View Full Version : [WIP] conning tower open hatch
vickers03
08-23-09, 10:01 AM
i hope it works out, first test looks very promising..
http://a.imagehost.org/0079/Bild5.jpg (http://a.imagehost.org/view/0079/Bild5)
http://a.imagehost.org/0180/Bild4.jpg (http://a.imagehost.org/view/0180/Bild4)
i don't think this is the correct orientation for the hatch..
http://a.imagehost.org/0279/Bild6.jpg (http://a.imagehost.org/view/0279/Bild6)
AOTD_MadMax
08-23-09, 12:37 PM
Nice work !
That looks fine, better like the darkness !:up:
Greets
Maddy
Battle stations, should close hatch ? Or flooding between compartments, can sink your boat.
Lt commander lare
08-23-09, 02:10 PM
i agree during battlestations all hatches and watertight doors need to be closed and only opened for skipper xo and damage control parties but it would look good opened
lt commander lare
Sledgehammer427
08-23-09, 02:55 PM
even during attacks the CT-CR hatch was left opened, to ease communication between the men in the Conning Tower and the Control Room. Why have a talker do the work when its easy enough to leave the hatch open and communicate instantly
EDIT: Forgot to add! Nice work!
virtualpender
08-23-09, 06:59 PM
This looks great. Nice job!
Lt commander lare
08-23-09, 07:37 PM
how long until release and can you make it so we can close the hatch when we want by hitting a certain button
lt commander lare
Munchausen
08-23-09, 08:22 PM
:hmmm: How hard was it to align the two compartments :06:
vickers03
08-24-09, 01:37 AM
How hard was it to align the two compartments
with the new silent editor you just copy one room into
another and move them around.
the hardest part is remodeling the hatch openings,
they are different for CT and CR, so this will take a while:woot:
Munchausen
08-24-09, 12:44 PM
...the hardest part is remodeling the hatch openings, they are different for CT and CR....
:-? Oik.
Sailor Steve
08-24-09, 01:31 PM
Looks good so far!:rock:
AVGWarhawk
08-24-09, 01:33 PM
Very nice! As far as the battle stations closed door folks. Don't look at the hatch when at battle stations! :D
skwasjer
08-24-09, 02:27 PM
Battle stations, should close hatch ? Or flooding between compartments, can sink your boat.
This is possible... When the mod is in 'releasable' shape I'll be happy to assist to make it work.
Carotio
08-24-09, 03:15 PM
Personally, I don't care of realism (battlestations), but an auto-closure by giving the order to go to bs would be nice... :D
Anyway, nice work :up:
AVGWarhawk
08-24-09, 03:16 PM
Personally, I don't care of realism (battlestations), but an auto-closure by giving the order to go to bs would be nice... :D
Anyway, nice work :up:
Yeah but it Skywasjer can help hammer out the closing door then why not? :D
Munchausen
08-25-09, 12:33 PM
:hmmm: Any cross-talk with Captain America and his Officer's Quarters mod ... to avoid overlap should some of us want to combine the two into a better looking boat?
vickers03
08-25-09, 02:38 PM
Any cross-talk with Captain America and his Officer's Quarters mod ... to avoid overlap should some of us want to combine the two into a better looking boat?combining these mods is the easy part thanks to skwasjer.
Sledgehammer427
08-25-09, 02:41 PM
so hows it coming along? with the In-game testing? have you gotten that far yet?
sorry for the questions, I would really like to see this for RFB
vickers03
08-25-09, 02:45 PM
so hows it coming along? with the In-game testing? have you gotten that far yet?
sorry for the questions, I would really like to see this for RFB
don't wait on it. i'm only working on this on the weekends:up:
Bubblehead1980
08-31-09, 02:07 AM
thats just awseome.....:salute:
Highbury
08-31-09, 02:18 AM
Very nice. Thanks and looking forward to it!
This is going to be awesome. Depending on how realistic sub movies are, the ones I've seen have the hatch between the CT and CR open during BS. In RSRD the hatch was open during battle scenes. In Das Boot, the scene when they were attacking the destroyer in heavy seas, I believe the hatch was opened as well.
ReallyDedPoet
08-31-09, 09:56 AM
Looks great :yep::up:
Akula4745
11-07-09, 08:44 AM
Any progress on this mod?
vickers03
11-07-09, 09:00 AM
salmon is nearly complete, i've thrown away
my first version because of the wrong hatch orientation,
sonar operator was standing in the air:woot:
Ducimus
11-07-09, 11:25 AM
:hmmm: Any cross-talk with Captain America and his Officer's Quarters mod ... to avoid overlap should some of us want to combine the two into a better looking boat?
I have this worry as well.
In my understanding of open hatch style mods, the two interior rooms are joined into one model. So from a technical sense, all the game is really loading in this case, is one big control room dat with the conning tower intergrated into it.
