View Full Version : Looking for someone to help with a mod...
flakmonkey
01-03-10, 05:09 PM
This is pretty much the very first thing i ever wanted to add to sh3 back in the day, but a lack of tools like s3d meant that at that time it just wasnt possible. But now with the right tools and a better understanding of the game not to mention a bit of time off work over the last week i thought id have a crack at it.
A couple of pics to to give you a clue what im trying to add to the game...
http://img297.imageshack.us/img297/2688/dr2m.th.jpg (http://img297.imageshack.us/i/dr2m.jpg/)http://img339.imageshack.us/img339/1379/dr1.th.jpg (http://img339.imageshack.us/i/dr1.jpg/)
http://img222.imageshack.us/img222/6481/dr3l.th.jpg (http://img222.imageshack.us/i/dr3l.jpg/)
Its based on sh5s type7 engine room, and as such isnt as accurate as the stunning detail fest that is tomi_099s work on the engine room for sh4 (http://www.subsim.com/radioroom/showthread.php?t=153853), but id wager that the polycount is 50-100x less, meaning those of us with less than wonderful pcs wont suffer too much.
Id love to get this mod out there, hopefully before sh5 comes along but im going to need a little (read: lot) of help...
Righty then, for various reasons the 3d software i use and silent hunter 3 dont get along (mostly me being too cheap to upgrade to a newer version of maya). Meaning although i can make a very cool model to add to the game when i come to export it i find that my .obj export plugin doesnt support the .mtl (material) files that s3d needs to import a mesh to the game.
For starters, Im looking for someone who uses 3ds max or lightwave (or a newer version of maya) who would be willing to import my obj files into their app, apply the correct textures and lightmaps i supply and then re-export them as .obj files complete with their associated .mtl files.
Secondly, im looking for anyone familiar with animations who could help me animate a few things in game, im guessing this is something to do with statemachine but its waay over my head. Same thing for 3d clickspots and key bindings to navigate the area.
Most of all, be patient with me, i can be really thick sometimes!
I still have a few stages to go through before your help is needed, texturing/creating lightmaps and a bit of geometry tweaking to suit sh3s engine, stuff that should still take a week or so, but i thought id ask sooner rather than later in the hopes of drumming up some interest...
Thanks all, and Happy New Year!
Task Force
01-03-10, 05:11 PM
Sorry I cant help you... But it looks great.:DL
Tomi_099
01-04-10, 08:24 AM
:yeah:
Look very nice, my friend, I would be happy to help you if I would not carry so much of myself back.
But I am convinced that if you continue here, we are posting meet again.
In any event,
you get a help from a good friend, as far as I can tell you.:salute:
DivingDuck
01-04-10, 09:42 AM
Moin,
@Tomi:
thanks for the introduction. ;)
@FM:
sounds as if you are calling for me. LOL. I´m willing to help and claim to have a little bit of the knowledge you requested.
Regards,
DD
DivingDuck
01-04-10, 02:50 PM
Hey FM,
how many polys does the complete compartment have?
how many different textures do you use, if they are already in place?
do you think you can use the actual (stock, GWX, whatever) typeVII texture maps, so as to not introduce new maps and not to increase the size of the *.dat further
how many shadowmaps have you created for the compartment?
Regards,
DD
flakmonkey
01-04-10, 03:57 PM
Hey FM,
how many polys does the complete compartment have?
how many different textures do you use, if they are already in place?
do you think you can use the actual (stock, GWX, whatever) typeVII texture maps, so as to not introduce new maps and not to increase the size of the *.dat further
how many shadowmaps have you created for the compartment?
Regards,
DD
1, around 360`000 when triangulated (i seem to remember when i exported the viic control room model from sh3 it was upwards of 500k so by comparisson it aint too bad.) I could still cut that down a bit if i loose some of the silly details like coffee cups/oily rags and other unimportant stuff, the dent in that bucket is costing me an extra 20 polys!!!
2, right now im using half a dozen 4096*4096 maps, but when its ready for the game it should be just 2 or 3 1024*1024s.
