View Full Version : [WIP] Diesel room interior
flakmonkey
01-18-10, 03:28 AM
Since this mod is coming along nicely and has progressed past the idea stage i thought it deserved a proper work-in-progress thread to keep things nice and organised. (original thread-http://www.subsim.com/radioroom/showthread.php?t=159856)
At this point the whole diesel room is up and running in game with no problems, although im still tweaking here and there with textures and lightmaps.
Stuff to do:
1. Add animations to engine parts
2. Fix engine telegraph so it works
3. Animate crew (basic idle animations, nothing fancy!) - the crew will not represent those shown in the crew management screen, 8 people in this small space looks stupid!
4. Id like to add a louder diesel engine sound to the room too.
5. Add fixed camera positions and clickspots (fore/aft cams etc)
6. Add a key command (shift+e perhaps) to jump to the diesel room, there is no open hatch since the compartments between the control room and diesel room are not yet modelled and it would look silly to go from the control rooms round aft hatch to the diesel rooms rectangular doorway. (+you can still fly through the rear wall should you choose)
7. Optimize optimize optimize, right now all the textures/lightmaps are 1024*1024 maps, quite a few just dont need to be, i can probably reduce 75% of them to 512*512 and a few to 256*256 or smaller, i`ll keep the detail where its needed though. Apart from the dat file being a little on the large side and an extra 20seconds load time there has been no noticable side effect in terms of framerate, i still get the same fps i did before enabling the mod, which is good since my vid card is rubbish!
8. Im still looking at alternatives to adding this to the control room dat since that is already the biggest dat file in the game and i have no wish to bloat it needlessley! It should be equally possible to add it to the conning tower dat file which is a tiny little thing in comparrison to NSS_Uboat7_CR.dat.
9. If theres anything you really really want to see added to the diesel room or theres anything you see in the screenshots that you absolutely hate, tell me now while it can still be changed!
Issues so far:
Well theres the fog issue. Because the diesel room is an extension of the control room model im stuck with the control room`s fog values which looks great in the control room but i think its a little too dense for the diesel room. Now i can use the fog render controller to just switch the fog off completely for the diesel room meshes but that just doesnt look right either, i dont think there is a happy medium with this one, but hey its personal taste, maybe you like your engine rooms foggy!
Red light:
Now i like the red lighting, i think it looks great but i know that the diesel room would never switch to red light in reality since there was no need for the engine room crew to preserve their night vision. But again because this is parented to the control room you will get the switch to red at dusk wether you like it or not.
I took about a million screenshots so i`ll only post a couple fullsize, these are all in game, from a single mission with a VIIc.
http://img20.imageshack.us/img20/5849/main2a.th.png (http://img20.imageshack.us/i/main2a.png/)http://img693.imageshack.us/img693/330/28979835.th.png (http://img693.imageshack.us/i/28979835.png/)http://img517.imageshack.us/img517/7258/26509665.th.png (http://img517.imageshack.us/i/26509665.png/)http://img35.imageshack.us/img35/5652/16551073.th.png (http://img35.imageshack.us/i/16551073.png/)http://img168.imageshack.us/img168/3544/40749356.th.png (http://img168.imageshack.us/i/40749356.png/)http://img20.imageshack.us/img20/5351/42538245.th.png (http://img20.imageshack.us/i/42538245.png/)
http://img696.imageshack.us/img696/4039/55042710.th.png (http://img696.imageshack.us/i/55042710.png/)http://img192.imageshack.us/img192/7696/73548674.th.png (http://img192.imageshack.us/i/73548674.png/)
http://img168.imageshack.us/img168/9850/11865751.png
http://img693.imageshack.us/img693/50/main1.png
I knew this was coming!!:yep: Excellent .... can't wait for this mod!!:yeah:
Well theres the fog issue. Because the diesel room is an extension of the control room model im stuck with the control room`s fog values which looks great in the control room but i think its a little too dense for the diesel room. Now i can use the fog render controller to just switch the fog off completely for the diesel room meshes but that just doesnt look right either, i dont think there is a happy medium with this one, but hey its personal taste, maybe you like your engine rooms foggy!Diesel fumes!!:yeah:
danurve
01-18-10, 10:06 AM
Would be very cool if you can pull this off. :salute:
java`s revenge
01-18-10, 10:09 AM
Don`t give up, make our day !!! :up::up:
Tomi_099
01-18-10, 10:24 AM
:salute: EXELENT , ..COOL !!! .. I like it ...:yeah:
Looks real good flakmonkey,:yeah:
Looking forward to the mod.
Tweety
msalama
01-18-10, 10:28 AM
We-heyyy, an engine room for SH3! Sir, you _ROCK_ :rock:
urfisch
01-18-10, 10:29 AM
PHAT!
:o
:up: :o :up: :arrgh!: :up: :rock: :up: :know:
With much respect... :salute:
Alex :DL
Aaaaaaaaaaarrrgh!!!! WOW Jumping up and down.....:D:D:D:D,
please continue..pleeease?
/GOZO
Redbear
01-18-10, 11:19 AM
WOW!!!!!!! :o
pierreandre
01-18-10, 11:39 AM
Great work, i love it!
Wild_skipper
01-18-10, 11:48 AM
It looks amazing !
Uber Gruber
01-18-10, 12:26 PM
Excellent!:up:
Beautifull :up: Keep up the good work. I'm slighty worrying if my pc could run this, because I have performance problems with all those open hatch mods.
Looking great, indeed! Best of luck with your project:up:
flakmonkey
01-18-10, 01:14 PM
Beautifull :up: Keep up the good work. I'm slighty worrying if my pc could run this, because I have performance problems with all those open hatch mods.
I`ll be adding it to the regular closed hatch version too which might help performance a little, as long as DivingDuck doesnt come along and fill the diesel room with banannas and crates of oranges, my navigator tripped over some salami in the control room the other day, he`s not been the same since!
I`ll be adding it to the regular closed hatch version too which might help performance a little, as long as DivingDuck doesnt come along and fill the diesel room with banannas and crates of oranges, my navigator tripped over some salami in the control room the other day, he`s not been the same since!
:) Yes, exactly, all those salamis killed my pc...
LtCmdrMaverick
01-18-10, 01:47 PM
Gobsmacked, just gobsmacked.....:salute::salute::salute:
Cannot believe that with the pending release of SH5 you have continued with this, but am glad that you have. SH3 will always remain on my PC regardless of the fact that the current version maybe Silent Hunter 10 (wishful thinking...will be in a wooden box by the time that came out!!!). With GWX and all the other great mods available this particular one will finally give it that 'perfect' feel.
Thanks!!!!
Maverick
melnibonian
01-18-10, 02:18 PM
That looks really good.
I can't wait to see it in action
Rapt0r56
01-18-10, 04:15 PM
Fantastic work, i love it.
So we maybe can have a diesel room for our lovely SH3 before SHV comes out. :yep::up::up::rock:
Fubar2Niner
01-18-10, 05:18 PM
Now where is Jimbuna when you need one of those jaw dropping smilies of his ........... ?
Great work flakmonkey, makes me damn proud to be british :salute:
Best regards.
Fubar2Niner
robbythesub
01-18-10, 05:45 PM
At this rate, we wont need SH5- keep it coming matey! :sunny:
CaptainNemo12
01-18-10, 06:09 PM
Sir, you have made my day!:rock:
=FI=Ghost
01-18-10, 06:13 PM
Excellent work, I cannot belive we're talking about SH III here.. Excellent, excellent!!
I don't use GWX3 but I do use DD's OH with no troubles, will this work with all all super mods?:hmmm:
Thanks.
ViperU48
01-18-10, 08:46 PM
Are you F'ing kidding?! :o
I haven't been paying attention to the original thread, so needless to say, this stopped me cold!!
AMAZING JOB! :salute:
:rock::rock::rock::rock::rock: Looks AMAZING!!!!
Please release this. I was thinking of getting SH5 just to be able to go into the engine room and see the diesels. But my gaming laptop barely handles SH4. So i mostly stick to SH3. Looking Forward to this :salute:
CaptainNemo12
01-18-10, 11:18 PM
@flakmonkey:
Will you be making this compatible with the extended free-cam mod that lets you walk around inside the boat? I'd love to stroll around this work of art! :DL
U-48Kriegsmarine
01-18-10, 11:18 PM
OH MY GOD!!!
Dude! Simply remarkable! The only wah this could be better is if you would invent smell-O-vision so I could smell the fumes, but this will do just fine for now!
Great Work! :rock::rock::rock:
Agree, totally awesome!:rock::rock:
If you pull this off, we'll have our own SH5 before Ubi finishes theirs~:rock:
John_Doe_16
01-19-10, 10:45 AM
Hi,
great work, my jaw really dropped when I saw these great screenshots :)
But there's a minor error, which is also in the SH5-screenshots that have been released so far:
Next to the engine-telegraphs, the gauge has a wrong texture. Currently, it uses the texture of the depth-rudder-indicator.
