM
when do you plan on releasing it and for which mods?
FORS????:arrgh!:
Captain America
06-30-10, 01:13 PM
Thanks for the continued comments and interest. :)
Just wanted to quickly drop in since I haven't posted any updates lately. Work is still progressing (just a bit slower)...I took a temporary detour on the project because I am working together with Vickers03 so his overhaul work can be merged with the new interiors.
More updates soon. :salute:
I took a temporary detour on the project because I am working together with Vickers03 so his overhaul work can be merged with the new interiors.
Excellent news! I am eagerly awaiting this mod.
Outstanding news Captain America.
Really looking forward to this.
Ducimus
06-30-10, 08:50 PM
Really looking forward to this.
Me too. :woot:
keltos01
07-01-10, 12:54 AM
same here ! :yeah:
keltos
ViperU48
07-27-10, 01:30 AM
Any more news on any further progress?
This mod has me too excited for my own good!:D
Sepp von Ch.
08-03-10, 06:48 PM
Wow, looks great!
Thanks for your hard work!
This mod has me too excited for my own good!:D
Careful...:O:
Mike.:03:
Captain_AJ
08-09-10, 07:53 PM
I am amazed about all the talent here on subsim .. MY Contrubution About Sh5 , I loaded it and played for only a half hour and than Unloaded it , I rather stay with the old school , Sh3 Sh4 .. All Of the Modders on this sight My respect .. I enjoy this game !! :salute:
ggregoro
08-10-10, 08:47 PM
I am amazed about all the talent here on subsim .. MY Contrubution About Sh5 , I loaded it and played for only a half hour and than Unloaded it , I rather stay with the old school , Sh3 Sh4 .. All Of the Modders on this sight My respect .. I enjoy this game !! :salute:
:up: I'm in total agreement. I wish there was something I could do to help with this particular project but aside from maybe going to the officers pantry and getting some coffee, there's not much I can do.
Captain America
08-11-10, 01:49 PM
Hello all....
:lurk:
I've just come up to the surface for a quick recharge and to let you know that work is still continuing behind the scenes.
The OQ mod was put on break for a while but for good reason: I have been working very hard with Vickers03 and Ducimus making many improvements to the existing interiors as well as preparing them so that they can be married up with the new OQ.
Work has since resumed on the OQ and it's full speed ahead from here. :ahoy:
TheBeast
08-11-10, 03:55 PM
:lurk:
Work has since resumed on the OQ and it's full speed ahead from here. :ahoy:
Now I'm getting excited too.:D
http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2983http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=2862
Ducimus
08-11-10, 04:11 PM
All i'm going to say is CA has been giving a lot of attention to detail.
arnahud2
08-11-10, 11:56 PM
(...) I have been working very hard with Vickers03 and Ducimus making many improvements to the existing interiors as well as preparing them so that they can be married up with the new OQ.
Work has since resumed on the OQ and it's full speed ahead from here. :ahoy:
May the force be with you :salute:
May the force be with you :salute:
You guys are funny :cool:
mobucks
08-12-10, 04:32 PM
http://i54.photobucket.com/albums/g106/mobucks_2006/riderjacket.jpg
iowa101
08-12-10, 05:26 PM
is this mod nearing the completion stage yet or not, i have been watching and waiting silently and just wanted a small update.
do guys know
TheBeast
08-21-10, 01:51 PM
All i'm going to say is CA has been giving a lot of attention to detail.
Hope he didn't put to much detail in. From what I read about Tomi99's engine room is he had to much detail in his engine room and the game engine just couldnt handle it. He had to go back and tone things down a bit.
Ducimus
08-23-10, 10:35 PM
Hope he didn't put to much detail in. From what I read about Tomi99's engine room is he had to much detail in his engine room and the game engine just couldnt handle it. He had to go back and tone things down a bit.
Actually, performance has been a key role in CA's work. Maximum impact, for minimal system resources has been the theme of CA's work from what I've seen of it. I'm not giving out any details, because it's not my work to talk about. But I will say that he's been retouching the control room to make sure it's lean and mean, but that's about all i can tell you.
tomoose
08-24-10, 12:02 PM
Don't tease us so, LOL.
I only wish I knew how to work in the 3D realm in order to contribute something myself.