3, Im still texturing so havent started baking shadows just yet but im thinking just a single big one for the entire room, 2048*2048, i figure its better than having 5 or 6 smaller maps.
Is it possible to import the whole room as a single mesh? I dont like the way sh3 seems to do it by breaking the room model up into lots of small parts, is that really necesarry?
Cant i just have one large obj file with the whole room that uses 2 or 3 textures and then a seperate uv2 mesh where the whole room and all its contents have just a single uv map and a lghtmap texture?
I`ll post some pics when im done texturing, not looking bad concidering im using pretty much 6 variations on generic rusty green metal!
+ Im having a little too much fun animating those engines, i know i cant use mayas keyframe animations in game but i still couldnt resist.
DivingDuck
01-04-10, 04:46 PM
1- 360.000 polys sounds like a fair count to me. We should give it a try the way it is now, with all the neat details.
2- 3 or even 4 *.tga at 1024x1024/24bit is better than expected.
3- 2048x2048 as a single shadowmap seems pretty big to me. I don´t know it for sure, but I reckon 4 1024x1024s will probably be handled with more ease by the GPU. But it would definitely be less work for me if the shadows would be put together in one map only.
If no interaction is intended with a certain object I too prefer to have as less objects as possible. But there is a limit with S3D. I faintly recall a post of Skwasjer´s regarding this matter. Therefore I guess the compartment will have to be split into several sets of objects. This however does not affect the number of maps used. I could give the untextured object a quick try.
Regarding the engine animation, I´m certain to find a way to import them to the game.
Regards,
DD
Freakwave
01-04-10, 05:14 PM
Very impressive! dont give up on it.
and a :DLhappy new year
flakmonkey
01-04-10, 09:08 PM
Just a little update,
http://img406.imageshack.us/img406/9226/81070463.jpg
http://img204.imageshack.us/img204/5158/59009809.jpg
And just for fun....
http://yfrog.us/0kanimz
Kapitanleutnant
01-04-10, 11:18 PM
That's gorgeous.
DivingDuck
01-05-10, 02:32 AM
Moin FM,
looking great.
How many polys do the animated parts have? To prepare for implementation of animation you should separate these parts from the others and save them as separate objects. Also separate the moving parts from the engine block ...
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/engine_002.jpg (http://www.youtube.com/watch?v=7gTNUic89-o)
external link / YouTube
... and it should look similar to this.
Regards,
DD
HanSolo78
01-05-10, 03:59 AM
Really greta work FM!!! :yeah:
I am looking forward to this project :ping::ping:
I'm rating this thread 5 stars. It deserves it. Great work:up:
*****
Magic1111
01-05-10, 04:46 AM
I'm rating this thread 5 stars. It deserves it. Great work:up:
*****
Me too !!! :up:
Great project !!! :rock::rock::rock::rock::rock:
Best regards,
Magic:salute:
Freakwave
01-05-10, 06:02 AM
I hope it will be noisy in there!!:rock:
flakmonkey
01-05-10, 06:17 AM
stuff to do today:
1.Bake lightmaps, computer is chugging away on that one now.
2. About a million little edits to the geometry, a quirk with sh3s engine, if you want an object to have hard edges you need to seperate off those faces, ie a cube with hard edges in sh3 would be 6 seperate objects, one for each face, if the cube were left as a single mesh sh3 would "soften" its normals giving it an odd appearance.
So thats what im going to be doing all day, oh and hopefully baking some of the physics driven animation from maya into keyframes...
+DD, in that animation, the whole engine is animated, it has a bit of vibration (not easy to see in that vid though) but for ease i thought for the game, of having only the animated push rods/rockers and loose the vibration of the whole block.
All I have to say is WOW!!!:yeah:
That looks great.
DivingDuck
01-05-10, 07:29 AM
Moin,
So thats what im going to be doing all day, oh and hopefully baking some of the physics driven animation from maya into keyframes...
+DD, in that animation, the whole engine is animated, it has a bit of vibration (not easy to see in that vid though) but for ease i thought for the game, of having only the animated push rods/rockers and loose the vibration of the whole block.