Now here's the thing. I don't know if CA is using his interior as a "tack on" to the control room or not. What i mean is, since he's been working on closeable doors, i suspect he's combined his interior to the control room into one seemless model. We'll have to ask him i guess. I honestly don't know, im just making that assumption.
At any rate, he's been using my control room for TMO 1.8X (beta) as a base because i have all clickable 3d controls in there. Throttle, rudder, depth, speed, etc, all controls interactive and clickable.
So, it's my fear that when all is said and done, we'll be with two, if not 3 different interiors to choose from where the end user has to sacrifice one cool item, in order to get another cool item. At this point, what happends to the interiors is out of my hands. So i just thought id express the concern. If his work is still being placed as a child node of the CR parent object seperate from the CR model, then there's nothing to worry about i guess.
Munchausen
11-07-09, 01:48 PM
If his work is still being placed as a child node of the CR parent object seperate from the CR model, then there's nothing to worry about i guess.
:hmmm: As long as the rooms are all relocated in the same location on the 3D map. Did you move the CR under the conning tower ... or vice versa (assuming we're still talking about the open hatch between CR and CT)?
vickers03
11-07-09, 02:07 PM
:hmmm: As long as the rooms are all relocated in the same location on the 3D map. Did you move the CR under the conning tower ... or vice versa (assuming we're still talking about the open hatch between CR and CT)?
i just took everything out of the CT file, put it in a new node in the CR and repositioned everything.
work like this is not the problem but remodelling the hatch openings and doing the texture adjustments
so that it looks somewhat professional is a lot of work.
it's not a big thing to put all the available rooms together in one file when they are finished:cool:
Admiral Von Gerlach
11-07-09, 02:47 PM
we are getting closer and closer to an entire boat ...this is great to see. thank you for doing it.
Captain America
11-08-09, 03:04 AM
In my understanding of open hatch style mods, the two interior rooms are joined into one model. So from a technical sense, all the game is really loading in this case, is one big control room dat with the conning tower intergrated into it.
Now here's the thing. I don't know if CA is using his interior as a "tack on" to the control room or not. What i mean is, since he's been working on closeable doors, i suspect he's combined his interior to the control room into one seemless model. We'll have to ask him i guess. I honestly don't know, im just making that assumption.
Thats correct, I have it as a child node to the CR. I have to be honest though...I think it will be too much to have the CR dat both with the CT and OQ compartments. Theres just too much going on to combine all of this into one dat file without performance consequences. Remember, besides all that extra geometry theres a wealth of other entries for all the functionality and effects. The devs split this stuff up for a reason.
Vickers, have you ever thought about just repositioning the CT compartment within its own dat file so that it lines up with the CR when rendered in the game? This is the approach I wanted to take with the OQ compartment. I wanted to use the German RR dat file and just have both compartments line up. I had to abandon this idea because Ducimus informed on how the files are processed by the game which would have resulted in all of the sensors being messed up.
EDIT: Sorry, I forgot one important detail. I also had to modify the control room compartment model (Druck_LM1) to cut out the hole for the OQ compartment hatch.
Now this is cool. Add a lanyard to pull down the hatch as one descends for closing....
:yeah: :salute:
vickers03
11-08-09, 06:37 AM
have you ever thought about just repositioning the CT compartment within its own dat file so that it lines up with the CR when rendered in the game?done that at first but in-game all i got was a blue space
between the compartments.
i could go through it into the tower, but no open hatch:down:
I have to be honest though...I think it will be too much to have the CR dat both with the CT and OQ compartments. maybe the end result will only be something for highend pc's but i think it's the only way for open hatch.
edit: i've done many improvements to the compartments over the time,
mostly smoothed and rounded off the instruments (there where just too much edges),
this means of course many more polygons in every room but so far no performance problems.
Scharnhorst1943
01-23-10, 04:00 AM
Just curious to see if there was any progress on this mod. It ALWAYS bothered me the way the towers were not in the correct places over the control rooms in all subs ... This mod is on my wish list ...
vickers03
01-23-10, 04:28 AM
no progress, too much work atm, maybe later..
arnahud2
01-23-10, 06:45 AM
no progress, too much work atm, maybe later..
:wah::wah::wah::wah::wah:
"Maybe later" but please, not "never", as the screenshots are so wonderful !!!
We know that's a huge work, which needs a lot of time, but...please, don't give up !!
Edit : @ Vickers03 : i let you a PM yesterday
Ar Nahud II
vickers03
01-23-10, 08:27 AM
We know that's a huge work, which needs a lot of time, but...please, don't give up !!basically it's working but i want it to look good.
Edit : @ Vickers03 : i let you a PM yesterday
seen it, sclass interior will be updated sometime..
arnahud2
01-23-10, 11:11 AM
basically it's working but i want it to look good.
seen it, sclass interior will be updated sometime..
Understand, like SH3's open hatch nice work (still in improvements).
As we talked about it, S-class xmas tree pictures seem to be very hard to found...
Keep goin', :salute:
Ar Nahud II
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