My lame effort so far is a working HTML omnimeter but it's still in prototype mode due to less than optimal images of an original omnimeter.:cry:
TheBeast
08-25-10, 03:59 PM
I only wish I knew how to work in the 3D realm in order to contribute something myself.:cry:
Same here. Wish I could contribute something in this area.
Actually, performance has been a key role in CA's work. Maximum impact, for minimal system resources has been the theme of CA's work from what I've seen of it. I'm not giving out any details, because it's not my work to talk about. But I will say that he's been retouching the control room to make sure it's lean and mean, but that's about all i can tell you.
A N T I C I P A T I O N !
Come on! Come on! (http://www.youtube.com/watch?v=ya5-EOTn6w8)
Scurvy Dog
08-25-10, 10:29 PM
....somebody tuck me into bed soon!
:D
It's good to know someone's allowing some time to that kind of modelling in US boats. I'm sure that work will end up looking as fine in game as FM's ! :yeah:
@ CA : nice level of detail, Sir. :yep:
I like. :up:
Rockin Robbins
09-17-10, 08:17 PM
Have patience, grasshopper! We all got together today and doubled Captain Americal's pay. That should ensure success...:D
ggregoro
09-18-10, 11:18 AM
Master. Thank you for the information. To know nature is to put oneself in perfect harmony with the universe. Heaven and earth are one.
Bubblehead1980
09-18-10, 04:28 PM
cant wait until this comes out, merged in with super mods like TMO, RSRD RFB, Sh 4 is still evolving after three years .:salute:
Does Captain America need some donations to help offset the cost of time and effort to make this add-on? I for one think that this project will make the immersion of SH4 the best sub sim on the market.
JeffG
Ducimus
10-07-10, 03:19 PM
Any Updates?
JeffG
He's been swamped at work, and has been traveling for the last couple of weeks due to his job. That's about all i I know.
Thanks Ducimus for the info,hope Captain America can finish the project.
JeffG
Just checking on any update?
JeffG
Ducimus
10-21-10, 11:28 PM
Just checking on any update?
JeffG
Nope. Haven't heard from CA, but I haven't PM'ed him either. To be honest, him being done will be a bitter sweet thing for me personally. Sweet in that id probably get the first look at the new interiors. Bitter in that i'l have to start creating crew positions and maybe some new animation graphs to go with them. That will snowball into me doing other things as well. I'm not looking forward to it with so many other fun things to do ( Fallout:NV, borderlands, L4D, etc), but it'll need to get done.
So..... as far as im concerned, CA can take as long as he wants. I REALLY don't mind. :D
Any chance for a update? I have sent a message to CA but have has no reply.
JeffG
TheBeast
11-20-10, 03:43 PM
Any chance for a update? I have sent a message to CA but have has no reply.
JeffG
I have been subscribed to this thread for almost 1 year now and I check it at least once per week. I suggest, that if you are interested in this project as well. That you subscribe to this thread and check once in a while.
PM'ing the MOD'r(s) involved with this project is not going to speed things along at all. Just be patient and it will be ready when they (MOD'rs) feel they can release a stable and good looking MOD for all to enjoy.
I have been subscribed to this thread for almost 1 year now.....That you subscribe to this thread and check once in a while.
PM'ing the MOD'r(s) involved with this project is not going to speed things along at all. Just be patient.....
Ditto, this may be true for all members but for sure if you donate to Subsim, but my point is, subscribing to the weekly email on this topic works great. Every week I get an updated email if there are any new posts. Very nice feature of Subsim!
About Patience, I agree; and it's a Zen thing. Some people exercise their muscles, I exercise my patience. Someday we may be pleasantly surprised with this project. In the meantime, I patiently subscribe.... lol
Happy Hunting!
Art
Ducimus
11-22-10, 04:18 PM
I PM'ed Captain America a couple weeks ago. No response yet.
The last contact i had with CA, was that he was going out of town for a couple of weeks on company business. Haven't heard from him since.
As to the status of the interior's themselves, i was in close contact with CA for a little while, and was able to look at his work thus far, at least in the control room.
The main concern with the control room, was to make the most economical use of system resources, but also get the best functional and visual apperance. Primarly because once the additional interior areas were added, it might cause lag. The object was to prevent this. So Many resources in the control room were redone so that instead of using 6 different graphical resources, it might only be using 2 or 3, but offer the same, or greater detail. Right down to fuse labels. I had my hands on a copy of his CR work, and i was floored.