The vibration could be seen clearly, very well done. And I´ve already been thinking about a possible solution. Alas, as the engine block "only" vibrates" without changing geometry, it could be "animated" separately. Attaching the animation of the rockers as a child should make them follow the engines main movements/vibrations. I´d go for keyframe with the engine block and mesh animation with the rockers, although the terms are a bit misleading in regard to the SH3 engine. While keyframe animation is used to move/rotate instead of really animating any solid object, the mesh animation is consisting of a set of frames holding different stages (frames) of the animation. It´s needed for objects that change geometry (shape or position of (sub) objects). So, these are the "real" animated objects.
Regards,
DD
flakmonkey
01-05-10, 11:40 AM
Moin,
The vibration could be seen clearly, very well done. And I´ve already been thinking about a possible solution. Alas, as the engine block "only" vibrates" without changing geometry, it could be "animated" separately. Attaching the animation of the rockers as a child should make them follow the engines main movements/vibrations. I´d go for keyframe with the engine block and mesh animation with the rockers, although the terms are a bit misleading in regard to the SH3 engine. While keyframe animation is used to move/rotate instead of really animating any solid object, the mesh animation is consisting of a set of frames holding different stages (frames) of the animation. It´s needed for objects that change geometry (shape or position of (sub) objects). So, these are the "real" animated objects.
Regards,
DD
Could sh3s mesh animation be used for the springs? Theirs is the only geometry does actaully deform as they stretch/squash, right now in maya its done with a simple joint system, rigging the springs like a character albeit one with only 1 joint.
+its a good few hours since my last post, that lightmap i was baking is now at 52% complete, im guessing thats the only thing i`ll be getting done all day then!
DivingDuck
01-05-10, 12:22 PM
It doesn´t matter what method of animation you use in any 3d programme. I´ll just need all frames of the animation, exported to *.obj format, using the same name, numbered in an ascending order. The rest is a matter of S3D and my hex editor.
Whenever you purchase a new rig, make sure to find a distinct place for your old pc to be used for the sole purpose of rendering. Do not give it away! ;)
Regards,
DD
flakmonkey
01-05-10, 12:32 PM
Whenever you purchase a new rig, make sure to find a distinct place for your old pc to be used for the sole purpose of rendering. Do not give it away! ;)
Regards,
DD
Yup, its my old dusty xp machine thats doing all the work on this one, pIII 1.2GHz woo!
DivingDuck
01-05-10, 12:39 PM
Good then. Glad to see you´re not condemned to spend your time off the computer when you need to do some renders. :D
Anyway, I´m standing by to give it a try.
Btw, the new sig looks great. I hope it´s not your own living room in this pic. ;) But I liked the old one better.
danasan
01-05-10, 05:40 PM
Well, I read this thread just when you started it two days ago. And I thought: "That would be something for DD and Tomi", because I saw all the work made by them on ubi.com forum...
Nice, you found each other to do this incredible, hopefully playable thing...
5 stars +
and keep on doing it, make it real!
flakmonkey
01-05-10, 06:06 PM
hit a slight snag, after some 6 hours computing a massive lightmap for the entire room, this is what i got ...
http://img683.imageshack.us/img683/5134/wtfz.png
As you can see even at 4096*4096 theres not enough resolution to give acceptable shadows, not to say anything about that horrible maya problem of not rendering the light map all the way to the poly edges, giving everything a sort of outlined look,, well theres an entire day down the tubes :nope:
Im not sure of a way round this one, even if i break up the room into say 10 lightmaps there will still be the problem with all the mapping edges being unshaded/black.
Oh well tomorrow is a new day and right now i need sleep:yawn:
makman94
01-05-10, 07:27 PM
absolutely fantastic project ,Flakmonkey ! Bravo ! :up:
java`s revenge
01-06-10, 03:58 AM
This is a project i only dreamed of. Followed always the great tomi mods and
thought why in the world aren`t made such a great mods for sh3.
Great work and don`t give up !! :salute:
DivingDuck
01-06-10, 05:25 PM
Moin FM,
hit a slight snag, after some 6 hours computing a massive lightmap for the entire room, this is what i got ...