But that's not correct, as in reality it should be the tachometer:
http://www.u-boot-modell.de/modellbau/images/mess_drehzahlmesser_g.jpg
(Textures for the port / starboard-tachometers are already in the SH3-CR, so it should be no big problem to replace them)
Also, the engine telegraphs (seen here http://img168.imageshack.us/img168/3544/40749356.png) should be coloured the other way round:
The one on port (to the right in the picture) red, and the starboard one green.
Also, they currently have the same texture with "Bb" (port) on top. The starboard-telegraph should read "Stb" (Again, both textures are already available in the CR)
Just a some small details, I thought it would be good to post it while this is still WIP. I hope it helps to make this great work even more historical accurate :)
Keep up the fantastic worl :up:
lucagaeta
01-19-10, 11:32 AM
HI,
excellent could, not be done better
:rock:
I look forward to the releas!!!!e
really excellent work :salute:
regards
Luca
urfisch
01-20-10, 03:37 PM
simply great stuff...!!!
want it!
:up:
piri_reis
01-20-10, 05:16 PM
Just seeing this, and it's awesome, great work flak!
Making a clean gwx3 install as we speak :arrgh!:
Magic1111
01-21-10, 05:10 AM
Wonderful, excellent work ! :rock::rock::rock:
I look forward to the release ! :up:
Best regards,
Magic
Grizzly
01-21-10, 05:51 AM
The only thing I want for this Mod is: Please make it work with DD_OH 3.09 and MAGUI
:yeah:
tonschk
01-21-10, 06:08 AM
:woot: Unbeliveable :DL, this stopped me cold!! :yeah:
Uber Gruber
01-21-10, 08:50 AM
Hate it!:arrgh!:
The mere Idea that this comes to SH3 and together with the two open Hatches brings tears to my eyes.
I don't think that the red light in the Aft is such a big problem. Considering with what kind of limitation and hard coded stuff our modders have to fight with its still amazing how far they have gotten the game!:rock:
Excellent .... can't wait for this mod!!
LiveGoat
01-21-10, 10:37 AM
This is glorious.
Freakwave
01-21-10, 10:42 AM
wauw :salute:
makman94
01-21-10, 12:08 PM
Flakmonkey ...you 'hit' the top records ! your work is fantastic !
one question : is it impossible to make it as it shows in the first pics of your other thread about this? (light and level of details is much more beatyfuller at the first pics-post 1 of the other thread)
i am talking for the pics at post 1 of this thread: Looking for someone to help with a mod... (http://www.subsim.com/radioroom/showthread.php?t=159856)
bye
Hey Flakmonkey,
This is just awesome! And about the fog, well, I guess that any little place with big engines will have a lot - or at least a bit - of smoke/fog, now? So it will be good with fog like CR, no problem!:up::up::up:
Please make this with DD All Types OH V.2. I dont really like the look (and all the food) of V. 3.09 :woot::salute::yeah:
totodog
01-21-10, 03:23 PM
Most beautiful thing I've seen. Truly brings a tear to my eye to see these beautiful engines represented in the game.
flakmonkey
01-21-10, 03:30 PM
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!
http://img532.imageshack.us/img532/5549/galley3.png
http://img402.imageshack.us/img402/2915/galley2.png
http://img340.imageshack.us/img340/6164/galley1.png
Flakmonkey ...you 'hit' the top records ! your work is fantastic !
one question : is it impossible to make it as it shows in the first pics of your other thread about this? (light and level of details is much more beatyfuller at the first pics-post 1 of the other thread)
i am talking for the pics at post 1 of this thread: Looking for someone to help with a mod... (http://www.subsim.com/radioroom/showthread.php?t=159856)
bye
In a way it is the same lighting, unfortunatly i couldnt recreate the volume lightfog from those renders in the game so it doesnt have that same ethereal quality, same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders:up:
*stays silent* :o :o :o :o :o :o :o :o
urfisch
01-21-10, 03:50 PM
:o
:sign_yeah:
:doh:
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!
:o Are those pictures a photographs or are they from game? :o I don't believe it, such a beauty!
pontius
01-21-10, 03:58 PM
searching for words here :ping:
totodog
01-21-10, 04:12 PM
Those last screenshots are spectacular.
Tomi_099
01-21-10, 04:21 PM
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!
http://img532.imageshack.us/img532/5549/galley3.png
http://img402.imageshack.us/img402/2915/galley2.png
http://img340.imageshack.us/img340/6164/galley1.png
In a way it is the same lighting, unfortunatly i couldnt recreate the volume lightfog from those renders in the game so it doesnt have that same ethereal quality, same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders:up:
-----------------------------------------------------------------
>same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders
YEEEEEPPPPIIIIII !!! :rock::yep:
Hey flakmonkey, get some air, otherwise you fall to me from the shelf!
do not work so fast, you have to be ahead.
Good work!
__________________
I at a lost for words.
There fantastic. :yeah:
tonschk
01-21-10, 04:39 PM
Those photos are extreme realistic :yeah: ,actually looks like to be inside a real U-Boat
=FI=Ghost
01-21-10, 06:02 PM
This is not real, i'm speechless...
sabretwo
01-21-10, 06:15 PM
:salute::salute::salute::yeah::yeah::yeah::D:D...U nbelievable!
Kapitanleutnant
01-21-10, 06:20 PM
Holy **** this is incredible.
This is just so awesome,:o and with SH5 looking like a flop this is going to start a new era in SH3, all we need to do then is try to fix the wide screen and the disappearing mouse problem!!:yep:
Great work Flakmonkey!!:yeah:
Mikhayl
01-21-10, 06:48 PM
It's official, Flakmonkey is a giant squid with 8 arms working on 4 computers at the same time :D
makman94
01-21-10, 07:17 PM
not only awesome ....its a TOP CLASS MOD !!
@Flakmonkey: the last pics are ingame pics ?
ps: DD and Tomi ...i think that you must give your best help to this mod (although i know that you surely do so if Flakmonkey needs you )
Tomi_099
01-21-10, 09:01 PM
not only awesome ....its a TOP CLASS MOD !!
@Flakmonkey: the last pics are ingame pics ?
ps: DD and Tomi ...i think that you must give your best help to this mod (although i know that you surely do so if Flakmonkey needs you )
-------------------------------------------
:shucks:
I always knew that our friend has a limp end bombe, which has woken up! :yeah:
Thank God!
.
http://img9.imageshack.us/img9/8842/90916265.jpg
.
.
http://img189.imageshack.us/img189/520/91138487.jpg
.
.
http://img697.imageshack.us/img697/8106/64317867.jpg
.
SORRY !!
These images are seen not good for seniors, such as I!
CaptainNemo12
01-21-10, 10:18 PM
Let this be written into the SH3 history book!:DL
Let this be written into the SH3 history book!:DLHe has to pull it off first! ... but we're all rooting for ya Flakmonkey!!:yeah:
JScones
01-21-10, 11:54 PM
http://smileys.on-my-web.com/repository/Surprise/surprised-004.gif
:eek: Don't be rude Jaesen!!:haha:
JScones
01-22-10, 12:13 AM
Wa? I was expressing my surprise and disbelief at what I had just seen. Simply amazing stuff.
Wa? I was expressing my surprise and disbelief at what I had just seen. Simply amazing stuff.Then it's my mind that's crude!!:o .... For shame Reece!! :oops::doh:
Absolutely amazing pics. Nearing photorealism. 100% jawdropping factor:rock:
I have to say i didn't expect this level of awesomeness.
Sure i knew it'll be awesome...but underestimated how much!:rock:
:salute:
DivingDuck
01-22-10, 03:45 AM
Moin FM,
have been away for a while. Will have to do some reading to get updated. But what I´ve seen at a first brief glance is amazing. Congratz.
You probably want to place a cam in the new compartment to enter by key command or mouse click. This will be a bit tricky as there is no chance to introduce new cams to cameras.dat. But it would be no problem to misuse an existing cam. ;)
If you need help with lights (halos), fog, gauges and dials, hex editing ...
... don´t ask me. LOL.
You know where to find me.
Regards,
DD
Now Flakmonkey and DD......:03:
It really sounds like you two should merge in this project creating one big single mod....or at least stay in touch to avoid colissions between Your fine mods since the majority here are bound to use both for sure.:D
"Industrial coorporation":yeah:
Keep up the amazing work!!!!