Unfortunately i cleaned out my PM box a few weeks back, so any screenshots CA shared with me, i no longer have. So I have nothing to share, and im still going on the presumption that candor on my part, is desired by CA, so it's probably best i didn't share them anyway. It is after all, HIS work, not mine. So i'll respect what i believe his wish's are.
That is about all i know, other then that he was fighting a serious case of burnout, because of the draining effort put into the refinement of the control room.
So you'll just have to wait. He might pick it up again, he might not. There's no way to know until he reappears. That's just how the modding ball bounces sometimes.
Thanks for the update Ducimus, I sure hope that he finishes the project and if not would like to pass it on to a another modder who could finish it.
JeffG
Admiral Von Gerlach
12-03-10, 01:55 AM
Captain America this is noble work and i do hope you will be able to continue and complete it...this is a special mod that I have looked forward to for long and i send my best wishes for your continued efforts as it works for you.
thank you so much.
ggregoro
03-18-11, 01:21 PM
:cry:
Admiral Von Gerlach
03-30-11, 04:43 PM
Captain I hope your 2011 is going well. Just checking in, thanks.
rein1705
03-31-11, 06:20 AM
boy i sure have my fingers crossed on this mod, i cant wait to have some more interior to use in the boat than just the con and control room. :DL
RICH12ACE
06-05-12, 07:50 PM
is this mod now dead :dead: :hmmm:
is this mod now dead :dead: :hmmm:
Last post from the original poster in this thread: 08-11-2010, 01:49 PM
Yeah. It's quite dead.
(Unless you're volunteering...)
This would be a great add-on mod for SH4, If I could do any art work I would try. I can't hardly draw as art is not my talent.
JeffG
Bubblehead1980
06-07-12, 02:39 PM
This is one of those projects that sadly was dropped, not sure why but someone with the know how, please pick it up if possible, even if had to make it a donation thing.Really hurts SH 4(always did) not being able to roam the sub.
Madox58
06-07-12, 05:14 PM
This is a prime example of someone working alone.
When they give up or life gets in the way?
The mod is lost.
:nope:
This is a prime example of someone working alone.
When they give up or life gets in the way?
The mod is lost.
:nope:
Agree.
Can't someone locate the Captain and get permission to use/finish his work? This would be a big improvement for SH 4.
any chance of this mod making a comeback from the dead?
Jeffg
CA last visited SubSim on May 30, 2015.
CaptainRamius
11-19-15, 07:19 AM
Came across this while browsing. Great project, I love how you try to make it as realistic as possible.
CaptainRamius
11-19-15, 07:19 AM
CA last visited SubSim on May 30, 2015.
Is he on "A long patrol" as they say?
Lt commander lare
11-19-15, 08:58 AM
He is overdue and presumed lost.
Lt Cmdr Lare
CaptainRamius
11-19-15, 09:23 AM
He is overdue and presumed lost.
Lt Cmdr Lare
I'm so sorry. I wish I got to know him better. Same with Kiwi. Two sub simmers I wish I had the honor to meet.
I was wondering why we couldn't incorperate a virtual tour like this one ,,, http://www.maritime.org/tour/index.php into the game of course it's static but it would give you something to do while on a long patrol,,,
If I recall, rendering all of the Interior was the issue,,, it was too hard on the computer. I don't remember if I read this here or at kickinbak.
Sure would be nice to see it happen.
From here
http://www.subsim.com/radioroom/showpost.php?p=1539863&postcount=222
Ducimus wrote:
"The main concern with the control room, was to make the most economical use of system resources, but also get the best functional and visual apperance. Primarly because once the additional interior areas were added, it might cause lag. The object was to prevent this. So Many resources in the control room were redone so that instead of using 6 different graphical resources, it might only be using 2 or 3, but offer the same, or greater detail. Right down to fuse labels. I had my hands on a copy of his CR work, and i was floored. "
I know in SH-3 putting all that interior in was a drag on my machine,, how much of a drag would that virtual tour be,, since we already have the control and conning tower just use the other compartments of the tour,, I remember in Destroyer Command had a virtual tour but it was in the muesum section of the game it was to bad you couldn't access it while playing the game.
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