As you can see even at 4096*4096 theres not enough resolution to give acceptable shadows, not to say anything about that horrible maya problem of not rendering the light map all the way to the poly edges, giving everything a sort of outlined look,, well theres an entire day down the tubes :nope:
Im not sure of a way round this one, even if i break up the room into say 10 lightmaps there will still be the problem with all the mapping edges being unshaded/black.
Oh well tomorrow is a new day and right now i need sleep:yawn:
Your attack scope well showed no problems of this sort. Maybe your computer has cut the precision while rendering due to the extraordinary amount of data. A 4096x4096/24bit comes at a size of about 50MB. Don´t know what color depth you had ticked in Maya, or what texture file format was chosen. But it probably exceeded your old rig´s specifications. During the process of rendering more than just the 50MB of texture data are held in RAM. The settings for shadow casting have a great impact on the rendering speed. Try to reduce them. Or even better, give it a try rendering the complete scene again to a 512x512 ligthmap. I guess the result will not look worse than what you´ve got so far.
Regards,
DD
CaptainNemo12
01-06-10, 05:58 PM
Oh please make this happen...PLEASE!!!:D:salute:
flakmonkey
01-06-10, 06:52 PM
Moin FM,
Your attack scope well showed no problems of this sort. Maybe your computer has cut the precision while rendering due to the extraordinary amount of data. A 4096x4096/24bit comes at a size of about 50MB. Don´t know what color depth you had ticked in Maya, or what texture file format was chosen. But it probably exceeded your old rig´s specifications. During the process of rendering more than just the 50MB of texture data are held in RAM. The settings for shadow casting have a great impact on the rendering speed. Try to reduce them. Or even better, give it a try rendering the complete scene again to a 512x512 ligthmap. I guess the result will not look worse than what you´ve got so far.
Regards,
DD
I think it was just because i was trying to fit the entire scenes worth of geometry into a single uv map. Space is finite after all, the more stuff you try to have in a single map, the smaller each allocated part of the final texture will be for each bit of geometry, an example would be that with the whole scene in a single map the coffee cup took up less than 4 pixels on a 4096texture, which clearly wasnt enough to show any significant details.
As for the poly seams showing, sadly that was a stock problem with my version of maya, it was fixed in subsequent versions with an option when baking a texture to fill edge seams with a kind of bleed effect.
+ your right that 4096 texture came out at 48Mb, thats a big heap of data to shift on a rig with only 512Mb ram!
DivingDuck
01-06-10, 07:09 PM
Hmm, I´m not sure. The typeVII uses less than 10 lightmaps, some at 1024x1024, most at 512x512, IIRC. Your 4096x4096 could accomodate 16 1024s. So, this should be well enough.
Anyway, you got pm.
Tomi_099
01-06-10, 09:08 PM
Sorry it is a bit better !! :03:
.
http://img109.imageshack.us/img109/3729/viic317.jpg
.
http://img697.imageshack.us/img697/1198/viic315.jpg
.
http://img262.imageshack.us/img262/7596/viic316.jpg
Goo !! Goo !!flakmonkey, flakmonkey, flakmonkey, flakmonkey, flakmonkey
.
http://img686.imageshack.us/img686/4169/viic313a.jpg
.
http://img6.imageshack.us/img6/7271/viic314.jpg
skwasjer
01-06-10, 09:19 PM
fwiw, I have the coils as mesh animation, so if you want it, just shout...
I would recommend as less mesh animations as possible (too GPU heavy as each frame every vertex must be interpolated). Preferably use keyframe animations (matrix transforms) for rockers and arms.
As far as splitting the entire mesh up, this is definately recommended too. One big mesh will hurt performance... BADLY. It won't fit in the game anyway as index buffer that the game uses is 16 bit (65K indices). This is a limit of DAT-format (as well as older GPU cards). I recommend splitting meshes up by material type, but also type of geometry. The hull, one object. All sorts of cabinets, one or more objects (if they are spaced apart far away, another seperation may help performance) Pipes, etc, one or more objects, glass, one or more objects, and so on... Just like the devs did.
Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance.
I do have another more expanded post regarding this somewhere. Search my profile.
If you want the game to be able to render highly detailed interiors, you will have to put some thought into importing it.
NB: I like how it all looks :up:
NB2: Tomi, I will reply to you tomorrow!
Tomi_099
01-06-10, 09:38 PM
fwiw, I have the coils as mesh animation, so if you want it, just shout...
I would recommend as less mesh animations as possible (too GPU heavy as each frame every vertex must be interpolated). Preferably use keyframe animations (matrix transforms) for rockers and arms.
As far as splitting the entire mesh up, this is definately recommended too. One big mesh will hurt performance... BADLY. It won't fit in the game anyway as index buffer that the game uses is 16 bit (65K indices). This is a limit of DAT-format (as well as older GPU cards). I recommend splitting meshes up by material type, but also type of geometry. The hull, one object. All sorts of cabinets, one or more objects (if they are spaced apart far away, another seperation may help performance) Pipes, etc, one or more objects, glass, one or more objects, and so on... Just like the devs did.
Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance.
I do have another more expanded post regarding this somewhere. Search my profile.
If you want the game to be able to render highly detailed interiors, you will have to put some thought into importing it.
NB: I like how it all looks :up:
NB2: Tomi, I will reply to you tomorrow!
----------------------------------------------------------------
:yep:
Textures, use 1024K over 2048K or even 4096K.
Better use a few more smaller textures, than one large one.
A large one is easier, but a few more small ones is better performance.
:yep:Skwasjer is right!
....................
@Skwasjer !!
NB2: Tomi, I will reply to you tomorrow![/QUOTE]
...:rock:..:up:
flakmonkey
01-06-10, 10:03 PM
Well its as dark as a coal miners armpit and some of the textures are screwed but its a start....
+Its just taken me a good 40min before i realised s3d doesnt use degrees for its object rotations, i was setting a rotation of what i thought was 90 degrees and then getting very confused when everything was coming out at odd angles! Told you i could be thick at times:88)
The base of the room is in game(walls/floor etc...)
http://img340.imageshack.us/img340/1527/sh3img71201024716312.png
http://img693.imageshack.us/img693/7723/sh3img71201024629259.png
http://img340.imageshack.us/img340/2434/sh3img71201024639518.png
I think i need to go back and tweak the brightness of the lightmap, Just crank your monitor brightness up a bit:up:
Tomi_099
01-07-10, 04:56 AM
Some suggestions
If you have a model with many small parts and the same ID you, they should make a part ( Group ) . But do not overdo it or you do not get it with the S3D in the SH folder imported because the dataset is too large.
If you do not have your model built according to the SH set so the size and the axes.
Should you import the next room as an example of the original SH) (headquarters.
So the roof with the exterior walls are sufficient. If you is about S3D Importierst
It is shown in the right people great.
Then you resize your model on the size of the Imported original model.
Grup the entire model, and closes it at that time on the original.
So moving and resizing.
In the case of missing you the Rooms space .
So you need an original print of Real VIIC (side view), resize
The drawing to your office (in 3D Max, Maya)
And slide your model into the correct position (length width, scaling) referenz is SH Original Room
Now you have everything in a view, drawing, original SH headquarters and created your
Model.
And your heart located in the headquarters is located (x0, y0, z0)
The problem is that your center (x0, y0, z0) is always on the model.
That is when you import your model with S3D in SH folders Is it always
X0, y0, z0, but not in the right one position as in your model (3D Max, Maya)
So you go in the Maya build in the prog x0, y0, z0 a small ball ( svere )
So you points where your center is, go to your part of what you would want to export
And Positionierst about the Maya, the Gismo your model on the sphere center.
Now this is exactly Located where it should be.
Now, export and import with S3D to SH folder.
--------------
---------------------------
Einige Vorschläge
Wenn du ein Modell hast mit vielen kleinen Teilen und der gleichen ID solltest du sie zu einen Teil machen. Aber nicht übertreiben sonst bekommst du es nicht mit den S3D in die SH Ordner importiert weil die Datenmenge zu groß ist.