GOZO saluting:salute:
java`s revenge
01-22-10, 04:02 AM
My goodness......:rock:
pierreandre
01-22-10, 04:09 AM
:timeout: Great work Flakmonkey! :rock:
java`s revenge
01-22-10, 08:54 AM
and as addition with real looking and animated crew from shiv...:yeah:
flakmonkey
01-22-10, 08:55 AM
Moin FM,
have been away for a while. Will have to do some reading to get updated. But what I´ve seen at a first brief glance is amazing. Congratz.
You probably want to place a cam in the new compartment to enter by key command or mouse click. This will be a bit tricky as there is no chance to introduce new cams to cameras.dat. But it would be no problem to misuse an existing cam. ;)
If you need help with lights (halos), fog, gauges and dials, hex editing ...
... don´t ask me. LOL.
You know where to find me.
Regards,
DD
I had the same thought about the camera, i was going to steal the aft camera (since its not used with your OH mod anyway, i assigned a key (shift+e) to it but couldnt get the position altered, i could change the starting rotation but not the translation for some reason.
The biggest issue i have with the cameras it that the motion of the free cams is pivoted around the centre of the control room, hence the further away from the pivot you get the more extreme the movement, in the rear of the diesel room for example a small swell will send you through the ceiling!!!
java`s revenge
01-22-10, 09:25 AM
I am experienced with pc problems but why not modding sh3 :damn:
I have never deepen me in modding....:wah:
And i have patience from here to uternity.
So i can`t help....and hope you can both make this mod...:woot:
Uber Gruber
01-22-10, 09:43 AM
At this point I think DD, Lucgaeta and Flakmonkey and Tomi should get together and build the "Ultimate VII Interior Mod" - oustanding! :woot:
Tomi_099
01-22-10, 09:51 AM
I am experienced with pc problems but why not modding sh3 :damn:
I have never deepen me in modding....:wah:
And i have patience from here to uternity.
So i can`t help....and hope you can both make this mod...:woot:
.:hmmm:...Yes why not ..i think it is time to Start ...any YOUTUBE can halp for the first STEPS (Look Films on YOUTUBE ) and for Secend SUBSIM .:rock:
......it is so easy ..!!!!
Tomi_099
01-22-10, 10:05 AM
I had the same thought about the camera, i was going to steal the aft camera (since its not used with your OH mod anyway, i assigned a key (shift+e) to it but couldnt get the position altered, i could change the starting rotation but not the translation for some reason.
The biggest issue i have with the cameras it that the motion of the free cams is pivoted around the centre of the control room, hence the further away from the pivot you get the more extreme the movement, in the rear of the diesel room for example a small swell will send you through the ceiling!!!
.....................
:hmmm:
I know not exactly the problem but there are many free download Camara to MODS for VIIc ( you can use eny from SH4 )
Before you can only test it with the - Generic Mod Enabler (JSGME)..- and then with hex editor disassemble.
I hope it is a help.
.
O.k The pivot from the free cam mod is in HQ room , o open it with S3D from Skwasjer
End you see a yelow Point or Red (I'm not sure) thet is a senter ( position ),
You can move this point eny way with S3D
-------------------------------------------------
I have found one !!
Download Link:
ROW_Realistic_Camera_with_sway_vs_2d.rar
1. Download-Link: Hier klicken, um die Datei zu laden
http://rapidshare.com/files/339397745/ROW_Realistic_Camera_with_sway_vs_2d.rar.html
MD5: 67AA52382D5E27FCD31A86B9B3879D9E
urfisch
01-22-10, 10:35 AM
O.k The pivot from the free cam mod is in HQ room , o open it with S3D from Skwasjer
End you see a yelow Point or Red (I'm not sure) thet is a senter ( position ),
You can move this point eny way with S3D
he is right, flakmonkey. also the cameras have got their own string in the *.dat and the pivot can be moved in s3d.
:up:
This looks wonderful, indeed... Keep up the good work!*:DL
Tomi_099
01-22-10, 12:14 PM
-------------------------------------------------
I have found one !!
Download Link:
ROW_Realistic_Camera_with_sway_vs_2d.rar
1. Download-Link: Hier klicken, um die Datei zu laden
http://rapidshare.com/files/33939774...vs_2d.rar.html
MD5: 67AA52382D5E27FCD31A86B9B3879D9E
flakmonkey
01-22-10, 12:32 PM
Right im at work for the next few days so wont be doing much work on this, but for now its at a good stage, we now have open hatches all the way from the radio room to the diesels, basically the whole thing is up & running in game just with no animations.
Im still adding invisible blocking geometry so everything will appear solid, there will be no floating through walls in my compartments thankyou very much:up:
I fired up sh3 and grabbed a whole screenshot flythrough of the new interiors, there are still a couple of areas with stretched textures or geometry intersecting from other compartments but that can all be fixed...These are all in-game pics...
http://img522.imageshack.us/img522/2751/day7.jpg
http://img231.imageshack.us/img231/5861/night1aa.th.jpg (http://img231.imageshack.us/i/night1aa.jpg/)http://img231.imageshack.us/img231/2127/night14.th.jpg (http://img231.imageshack.us/i/night14.jpg/)http://img237.imageshack.us/img237/9779/night10.th.jpg (http://img237.imageshack.us/i/night10.jpg/)
http://img145.imageshack.us/img145/295/night9.th.jpg (http://img145.imageshack.us/i/night9.jpg/)http://img503.imageshack.us/img503/1480/night8.th.jpg (http://img503.imageshack.us/i/night8.jpg/)http://img231.imageshack.us/img231/5527/night7.th.jpg (http://img231.imageshack.us/i/night7.jpg/)
http://img705.imageshack.us/img705/4600/night6.th.jpg (http://img705.imageshack.us/i/night6.jpg/)http://img168.imageshack.us/img168/2809/night5.th.jpg (http://img168.imageshack.us/i/night5.jpg/)http://img503.imageshack.us/img503/1054/night4.th.jpg (http://img503.imageshack.us/i/night4.jpg/)
http://img503.imageshack.us/img503/5206/day12.th.jpg (http://img503.imageshack.us/i/day12.jpg/)http://img522.imageshack.us/img522/9932/day11.th.jpg (http://img522.imageshack.us/i/day11.jpg/)http://img249.imageshack.us/img249/6646/day10.th.jpg (http://img249.imageshack.us/i/day10.jpg/)
http://img503.imageshack.us/img503/517/day6.th.jpg (http://img503.imageshack.us/i/day6.jpg/)http://img168.imageshack.us/img168/7589/day5.th.jpg (http://img168.imageshack.us/i/day5.jpg/)http://img249.imageshack.us/img249/5817/day4i.th.jpg (http://img249.imageshack.us/i/day4i.jpg/)
http://img231.imageshack.us/img231/7335/day3e.th.jpg (http://img231.imageshack.us/i/day3e.jpg/)http://img249.imageshack.us/img249/7611/day2t.th.jpg (http://img249.imageshack.us/i/day2t.jpg/)http://img503.imageshack.us/img503/9992/day1.th.jpg (http://img503.imageshack.us/i/day1.jpg/)
java`s revenge
01-22-10, 01:01 PM
What were are begging for years are you making in a week....:rock: :yeah:
Fubar2Niner
01-22-10, 01:15 PM
Awesome .... Bloody Awesome !!!!!!!!!!!!!!
@flakmonkey if you was a woman, I'd drive to Staffordshire and kiss ya :rock::rock::rock:
As it is let me offer you a beer :()1:
Best regards.
Fubar2Niner
Kapitanleutnant
01-22-10, 01:19 PM
Phenomenal. There's no other word for it.
urfisch
01-22-10, 01:31 PM
this so extraordinary...it deserves something great. please open up a donationsaccount somewhere. so everybody, who likes your work can leave some money. and if theres enough for just a relaxing weekend...its really merited.
i also thought about the same for some other great modders round here, who spend so much of their time, to make us all experience such nice modifications of a game, we all spend many lucky hours with.
with very much of respect, my friend!
regards
the fish
lucagaeta
01-22-10, 01:55 PM
hi
in fact just a job god
astounding work
leave me speechless, you are my idol in my utmost respect
thanks all
regards luca
Pomorza
01-22-10, 02:11 PM
Brilliant flakmonkey just brilliant. It's been a long time since I've seen someone model something ingame that left me speechless but you did it. You my friend have really left me speechless. That interior is just brilliant pure and simple.
Thanks for all your hard work and have a few cold ones on me. :up:
Jan
arnahud2
01-22-10, 02:33 PM
:yeah::yeah::yeah:
'Just the pleasure to "play" with a VIIC alone in a dockyard...
But, just an idea : is there any MAN diesel startup sequence sound anywhere ? (i think about SH4's diesels startup sequence from WilhelmTell, see this post : http://www.subsim.com/radioroom/showthread.php?t=110470...but these are not from M.A.N...)
