View Full Version : The look of an open hatch
Tomas23
10-14-09, 05:35 AM
Is it possible to create the illusion of open hatches going into the stern and bow quarters? I know it wouldn't be an 'open hatch mod' because there's nothing beyond the hatches, but couldn't a modder 'repaint' the hatches to look like you're seeing into the next area? That way, when you go into the radio room, instead of seeing a closed hatch, it would look like you're seeing into the bow quarters. Same thing when going aft, you could see into the stern quarters.
Hi,
A nice idea. If I can find suitable photos I will have a go at this.
Best Regards
Aces
irish1958
10-14-09, 08:54 AM
A really good idea!
flakmonkey
10-14-09, 09:14 AM
I guess you could make a 3d model of the compartment and render it with a veeery wide angle lens, map the resulting image onto a half sphere on the far side of the hatchway, youd get the illusion of depth/perspective rather than just a flat image, and far fewer polys than if you were to add a whle new 3d compartment.
I guess you could make a 3d model of the compartment and render it with a veeery wide angle lens, map the resulting image onto a half sphere on the far side of the hatchway, youd get the illusion of depth/perspective rather than just a flat image, and far fewer polys than if you were to add a whle new 3d compartment.
Pretty good idea :up: I'd say that unless you get very close it would work OK.
Rapt0r56
10-14-09, 11:48 AM
I've tryed this in my Das Boot Interior:
http://www.subsim.com/radioroom/showthread.php?t=156831
But I am frustrated by the texture, she was less detailed finally in the boat. So you have to make it with S3D.
Good Luck! :up:
flakmonkey
10-14-09, 12:37 PM
just testing out the half sphere idea, an image something like this...
http://img79.imageshack.us/img79/9757/fisheyetest.jpg
mapped onto a half sphere does seem to do the job, obviously id have to texture the model and do a better render but the concept seems sound, and it really does look 3d.
Tomas23
10-14-09, 05:16 PM
That looks cool.
Rapt0r56
10-15-09, 04:40 AM
Jup, that looks really good, if anyone need an pic from the aft tube you can have this:
http://i658.photobucket.com/albums/uu301/Rapt0r56/achtshot.jpg
Contrast must a bit higher in game.:yep:
Jup, that looks really good, if anyone need an pic from the aft tube you can have this:
http://i658.photobucket.com/albums/uu301/Rapt0r56/achtshot.jpg
Contrast must a bit higher in game.:yep:
Very interesting thread. Thanks for this picture Rapt0r:up:. I'l try to use this for the aft hatch in CR in VII interior. In S3D are two nice options for textures: "emissive" and "glossiness" of the texture. Then in the night, the texture emissive light, like the dials.:D
Rapt0r56
10-15-09, 09:28 AM
Very interesting thread. Thanks for this picture Rapt0r:up:. I'l try to use this for the aft hatch in CR in VII interior. In S3D are two nice options for textures: "emissive" and "glossiness" of the texture. Then in the night, the texture emissive light, like the dials.:DThanks, i always wanted to have the optics of an look trough the next room, it would really great to see a Mod coming out of this thread. :ping:
Thanks, i always wanted to have the optics of an look trough the next room, it would really great to see a Mod coming out of this thread. :ping:
This is problem with modding. I don't use WAC or GWX, or something simmilar.:ping: GWX or WAC are good mods, but I am person with my own point of view on SH3. I like to merge files by myself.:shucks: And this is problem if I must create or rework mod for GWX, or other super mod. There is a lot of different ID's for nodes in mod files.:yep:
Rapt0r56
10-16-09, 02:58 AM
I know, you have written that you have so to say your own super mod, but with the main files for Vannilla SH3, we can made it for GWX or WAC. And especially for the new OpenHatch version.:hmmm:
urfisch
10-16-09, 06:12 AM
i still have a "uffz-room" in 3d...that waits to be put into the game...
;)
dd wanted to test this after finishing the periscope in the control room...but i guess he forgot or found no time. the model is still prepared to be added! but there´re no textures and no lightmaps.
I know, you have written that you have so to say your own super mod
:D
My own super mod? Well. Maybe not so super, but not so bad also:haha:.
Thanks anyway:up:.
As to the aft hatch in VII CR I can only use texture. I haven't got any 3D model of the stern quarters:yep:.
DivingDuck
10-19-09, 07:18 PM
Moin,i still have a "uffz-room" in 3d...that waits to be put into the game...
;)
dd wanted to test this after finishing the periscope in the control room...but i guess he forgot or found no time. the model is still prepared to be added! but there´re no textures and no lightmaps.
is it textured already?
How many polys?
Send it over, I´ll give it a try.
Regards,
DD
urfisch
10-22-09, 07:51 AM
ok, you have a pm.
object has:
4500 byte
113000 points
66000 polys
but its not been finished. ive sent you c4d files, as i never finished the room into a single "obj" object.
http://img32.imageshack.us/img32/7562/uffz2.th.jpg (http://img32.imageshack.us/i/uffz2.jpg/)
http://img509.imageshack.us/img509/5807/uffz1.th.jpg (http://img509.imageshack.us/i/uffz1.jpg/)
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