Wenn du dein Modell nicht nach dem SH Vorgaben gebaut hast also der Größe und den Achsen.
Solltest du als Beispiel den Nebenraum von Original SH importieren ( Zentrale ).
Also Das Dach mit der Außenwände sind genügend .Wenn du das Über S3D Importierst wird
Es in der Richtigen Größe dargestellt.
Danach Skalierst du dein Modell auf die Größe des Importierten Original Modells .
Gruppierst den gesamtes Modell und Schließt es an das Original an.
Also Skalieren und verschieben.
In den Fall fehlen dir die Mittelräume.
Also brauchst du eine Original Print von Echten VIIC ( Seitenansicht ) , Skalierst
Die Zeichnung an deine Zentrale ( in 3D-Max , Maya )
Und Schiebst dein Modell in die Richtige Position ( Länge Breite , Skalieren )
Nun Hast du alles in einer Ansicht , - Zeichnung , Original SH Zentrale , und dein erstelltes
Modell.
Und dein Mittelpunkt das sich in der Zentrale befindet (x0,y0,z0 )
Das Problem ist das deine Mitte (x0,y0,z0 ) immer an den Modell ist .
Das ist wenn du dein Modell importierst mit S3D in SH Ordner Ist es immer
X0,y0,z0 , aber nicht in der Richtigen Position wie in dein Modell (3D-Max , Maya )
Also gehst du in das Maya Prog setzt in der x0,y0,z0 eine kleine Kugel
So weist du wo deine Mitte ist, gehst zu dein Teil das was du exportieren möchtest
Und Positionierst über das Maya das Gismo deines Modells auf die Kugel Mitte.
Jetzt ist das genau da Positioniert wo es sein soll .
Nun Export und Import mit S3D zu SH Ordner.
skwasjer
01-07-10, 09:15 AM
+Its just taken me a good 40min before i realised s3d doesnt use degrees for its object rotations, i was setting a rotation of what i thought was 90 degrees and then getting very confused when everything was coming out at odd angles! Told you i could be thick at times:88)
If you go to Settings, you can choose to show/edit rotation values in degrees instead of radians :salute:
flakmonkey
01-07-10, 09:35 PM
This is going to be on hold a week or so, its driving me mad not being able properly export obj+mtl files (thankyou very much maya!) so im going to bite the rather expensive bullet and buy 3dsmax, its about time i replaced my somewhat aged maya4.0 anyway.
Dont fret, i havent given up!
Tomi_099
01-07-10, 09:54 PM
This is going to be on hold a week or so, its driving me mad not being able properly export obj+mtl files (thankyou very much maya!) so im going to bite the rather expensive bullet and buy 3dsmax, its about time i replaced my somewhat aged maya4.0 anyway.
Dont fret, i havent given up!
May , o May ...Maya4.0 ..:yawn:
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The Autodesk® Maya® 2010 30-day trial is a fully functional version of Maya 3D modeling, animation,
http://usa.autodesk.com/adsk/servlet/pc/index?id=13578047&siteID=123112
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Tomi_099
01-08-10, 07:25 AM
This is a project i only dreamed of. Followed always the great tomi mods and
thought why in the world aren`t made such a great mods for sh3.
Great work and don`t give up !! :salute:
------------------------
Thank you for your trust, I hope not only that fakmonkey give up so quickly!:cry:
flakmonkey
01-13-10, 08:56 AM
Well 3dsmax 2010 finally arrived today all shiny and new, having never used max before it all seems a bit alien! I cant even find the import file menu!!
Oh well now ive got a way to actually export obj files properly i can get on with the rest of the diesel room, never fear i havent given up:up:
This look terrific, but a question: Are the officer's quarters going to be in the intermediate space, or are you going from control room directly to the engine room? :hmmm:
flakmonkey
01-13-10, 09:47 AM
For the time being youll go straight from the control room to the diesel room, eventually though it would be nice to model the quarters and galley to fill the gap.
flakmonkey
01-15-10, 09:36 AM
A couple of updates...
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.