In fact, i just need a good digital recording (stereo if possible) of a U-Boat MAN diesel startup sequence. At this point, i can produce a better sound than the one provide by default. Only, of course, if Sh3's programmation allow to do such modification...
That could magnify Flakmonkey's awesome work, i believe, what do you think about that ? :06::06:
Ar Nahud II
CaptainNemo12
01-22-10, 04:48 PM
At this point I think DD, Lucgaeta and Flakmonkey and Tomi should get together and build the "Ultimate VII Interior Mod" - oustanding! :woot:
+1!
planecrazydale
01-22-10, 05:07 PM
:yeah::yeah::yeah:
'Just the pleasure to "play" with a VIIC alone in a dockyard...
But, just an idea : is there any MAN diesel startup sequence sound anywhere ? (i think about SH4's diesels startup sequence from WilhelmTell, see this post : http://www.subsim.com/radioroom/showthread.php?t=110470...but these are not from M.A.N...)
In fact, i just need a good digital recording (stereo if possible) of a U-Boat MAN diesel startup sequence. At this point, i can produce a better sound than the one provide by default. Only, of course, if Sh3's programmation allow to do such modification...
That could magnify Flakmonkey's awesome work, i believe, what do you think about that ? :06::06:
Ar Nahud II
Hi there,
Thomsen's Sound Pack 4.1 (I think that's the last one?) had the startup sound sequence. It's really very good IMHO.
Dale
Das Gespenst
01-22-10, 06:06 PM
It looks wonderful! I can't wait to be next to those marvelous diesels!
http://s4.postimage.org/1N23FS.jpg (http://www.postimage.org/image.php?v=aV1N23FS)
:yeah:
rascal101
01-22-10, 06:27 PM
Well done very nice interiors - best of luck with this though I wonder how the release of SH5 affects your work - although on the other hand your work might just be what will save SH3 if SH5 proves to be a dud
Thank you in advance
Rascal
Right im at work for the next few days so wont be doing much work on this, but for now its at a good stage, we now have open hatches all the way from the radio room to the diesels, basically the whole thing is up & running in game just with no animations.
Im still adding invisible blocking geometry so everything will appear solid, there will be no floating through walls in my compartments thankyou very much:up:
I fired up sh3 and grabbed a whole screenshot flythrough of the new interiors, there are still a couple of areas with stretched textures or geometry intersecting from other compartments but that can all be fixed...These are all in-game pics...
http://img522.imageshack.us/img522/2751/day7.jpg
http://img231.imageshack.us/img231/5861/night1aa.th.jpg (http://img231.imageshack.us/i/night1aa.jpg/)http://img231.imageshack.us/img231/2127/night14.th.jpg (http://img231.imageshack.us/i/night14.jpg/)http://img237.imageshack.us/img237/9779/night10.th.jpg (http://img237.imageshack.us/i/night10.jpg/)
http://img145.imageshack.us/img145/295/night9.th.jpg (http://img145.imageshack.us/i/night9.jpg/)http://img503.imageshack.us/img503/1480/night8.th.jpg (http://img503.imageshack.us/i/night8.jpg/)http://img231.imageshack.us/img231/5527/night7.th.jpg (http://img231.imageshack.us/i/night7.jpg/)
http://img705.imageshack.us/img705/4600/night6.th.jpg (http://img705.imageshack.us/i/night6.jpg/)http://img168.imageshack.us/img168/2809/night5.th.jpg (http://img168.imageshack.us/i/night5.jpg/)http://img503.imageshack.us/img503/1054/night4.th.jpg (http://img503.imageshack.us/i/night4.jpg/)
http://img503.imageshack.us/img503/5206/day12.th.jpg (http://img503.imageshack.us/i/day12.jpg/)http://img522.imageshack.us/img522/9932/day11.th.jpg (http://img522.imageshack.us/i/day11.jpg/)http://img249.imageshack.us/img249/6646/day10.th.jpg (http://img249.imageshack.us/i/day10.jpg/)
http://img503.imageshack.us/img503/517/day6.th.jpg (http://img503.imageshack.us/i/day6.jpg/)http://img168.imageshack.us/img168/7589/day5.th.jpg (http://img168.imageshack.us/i/day5.jpg/)http://img249.imageshack.us/img249/5817/day4i.th.jpg (http://img249.imageshack.us/i/day4i.jpg/)
http://img231.imageshack.us/img231/7335/day3e.th.jpg (http://img231.imageshack.us/i/day3e.jpg/)http://img249.imageshack.us/img249/7611/day2t.th.jpg (http://img249.imageshack.us/i/day2t.jpg/)http://img503.imageshack.us/img503/9992/day1.th.jpg (http://img503.imageshack.us/i/day1.jpg/)
mopedmoppel
01-23-10, 12:33 AM
It´s to nice to be real ??? :o
Very amazing Screens... i hope this Mod runs in every Super Mods
Flackmonkey:
Have you considered adding two 'invisible blocking geometry' planes just
below and just above head height?
This would mean that the camera would stay at the same height and
remove the feeling that you are a floating ghost a little. Slowing down
the camera would help too.
If some people want to float around the sub to explore all the nooks and
crannies, then perhaps it could be a option when installing he mod.
Ed: Also, it should only be the command room that has red lights at night IIRC.
Siegfried von Funk
01-23-10, 03:33 AM
:) Yes, exactly, all those salamis killed my pc...
Must have been the cholesterol...
Siegfried von Funk
01-23-10, 03:38 AM
At this rate, we wont need SH5- keep it coming matey! :sunny:
It looks like SH5 is going to end in 1943...
I forsee troubled waters for UBI at least among us campaigners. I think SH3 with the continued help of the modding community will carry on into the foggy future.
At least, if INGSOC allows us to....
Siegfried von Funk
01-23-10, 03:51 AM
It's official, Flakmonkey is a giant squid with 8 arms working on 4 computers at the same time :D
Are we sure he's not Cthulhu? If so, ALL HAIL CTHULHU!:salute:
Castout
01-23-10, 04:25 AM
OMG OMG OMG
I went hysterical the moment I saw the screenies....and ran around the block half naked
:yeah::yeah::yeah::yeah::yeah:
There was an utility to change each specific bulb light color perhpas the modders could make use of this for their engine room mod.
Please integrate this with Diving Duck open hatch and make it compatible with GWX 3.0 that's all I'm going to say
Flackmonkey:
Have you considered adding two 'invisible blocking geometry' planes just
below and just above head height?
This would mean that the camera would stay at the same height and
remove the feeling that you are a floating ghost a little. Slowing down
the camera would help too.
If some people want to float around the sub to explore all the nooks and
crannies, then perhaps it could be a option when installing he mod.
+1 Great idea, it would make the free-cam a lot more realistic.
(and please, don't let them kill all those new rooms with zillion of food! ;))
Rapt0r56
01-23-10, 06:04 AM
omg, i am speechless really...:o
Simply amazing...
arnahud2
01-23-10, 07:40 AM
Hi there,
Thomsen's Sound Pack 4.1 (I think that's the last one?) had the startup sound sequence. It's really very good IMHO.
Dale
Ok, many thanks, i've never seen it before !! :salute:
Ar Nahud II
The General
01-23-10, 10:27 AM
They said it couldn't be done. I wouldn't haved believed it unless I saw it with my own two eyes! :o
The General
01-23-10, 10:36 AM
[Rant!]
I'd like it if people didn't repost masses of photos when they quote a previous post. We all saw the photos, we don't need you posting the entire batch again! Just put the "Quote-Box" around the specific text you wanna reference, not the whole ****ing thing!
Thank you
[/Rant over]
This is so sweet!
Hard to believe where you guys are taking our little Sim!
misfitdreamer
01-23-10, 01:00 PM
At this point I think DD, Lucgaeta and Flakmonkey and Tomi should get together and build the "Ultimate VII Interior Mod" - oustanding! :woot:
+1 also. i was wondering about this. how will openhatch, full coning tower open hatch, and diesel room interior work together ?
[Rant!]
I'd like it if people didn't repost masses of photos when they quote a previous post. We all saw the photos, we don't need you posting the entire batch again! Just put the "Quote-Box" around the specific text you wanna reference, not the whole ****ing thing!
Thank you
[/Rant over]Gee, I thought I was a grouch!!:smug:
lucagaeta
01-24-10, 06:04 AM
+1 also. i was wondering about this. how will openhatch, full coning tower open hatch, and diesel room interior work together ?
hi
from me there is all the willingness to create a single model, or at least compatible,
so that we can get the best possible
flakmonkey so if you would use part of my mod and implementing it in its
I'd be really proud,
if flakmonkey has some other ideas I'd be happy to meet
if need be I can help in whatever way is required
I think you need to travel the road together for the good of the community
aspect orders are available :salute:
regards
luca
arnahud2
01-24-10, 08:02 AM
@ Flakmonkey : please, have a look on this thread :
http://www.subsim.com/radioroom/showthread.php?t=160670
I need your advice or/and any suggestion before starting my work.
regards,
Ar Nahud II
kiwi_2005
01-24-10, 09:37 AM
I just notice this thread. An engine room and it looks bloody impressive!
Keep up the good work :yeah:
tonschk
01-24-10, 10:46 AM
http://i194.photobucket.com/albums/z58/tonschk/mask5.jpg
misfitdreamer
01-24-10, 09:56 PM
just a thought - a few people seem to dislike the food in the control room in DD's open hatch mod. maybe for a more subtle effect we could make those potatoes in the kitchen disappear one by one.
just a thought - a few people seem to dislike the food in the control room in DD's open hatch mod. maybe for a more subtle effect we could make those potatoes in the kitchen disappear one by one.
:lol: Agree, Uboot crew are tough guys, they can live with one potato a week!
flakmonkey
01-25-10, 06:03 AM
Well its looking like sadly there will be no animation for the engines with my mod, there is simply too much data for the engine to handle. the whole loop sequence was 36 frames (without the spring deformations/animations) and it dropped my fps from a solid 60 to 5-10 so its reluctantly been dropped as a feature, as compensation though i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
You are sh3 hero, sir! :up:
I wonder if Tomi might have an idea, he animated his, just a thought.:hmmm: If not it doesn't really matter, still excellent must have, and who knows, it might get done at a later date!!:up:
misfitdreamer
01-25-10, 08:00 AM
perhaps we could not have the engines animated, but do you think we could still have them shake?
Uber Gruber
01-25-10, 08:47 AM
As long as the engine volume inceases when in the diesel room then that should be enough....no point stressing out peoples machines too much. Better to spend the processing power on more detailed static rooms.
Tomi_099
01-25-10, 09:10 AM
Well its looking like sadly there will be no animation for the engines with my mod, there is simply too much data for the engine to handle. the whole loop sequence was 36 frames (without the spring deformations/animations) and it dropped my fps from a solid 60 to 5-10 so its reluctantly been dropped as a feature, as compensation though i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
-------------------------------
Despite all the setbacks that you have, I think that it is possible!
@ Flakmonkey:yeah:
jou've created an animation that I would be glad if you do for us all
Could show, not only for me but for the whole forum.
It is still a hidden chapter some individuals who can and want to keep for themselves.
I thank you and am speaking for many who want to make it, but do not know it!
http://174.133.66.250/radioroom/showthread.php?t=160652 (http://174.133.66.250/radioroom/showthread.php?t=160652)
Hallo Flakmanky hast du eine Animation erstellt , ich würde mich freuen wenn du das für uns alle
Zeigen könntest , nicht nur für mich sondern für das ganze Forum .
Es ist noch ein verborgenes Kapitel manch einzelner Personen die es können, und für sich behalten wollen.
Ich danke dir und spreche hier für viele die es machen wollen , aber es nicht wissen !!
Shows the Engine Room at 1:13-1:19
http://www.youtube.com/watch?v=mysNmzYkGNo
Could you at least make the moving parts (like on the video above) on the diesels an optional mod to go along with it, Please!!!
urfisch
01-25-10, 01:44 PM
Well its looking like sadly there will be no animation for the engines with my mod, there is simply too much data for the engine to handle. the whole loop sequence was 36 frames (without the spring deformations/animations) and it dropped my fps from a solid 60 to 5-10 so its reluctantly been dropped as a feature, as compensation though i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
so what does that mean? the engine will stay quiet?
:cry:
or will it be possible, to release a version with an engine animation for highend machines?
:yeah:
flakmonkey
01-25-10, 01:58 PM
so what does that mean? the engine will stay quiet?
:cry:
or will it be possible, to release a version with an engine animation for highend machines?
:yeah:
Well im looking to add a soundsource node in the diesel room, so its going to be loud if nothing else!
It would certainly be possible for another modder who has a more powerful pc to animate and test this feature.
Annoyingly it is my rig that is the limiting factor here, if i cant test it i cant add it to the mod:nope:
urfisch
01-25-10, 02:13 PM
ok, understand.
maybe the animation works better with less frames?
What kind of system do you have flakmonkey?
Wow Flackmonkey, This is the U-995 interior. What an excellent job! I hope it will be released soon! Great Job :up:
flakmonkey
01-25-10, 04:37 PM
What kind of system do you have flakmonkey?
Its a laptop,
core2duo t5800 (2*2GHz)
3Gb ram
intel 4500MHD vid card (256Mb on board and 2048Mb shared mem)
Vista
also testing the mod on my old xp lump,
1.2GHz pIII
512Mb ram
Radeon 9200 vid card
xp
Thats odd your laptop is having trouble with the animations. Maybe its your video card.
Tomi_099
01-25-10, 08:50 PM
Thats odd your laptop is having trouble with the animations. Maybe its your video card.
http://img63.imageshack.us/img63/746/animation.jpg
I THINK THIS IS A GOOD LAPTOP !!! :yeah:
ENGIN ANIMATION !!:rock:
http://img20.imageshack.us/i/anim.mp4/
.
The grat problem is the inport in the DAT Folder !!!
by the same Quality
.
tonschk
01-26-10, 01:25 AM
:D Pop-eye :yeah:
http://i194.photobucket.com/albums/z58/tonschk/mask-still32.jpg
urfisch
01-27-10, 06:51 AM
any answer on that from flakmonkey?
http://img63.imageshack.us/img63/746/animation.jpg
I THINK THIS IS A GOOD LAPTOP !!! :yeah:
ENGIN ANIMATION !!:rock:
http://img20.imageshack.us/i/anim.mp4/
.
The grat problem is the inport in the DAT Folder !!!
by the same Quality
.
flakmonkey
01-27-10, 08:03 AM
any answer on that from flakmonkey?
Um...what was the question??
urfisch
01-27-10, 08:14 AM
the animation tomi posted...is it the same, you have used?
flakmonkey
01-27-10, 09:26 AM
the animation tomi posted...is it the same, you have used?
The one tomi posted was my first test animation made shortly after id modelled the engine room, the one made for in game use is pretty much the same but without the vibration of the engine block.
i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
Flakm,
I'd prefer the petty officer room instead of rear torpedo room :hmmm: so it can be placed as historically, between control room and engine room. The good thing about the petty officer's room is that it will be much simplier to model also, because it was basically a set of lockers and beds, with wooden finish.
flakmonkey
01-27-10, 10:57 AM
Flakm,
I'd prefer the petty officer room instead of rear torpedo room :hmmm: so it can be placed as historically, between control room and engine room. The good thing about the petty officer's room is that it will be much simplier to model also, because it was basically a set of lockers and beds, with wooden finish.
Look back over the last few thread pages, the petty officers quarters and galley are already in:up:
http://img340.imageshack.us/img340/6164/galley1.png
http://img532.imageshack.us/img532/5549/galley3.png
Pistitom
01-27-10, 11:07 AM
OMG OMG OMG....:o:o:o...All these new compartments will be in one big release ???????? Holy Mother, this is.....:woot::salute::yeah::salute::woot::yeah:
Look back over the last few thread pages, the petty officers quarters and galley are already in:up:
OMG :o
Sorry, must have missed it :damn:
GREAT JOB :|\\
urfisch
01-27-10, 11:34 AM
yeah...also flakmonkey is the SHIZZLE!!!
:salute:
RICH12ACE
01-28-10, 11:38 AM
great mod!:woot: will it be easy to install into sh3 when it comes out
flakmonkey
01-28-10, 11:41 AM
great mod!:woot: will it be easy to install into sh3 when it comes out
NO, im going to make it as complicated as possible:D
Seriously though, it`ll be JSGME compatible, so about as easy as it gets.
urfisch
01-28-10, 01:15 PM
any news on progress?
:salute:
BillCar
01-28-10, 01:52 PM
I just saw this thread now.
You are a LEGEND, flakmonkey. This is unbelievable. You're making Ubi look like a pack of amateurs.
sabretwo
01-28-10, 02:56 PM
Flakmonkey, Keep up the good work please!
With all of the news about SH5 and DRM now, it looks like there will be MANY of us staying with SH3 in the forseeable future!
Where should I send my donation to this project?
RICH12ACE
01-28-10, 03:44 PM
we dont need sh5 german subs when we have sh3 sh5 needed to be british subs the t class ..s class etc etc :nope:maybe SH6:woot:
Delareon
01-28-10, 04:22 PM
that works is really really awesome, one big question from me so far: will that mod be GWX compatible? Really looking forward to it.
Tomi_099
01-28-10, 07:57 PM
The uniform for Flakmonky is already ready for the maiden voyage!