At the moment some areas are still a bit too dark/washed out, i went back and re made all my lightmaps with global illumination and final gather but im still working out the kinks with my new software so they didnt all turn out as i hoped (i might just edit the maps in photoshop rather than re-render them).
For now im not bothering with animations, im just focusing on getting everything looking right in game first. I`ll probably start pestering DivingDuck in the next week or so with that:up:
+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!
So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!
piccys...
http://img502.imageshack.us/img502/8355/77164263.png
http://img508.imageshack.us/img508/881/68941488.png
http://img193.imageshack.us/img193/4326/19527336.png
Tomi_099
01-15-10, 09:57 AM
Look !!
I think you have no shedows on your mod !!
Video (omni light )
http://www.dma.ufg.ac.at/app/link/So...ik/module/9878 (http://www.dma.ufg.ac.at/app/link/Software%3A3D-Grafik/module/9878)
Specular / Diffuse
http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118 (http://www.dma.ufg.ac.at/app/link/Allgemein%3AModule/module/10087/sub/10118)
Import OBJ/mtl - Lightmap / UV-map
http://174.133.66.250/radioroom/showpost.php?p=947745&postcount=46
.
skwasjer
01-15-10, 11:00 AM
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it.
You're welcome ;)
+My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way!
Copy an entire tree with CTRL+SHIFT+C, then regular paste with CTRL+V. Remember to reassign new id's to all chunks (easiest is to copy the tree to an empty DAT-file, and run the remap-function, then copy back to your own DAT). All that is left is adjust positioning and finetune the settings.
So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time.
SH3 is very 'light' on today's GPU's, so I don't think it will have much trouble with extra interior space. SH4's interiors are a bit more complex geometry, so in SH4 I 'did' notice some performance impact. Especially the thing you mentioned next, is something I've cried for for 2 years now, but since the game was never designed with extra (connected) compartments we can see why they didn't bother. :)
Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!!
urfisch
01-15-10, 11:03 AM
:hmmm:
:huh:
:o
:hmm2:
:()1:
:sunny:
speechless...this is amazing...no. its more than this...
flakmonkey
01-15-10, 01:32 PM
Anyone know if its possible to have more than one interior root node in a dat, im guessing its not but its always better to ask!
I was just pondering those fog values, the fog setting for the command room (and also therefor the engine room) is 11, now if i increase the fog end distance to 18 the engine room looks great, the colors arent washed out so much etc but the CR looks rubbish, the only way i think i can have a seperate fog value for the engine room is to have it on a seperate root :06:
+ im still contemplating attatching this to the CT instead of the CR for reasons of dat size, just thinking out loud sorry....
IIRC... placement (Skwas term) for addition of any interior... don't work? :hmmm:
i don't remember...
skwasjer
02-08-10, 09:51 PM
For the lack of a better term and understanding at-the-time I called it placement yeah. But it's not relevant to the question.
Anyway, @flakmonkey, have you tried your own suggestion? One thing you might try is use just the one root node, but as with ships that can break in two, make two child nodes, dump everything of the main interior under the first, and build the new interior under the second, and include a seperate fog controller. Perhaps this works, perhaps not. And what about the offset vs world? Can you move both compartments so they have a common point as the center of the entire interior?
If you were working on SH4, I'd say modify the shader, but I don't know if you can for SH3...
nycoroner05
02-28-10, 07:56 AM
Keep up the great job!
Alex3886
03-07-10, 04:29 PM
Hey, man. You have my utmost respect, for the wonderful job you are doing with this mod.
I hope you will succeed in accomplishing it.
You are the best.
We all love your work. I think that SH3 deserves this mod.
It will make it more realistic, I'm not a really big fan of SH5.
I think SH5 is a bit of a joke, but that's my opinion.
SH3 will look great with this mod.
Keep up the great work. :up::up::salute:
DivingDuck
03-08-10, 05:46 AM
@ Alex3886:
it´s already up and running. Check this: http://www.subsim.com/radioroom/showthread.php?t=162631
Regards,
DD
Alex3886
03-08-10, 11:19 AM
Thank you very much!!! :salute:
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