Die Uniform für Flakmonky ist auch schon bereit für die Jungfernfahrt !!
http://i12.photobucket.com/albums/a246/dcarter_usmc/USS%20Midway/DSC01441.jpg
flakmonkey
01-28-10, 08:50 PM
Just a little flythrough vid, using DDs OH v.3.09 in combination with the additional compartments to move seamlessley from the radioroom through to the diesel room. Vid recorded on a pIII 1.2GHz 512Mb ram, if it`ll run on that it`ll run on anything!
http://yfrog.us/05sh32010012815363676z
Das Gespenst
01-28-10, 08:58 PM
Wonderful, as always!:yeah:
ReallyDedPoet
01-28-10, 09:08 PM
:o:o:up:
BillCar
01-28-10, 09:47 PM
Just a little flythrough vid, using DDs OH v.3.09 in combination with the additional compartments to move seamlessley from the radioroom through to the diesel room. Vid recorded on a pIII 1.2GHz 512Mb ram, if it`ll run on that it`ll run on anything!
http://yfrog.us/05sh32010012815363676z
That's gorgeous. Really.
Excellent work.
ViperU48
01-28-10, 09:47 PM
HAH!
You're going to beat Ubisoft to the punch with SH5! This looks far more detailed than the previews for the new silent hunter in the works.
Fantastic job!:rock:
sabretwo
01-28-10, 10:00 PM
:yeah::yeah::yeah:
Castout
01-28-10, 10:42 PM
Just a little flythrough vid, using DDs OH v.3.09 in combination with the additional compartments to move seamlessley from the radioroom through to the diesel room. Vid recorded on a pIII 1.2GHz 512Mb ram, if it`ll run on that it`ll run on anything!
http://yfrog.us/05sh32010012815363676z
Is the mod going to be compatible with widescreen mod?:hmmm:
flakmonkey
01-29-10, 12:47 AM
Is the mod going to be compatible with widescreen mod?:hmmm:
Im not sure, which files does the widescreen mod alter??
Pomorza
01-29-10, 12:51 AM
That's amazing mate just amazing. Left me speechless.
Jan
Castout
01-29-10, 01:48 AM
Im not sure, which files does the widescreen mod alter??
Well it's NSS_Uboat2_CR.cam under data/interior
and cameras.dat under library.
Please at least try to make the mod compatible for widescreen mod so that those who play it on wide screeen monitor would be able to take advantage of the mod to the fullest.
From the mod readme
FAQ
How it works?
What make it work is the parameter "Right" at Viewport section on Cameraparams controller, Cameras.dat file. The value range for 16:9 is 1.4 to 1.45. To 16:10 is 1.35 to 1.4. I put them all on 1.4, this way it will work for both 16:9 or 16:10. (original values are set at 1.0)
I also made small cameras' angles adjusts just to fit the new "zoom"aspect of the wide screen mode.
Will work with the HighResolution mod?
Yes, at any resolution!
...
urfisch
01-29-10, 03:11 AM
great!!!
@ flakmonkey: If you have an ATI card the widescreen mod doesn't work, only with nvidia cards.:-?
java`s revenge
01-29-10, 04:34 AM
My goodness.......i am stunned.....:rock:
DivingDuck
01-29-10, 05:46 AM
Moin,
the video is amazing. This will be one of the few mods I´m going to have installed on my rig.
As for the widescreen mod, there is nothing you can do to make it not compatible. ;) The viewport alterations only affect the 2D views (periscope, uzo, binocs). Whether the 3d structure appears stretched or well proportioned depends on the cameras aperture angle (cameras.dat). So, those who are able to run WS now (ATI vs Nvidia) will be able to run it with your mod enabled too.
Regards,
DD
urfisch
01-29-10, 07:21 AM
DD, what about your current mods in progress?
=FI=Ghost
01-29-10, 08:01 AM
Flakmonkey, you are simply brilliant!!!
What hurts me is the unreal flying-ghost camera without vertical restriction
Grizzly
01-29-10, 08:21 AM
Hey Flakmonkey, any chance for a release date
"Or maybe a Beta version to download?"
Can`t wait for it:salute:
pierreandre
01-29-10, 08:32 AM
:o Amazing work!
I am so happy, i must dance........
http://www.stadtmuseum-abensberg.de/Bilder/ArbeitmitFreude.gif
Uber Gruber
01-29-10, 09:18 AM
@Flakmonkey
Will we be able to use this mod without being connected to the internet ?:hmmm:
johan_d
01-30-10, 07:34 AM
Here, its yours, earned it!
EDIT: Please post smaller images, otherwise the thread takes a lot for users on slow connections to load...
Thanks - Hitman
Please, don't post such a large pictures...
Phoenix3000
01-30-10, 11:28 AM
One word - WOW!!!!! :yeah:
That walkthrough video is amazing! I agree with lots of others here, this could be a keeper over SH5 for sure! Very impressive.
What 'supermods' will this be compatible with?
Keep up the great work!
Px3000
Rapt0r56
01-30-10, 11:37 AM
One word - WOW!!!!! :yeah:
Agreed!
As i seen this Vid, i jumped out of my chair! :rock::woot::yeah:
Pistitom
01-30-10, 11:43 AM
You are trurly an artist, it's just amazing....Two questions ( suggestions maybe ? )
will there be any water pouring in when damaged as in control room ?
Second : You are very talented, so I thought maybe You could try to get some flooding effect inside all comps.-increasing water level ...( don't know if it's possible ) , of course, finish this, take a rest , it's just an idea....But You're the man for it:D:D
Congratulations again
Marvellous:salute:
=FI=Ghost
01-30-10, 12:23 PM
What 'supermods' will this be compatible with?
Px3000
I see no reason why it shouldn't be compatible with any super mod.
All that SH5 fuss distracted me from this thread.
Great stuff! I can't wait to see it in action. :yeah:
Freakwave
01-31-10, 10:37 AM
Looks awesome! :up:
Castout
01-31-10, 06:21 PM
@ flakmonkey: If you have an ATI card the widescreen mod doesn't work, only with nvidia cards.:-?
didn't know that thanks for pointing it out Reece
urfisch
02-02-10, 12:45 PM
so...any news on progress??
:salute:
Very nice.
Looking forward to this :up:
flakmonkey
02-02-10, 07:51 PM
so...any news on progress??
:salute:
Dont worry, its coming along nicely, i hesitate to post a release date since i dont want to put and undue pressure on the people that are helping me with this, but it`ll be out before sh5.
The initial release will be just the 3 new interiors aft quarters/galley/diesel room. More will be added in later versions.
+ The issues i had with animations are now resolved thanks to DD, my antivirus running a scan turned out to be the cause of the massive framerate drop, oops:oops:
flakmonkey
02-02-10, 08:26 PM
Ive just had a brainwave, or maybe a really dumb idea, lets see, so while im here id like to run my idea by you all,
To stop the new interiors getting a bit dull im thinking about doing maybe 3 or 4 variations each with small changes like washing hanging up/meals on tables/pans of food on the oven/various hatches and cupboards open/different posters on the walls and so on.
Using sh3 commander a random version could be loaded each time you start a game, so youd get a surprise each time you played.
The limiting factor is download size, right now with just 1 variation the mod is around 70Mb zipped, i think if a mod is much more than 150Mb people will think twice before downloading it.
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
Bring it on! I've DL GWX3 several times over with testing duties etc. I won't care how big it is. Make it so.:D:woot:
Rapt0r56
02-02-10, 09:11 PM
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
I think it's a really nice Idea, everything that can handeled via Commander is such nice.:D
sabretwo
02-02-10, 09:38 PM
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
I think its a pretty cool idea. Gives some variation to things.
One question...Is the engine animation tied to the surfaced state of the uboat or does it run continuously? (Obviously it would be strange having the engines running when submerged without snorkel.)
Keep up the good work! I salute you!:salute:
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??Why not release a stock version and another version with just the differences for commander,:yep: or are those particular files the big ones?:hmmm:
Looking forward to this!:yeah:
BillCar
02-02-10, 11:26 PM
Ive just had a brainwave, or maybe a really dumb idea, lets see, so while im here id like to run my idea by you all,
To stop the new interiors getting a bit dull im thinking about doing maybe 3 or 4 variations each with small changes like washing hanging up/meals on tables/pans of food on the oven/various hatches and cupboards open/different posters on the walls and so on.
Using sh3 commander a random version could be loaded each time you start a game, so youd get a surprise each time you played.
The limiting factor is download size, right now with just 1 variation the mod is around 70Mb zipped, i think if a mod is much more than 150Mb people will think twice before downloading it.
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
Please, please, please, please do this. Please.
Please.
Pomorza
02-02-10, 11:53 PM
I won't really care how large the files are mate. I've downloaded GWX about six different times so I can handle anything really. If it needs to be HUGE so that you can be happy with the way it looks and acts then bring it on.
As for the other option. It would be fairly cool to have multiple interior idea. That would be fairly cool really to be able to go...oh wow haven't seen that lately.
Jan
Release a current version now so we don't have to wait any longer! Or before you get burned out and never release it :(
I'd say release it as it is, mate. I can't wait to try it.:salute:
java`s revenge
02-03-10, 04:20 AM
I would say, release it and come with updates later.
And why do we have to wait till sh5? Ubisoft had his chance
to make sh3 perfectly and didn`t use the great tomi mod for sh5.
I want a realistic sim, that`s my only wish.
pierreandre
02-03-10, 04:50 AM
Originally Posted by flakmonkey http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1256609#post1256609)
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??I think that is a great idea!
That is a amazing work, a dream come true!
=FI=Ghost
02-03-10, 05:06 AM
Size doesn't matter! :DL
divingbluefrog
02-03-10, 05:41 AM
Absolutely stunning work!
About the question, size doesn't really matter, but, as I'm using a very heavily modded game, based on stock, I'd prefer to have a base version, with available variant versions I will enable manually anyway.
I know my position isn't the most common, but hey, you asked...:DL
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
I have internet connection from the stone age, still I would start downloading it straightway! It's just one day of download, no problem for me for this quality of mod. But it would be good if you divided the archive into parts, as GWX.
urfisch
02-03-10, 06:31 AM
Ive just had a brainwave, or maybe a really dumb idea, lets see, so while im here id like to run my idea by you all,
To stop the new interiors getting a bit dull im thinking about doing maybe 3 or 4 variations each with small changes like washing hanging up/meals on tables/pans of food on the oven/various hatches and cupboards open/different posters on the walls and so on.
Using sh3 commander a random version could be loaded each time you start a game, so youd get a surprise each time you played.
The limiting factor is download size, right now with just 1 variation the mod is around 70Mb zipped, i think if a mod is much more than 150Mb people will think twice before downloading it.
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
up to 1gb is ok, if the server is not lame...used to download COH mods, of 1,5gb...
skwasjer
02-03-10, 07:11 AM
Why not use the StateMachineClass controller to dynamically/randomly adorn a single interior? One interior needed, no dependency on SH3Cmdr, smaller download...
Ive just had a brainwave, or maybe a really dumb idea, lets see, so while im here id like to run my idea by you all,
To stop the new interiors getting a bit dull im thinking about doing maybe 3 or 4 variations each with small changes like washing hanging up/meals on tables/pans of food on the oven/various hatches and cupboards open/different posters on the walls and so on.
Using sh3 commander a random version could be loaded each time you start a game, so youd get a surprise each time you played.
The limiting factor is download size, right now with just 1 variation the mod is around 70Mb zipped, i think if a mod is much more than 150Mb people will think twice before downloading it.
So my question is, do you think its a good idea and would this be something youd like to see in the mod or wouldnt you even notice. Just how large a mod are you willing to download??
Pistitom
02-03-10, 07:13 AM
Size doesn't matter with this quality :)
urfisch
02-03-10, 07:37 AM
Why not use the StateMachineClass controller to dynamically/randomly adorn a single interior? One interior needed, no dependency on SH3Cmdr, smaller download...
i see skills...good skills...
:up:
flakmonkey
02-03-10, 08:17 AM
Why not use the StateMachineClass controller to dynamically/randomly adorn a single interior? One interior needed, no dependency on SH3Cmdr, smaller download...
Hmm, can the StateMachineClass controller be used to switch between textures also:hmmm: Since any changes/additions to the meshes within compartments would require new lightmaps for the surrounding objects so the new objects are correctly casting shadows on the environment.
DivingDuck
02-03-10, 08:52 AM
Moin,
basically yes. But the textures would have to be present in the *.dat or texture folder already. There´s a texture changing controller used to give the impression of shattered glass. Triggered by a specific event, it changes the texture of the gauges´ glass. This one might possibly be used. But if using a 'random' entry in SMS (StateMachineSystem) the object(s) in question would appear / disappear randomly during patrol too. But imho it would be easier to create groups of objects that will affect each other in regard to shadow casting than fiddling around with changing textures. Thus you´d be able to call different interior setups. In the end it will depend of the amount of changes to the 3d mesh and texture-/ligthmaps whether it would be better/easier to use SMS or a set of different interiors rotated randomly by SHIII Commander.
Regards,
DD
skwasjer
02-03-10, 03:13 PM
As DD indicates, you can swap textures with a controller.
You can do more advanced stuff with SMC-controller, and even change things while you are in the game, not just 'at game launch'. Give it a thought of what type of things you'd want to do, and post them. I'm sure you will get enough tips and help to make it work. I have already promised to make a tutorial about the state machine, so this should help everyone willing to try. It won't be easy, but once you get the hang of it... :rock:
Wonderful work Flakmonkey:rock::rock::rock::rock::rock::rock:
SH3 could be better than SHV with this update, and without DRM.:salute:
Your work look really good at this moment:up:. What great modders we have here. We can survive many years with SH3 now. :rock::rock::rock::rock:
:up:
Five stars!
Uber Gruber
02-04-10, 08:55 AM
SH3 is already better than SH5 methinks. :yep:
SH3 is already better than SH5 methinks. :yep:
For me too, but with Flakmonkey's mod should be better!:rock::rock::rock:
urfisch
02-04-10, 09:20 AM
SH3 is already better than SH5 methinks. :yep:
yes, i guess...you might be right...
:-?
DivingDuck
02-04-10, 11:45 AM
Moin,
this mod will certainly add a lot to SHIII and attract/keep a lot of players who are on the edge of switching to SHIV/SHV.
Anyway, putting aside the DRM issue, we should wait and see what SHV will be like before we start tearing it to pieces. I´m almost sure the devs are not to be blamed for incorporating DRM. I can´t imagine they had any choice but to do as requested by UBI.
Back to topic, this mod will become a new milestone in SHIII modding history. Something everybody has dreamed of since the very beginning is going to become true. Some moderator make this thread sticky, please.
Regards,
DD
tonschk
02-04-10, 02:09 PM
:salute: Thank uyou very very much for this Mod :salute:
Rapt0r56
02-04-10, 03:33 PM
SH3 is already better than SH5 methinks. :yep:
absolutely! :ping:
flakmonkey
02-05-10, 09:40 AM
Anyway, putting aside the DRM issue, we should wait and see what SHV will be like before we start tearing it to pieces. I´m almost sure the devs are not to be blamed for incorporating DRM. I can´t imagine they had any choice but to do as requested by UBI.
Aggreed, i`ll bet the shv devs were as gutted as we were when some corporate suit said "hey guys guess what, we have just come up with this DRM thing and want to add it to your game..."
Some moderator make this thread sticky, please.
Should've thought it myself before, but since it has been staying constantly in the front page I didn't realize it :salute:
FritzRommel
02-05-10, 08:14 PM
Is this mod released? I keep seeing posts that make it sound like it has been released. Is he doing the whole boat and is he going to make the sub more cramped? What i mean is the interior of the boat seems way to big, ive been through the U 505 (Type 9) several times and its really small inside, yet in the game its fairly roomy inside.
CaptainNemo12
02-05-10, 11:03 PM
Is this mod released? I keep seeing posts that make it sound like it has been released. Is he doing the whole boat and is he going to make the sub more cramped? What i mean is the interior of the boat seems way to big, ive been through the U 505 (Type 9) several times and its really small inside, yet in the game its fairly roomy inside.
Compared to the interior in SH5 I'd say the SH3 interior model is just right, perhaps the feeling of "roominess" is due to the lack of crew members in the control room?
Anyways, I believe this mod is still WIP. Otherwise there would be a download link in the first post.
Rapt0r56
02-05-10, 11:24 PM
Compared to the interior in SH5 I'd say the SH3 interior model is just right, perhaps the feeling of "roominess" is due to the lack of crew members in the control room?Absolutely right, i can't wait to going in slow mode from RR to DR. :arrgh!:
now it's only missing a few People with Animations like the guy from SHV that lies in his Back and reading a Book. :rock:
Kpt. Lehmann
02-06-10, 12:18 AM
Hi Flakmonkey.
COMPLETELY impressive work, mate.
Regarding your first post I do have one, two-part request... simply that you do not give up... and that it comes to release.
(Okay... three-part: It would be nice if it is made to be compatible with GWX 3.0)
Cheers man! GREAT STUFF! :up::up::up:
Task Force
02-06-10, 12:20 AM
Looks great Flakmonkey, SH3 really needed some new rooms...:up:
sabretwo
02-06-10, 06:39 AM
As an alternative (or addition) to changing the appearance of the locations inisde the sub, one idea to consider is changing the location of crew members inside the new compartments. I don't know how the various state controllers work (my modding experience has been limited to campaign scripting), but if its possible to change items by the following states/conditions, this might be pretty cool:
1. When surfaced, engines running:
1.A. Cook in kitchen (Simple animation stirring soup)
1.B. One man in bunk laying back reading a book
1.C. One man sleeping
1.C. Two men in Engine room (as per now)
2. Submerged, engines off:
2.A. Different cook in kitchen (or same in different clothes)
2.B Two men sitting on bunks facing each other across compartment, simple animation of hand gesutres as if talking or playing cards
2.C One man sleeping (different bunk than man in arrangement 1)
2.D. One man in Engine room on floor with wrench as if conducting some type of routing maintenance while the engine isn't running.
3. Submerged, silent running (if possible):
3.A. No cook in kitchen
3.B. Two men near doorway, simple animation of looking back and forth between control room and eachother
3.C. One man sleeping
3.D. Two men in engine room smoking a cigarette looking at the depth gague and alternately looking at eachother
If the animations and body positions are natural and not to complex, I don't think it will look too mechanical. But by alternating the location and acivity of crew members during the state changes, it gives a sense of life to the boat rather than just change the appearance of the sub over time.
Just a thought.
I think that adding crew animations will probably make the project a lot more difficult and labour intensive, so I hope Flakmonkey can do a first release with what he feels good with, and then add more contents in future updates.
In any case, I wonder if the existing crew members can be simply cloned, so that we have more in other rooms that are actually mirroring what the ones in the control room do. For example, the guy looking at the valves and turning them when surfacing/submerging would be good enough for operating the diesels (Looks as if he were starting/stopping them when surfacing/submerging).
sabretwo
02-06-10, 09:31 AM
I think that adding crew animations will probably make the project a lot more difficult and labour intensive, so I hope Flakmonkey can do a first release with what he feels good with, and then add more contents in future updates.
In any case, I wonder if the existing crew members can be simply cloned, so that we have more in other rooms that are actually mirroring what the ones in the control room do. For example, the guy looking at the valves and turning them when surfacing/submerging would be good enough for operating the diesels (Looks as if he were starting/stopping them when surfacing/submerging).
I agree, keep it simple. But I think some of the ones I described wouldn't take too much extra time (such as switching out different guys sleeping in different bunks or reading in bunk...not really animated at all, but static objects. It at least makes the area feel alive a bit. Of course, I'm not a 3D guy so I don't really know what's invoved in doing this.
Whatever Flakmonkey ultimately decides, this thing is going to be awesome! :up:
flakmonkey
02-06-10, 09:53 AM
Hi Flakmonkey.
COMPLETELY impressive work, mate.
Regarding your first post I do have one, two-part request... simply that you do not give up... and that it comes to release.
(Okay... three-part: It would be nice if it is made to be compatible with GWX 3.0)
Cheers man! GREAT STUFF! :up::up::up:
Cheers, im certainly not giving up by any means and yes it is currently GWX3 compatible:up:
The first release will hopefully be a beta in the next couple of weeks and will include just the aft quarters/galley and diesel room with the rest of the sub being added in later releases so long as sh3s engine holds up to the strain (the new dat is already a monster, i nearly gave DD a heart attack with the 150Mb+ of new texture data!).
Im not too sure about adding crew + crew animations, originally i wanted to add crew with just some basic 50 frame idle animations but character animation is not my strongpoint + the animated objects do add significantly to the mods filesize and the stress on the engine, not to mention the stress on DivingDuck who is kindly implementing all the animated parts into the new interiors.
urfisch
02-06-10, 10:14 AM
why not release a "state of the moment" beta...?
;)
why not release a "state of the moment" beta...?
;)
Seconded :yeah:
flakmonkey
02-08-10, 05:57 AM
why not release a "state of the moment" beta...?
;)
To be honest, in its current state the mod is a bit rubbish, if i released it today there would be no animations, no sound etc.
Trust me on this ive been playing sh3 with the new compartments for a few weeks now, and without animation/sound it all seems a bit dead and lifeless.
urfisch
02-08-10, 06:08 AM
thanks for the answer! how about the mentioned animation? any new progress on that?
;)
flakmonkey
02-08-10, 06:16 AM
thanks for the answer! how about the mentioned animation? any new progress on that?
;)
There are now animated engines/dials and hatches, all courtesy of DD.
As for release dates, all being well im hoping to give everyone a nice valentines day present (14th feb).
There are now animated engines/dials and hatches, all courtesy of DD.
As for release dates, all being well im hoping to give everyone a nice valentines day present (14th feb).
Good news, good day and also good work!:up:
Outstanding!!!
Fido :salute:
There are now animated engines/dials and hatches, all courtesy of DD.
As for release dates, all being well im hoping to give everyone a nice valentines day present (14th feb).
Awesome! I'll just hold off my next campaign till then.. What'll I tell my girlfriend now? :har:
is the dieselroommod finished or not,because i can´t wait no longer.This mod is really good. you can move into all rooms in the U-boat. Can anyone tells me,when the dieselroommod came????:D:D:D:D:D:DL:DL:DL:DL
Thank to all
Tony
This is great news flakmonkey, I'm more excited than I was with SH5!!:yeah:
Don't rush it though, take your time!!:yep:
ReallyDedPoet
02-08-10, 07:17 PM
Very nice!
Have these area's been addressed flakmonkey:
Interior diving angles
Sounds from bow to stern using Sh3.sdl
Also can you move from compartment to compartment or do you have to use freecam mode?:hmmm:
Thanks.
CaptainNemo12
02-08-10, 10:03 PM
Another reason to look forward to the weekend!:yeah:
Mods like this.. ohmigewd.
It is partially unfair how stock release of SH V will inevitably get compared to fully modded, tuned, fixed and repaired SH III. Over the years community has caked up so many thoroughly grand mods that it just isn't possible for SH V to achieve comparable depth.
(Well yes yes you can walk around in your ship in SH V, but i ment generally speaking!)
I do hope V is good enough to inspire even remotely as exceptional efforts by the exceptional community as SH III has.
flakmonkey
02-09-10, 06:57 AM
A little flythrough video to show off the new animations:
http://www.youtube.com/watch?v=PTkqbybSc50
Thanks DD:up:
Excuse me while I drool on my boots!:o:o and :o
Absolutely marvelous work!:yeah:
Uaauhhhh!! Great! Unbelievable!:up::up::up::up:
Thanks by your (and DD) hard work mate!
Phoenix3000
02-09-10, 07:25 AM
That new walkthrough video is ABSOLUTELY AMAZING!! :o
Can't wait to get this installed! Fantastic work!!
Px3000
Uber Gruber
02-09-10, 08:45 AM
Toppo Notcho Mateyo...well done Flakmonkey and Diving Duck:up:
Magic1111
02-09-10, 09:02 AM
A little flythrough video to show off the new animations:
http://www.youtube.com/watch?v=PTkqbybSc50
Thanks DD:up:
WOW, the video is U-n-b-e-l-i-e-v-a-b-l-e :o:o:o :yep::yep::yep: :rock::rock::rock:
Best regards,
Magic
Rolf Eschke
02-09-10, 09:10 AM
Amazing !
Thank You for the hard work,I can`t wait to have it on my PC.
Thank You very much,
Regards
Rolf
Exceptional work. Simply exceptional. SH3's STILL ALIVE :salute:
"Deep into that darkness peering, long I stood there wondering, fearing,
Doubting, dreaming dreams no mortal ever dared to dream before..."
when is the mod finished?????????:D:D:D:D:D:D
CaptainNemo12
02-09-10, 11:47 AM
Now I understand why Johann never wanted to go outside!:D
LiveGoat
02-09-10, 11:48 AM
AAAaaahhh!!! I can't take it anymore! The wait is killing me! :wah:
It's giving me subsimmer blueballs.
Don't you realize that all this teasing is driving us crazy? :damn: :88):88):88):88):88):88):88):88):88):88):88):88):8 8):88):88)
But seriously, take your time. It looks beautiful! :up:
A little flythrough video to show off the new animations:
http://www.youtube.com/watch?v=PTkqbybSc50
Thanks DD:up:
piri_reis
02-09-10, 12:49 PM
:o :o :doh:
A-amazing!!
I will be hanging out a lot in the engine room admiring the dance of the pistons.
Thank you Flakmonkey and DD for this beautiful work :up::up:
Magic1111
02-09-10, 02:21 PM
Now I understand why Johann never wanted to go outside!:D
:rotfl2::haha::haha::rotfl2:
:up:
Das Gespenst
02-09-10, 02:39 PM
Now I understand why Johann never wanted to go outside!:D
Fresh air, it's good for you, Johann.
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