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SquareSteelBar
03-03-11, 01:43 PM
Here's another nice font:
Schwaben Alt (http://www.sendspace.com/file/ytreow)
But note: the Nazis prohibited 1941 those old 'Fraktur' fonts...
reaper7
03-03-11, 02:20 PM
Hi shipmates,
To reaper and all of you who want the Germania font:salute:
Link : http://www.mediafire.com/?59t30a48ar36b1r
Best regards Hans
Got it, but its actually Identical to the Detuch Gothic one that I'm using on the site :D.
@squaresteelbar Thanks for font will have a look at that one :up:
Hans Witteman
03-03-11, 02:25 PM
Wow just stumbled onto this one.. looks like ill be repurchasing sh3. :yeah:
Hi Diablo,
Welcome in mate and think about purchasing it from subsim it help support Neal:up:
Best regards Hans
Hans Witteman
03-03-11, 02:26 PM
Here's another nice font:
Schwaben Alt (http://www.sendspace.com/file/ytreow)
But note: the Nazis prohibited 1941 those old 'Fraktur' fonts...
Hi SquareSteelBar,
Thank for the info and font:salute:
Best regards Hans
fitzcarraldo
03-03-11, 04:49 PM
Here's another nice font:
Schwaben Alt (http://www.sendspace.com/file/ytreow)
But note: the Nazis prohibited 1941 those old 'Fraktur' fonts...
It´s a nice font, but some "gothic" for the reactionary modernism of those german times...I prefer Germania.
Bets regards.
Fitzcarraldo :salute:
Hans Witteman
03-03-11, 11:40 PM
Hi shipmates,
Just a small briefing to get thing organized.
To Reaper : The site is getting better everyday and the banner is fix great work mate:up: Only thing i noticed is that some section in screenies does not display larger size image.
To Fastfranky : Don't despair mate i'm packing all my available sound FX in an archive for you and by the way if you have some spare time try to gather infos on typical dialogs from crew because i know there was strict rules on board so we can gather enough info to have credible crew dialogs:salute:
To Brett25 : Sorry to make you wait but in the weekend you will have some videos to chew on.
To Makman94 : Fantastic research work on optic and delightful GUI i can't wait to see them on the website interface screenies:salute:
For Reaper and Brett here the link to the video codec i used for compression because it give great quality of image and small size you will need it for the videos series:up:
http://www.techsmith.com/codecs.asp
Prepare for some awesome content in the weekend :woot:
Best regards Hans
brett25
03-04-11, 02:15 AM
no problem Hans, Im only here on your schedule:salute: Got the codec
fastfranky
03-04-11, 02:59 AM
hi hans,
yep i will start research.this weekend my computer will be off,because i will spent time with my daughter.i have promised that.read you all at monday again.
happy weekend.
:salute:
franky
Fubar2Niner
03-04-11, 05:06 AM
Hi shipmates,
Prepare for some awesome content in the weekend :woot:
Best regards Hans
@Hans
I'm drooling in anticipation already mate :salute:
Best regards.
Fubar2Niner
fitzcarraldo
03-04-11, 06:26 AM
@Hans
I'm drooling in anticipation already mate :salute:
Best regards.
Fubar2Niner
Same emotions...:rotfl2:
:woot::woot::woot::woot::woot:
Best regards.
Fitzcarraldo :salute:
fitzcarraldo
03-04-11, 06:39 AM
hi hans,
yep i will start research.this weekend my computer will be off,because i will spent time with my daughter.i have promised that.read you all at monday again.
happy weekend.
:salute:
franky
I sent you a PM with information.
Best regards.
Fitzcarraldo :salute:
Schwieger
03-04-11, 07:45 AM
@Hans
I'm drooling in anticipation already mate :salute:
Best regards.
Fubar2Niner
I second this :D
Hans Witteman
03-04-11, 09:57 AM
Hi shipmates,
I never expected such an honor from the chief but hey i couldn't resist the beer call:woot:
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Hans_Birthday.jpg
Best regards Hans
reaper7
03-04-11, 11:06 AM
Hi shipmates,
I never expected such an honor from the chief but hey i couldn't resist the beer call:woot:
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Hans_Birthday.jpg
Best regards Hans
:har: Love it :D :woot: (Happy Birthday Hans) :woot:
Site is fully up now too. Pictures all uploaded and members access is ready just need password from some members to update there access.
Hans can you mail me the complete members list as of today. Cheers mate :up:
P.S Check out the Favicon for the Site you may recognize it :D.
www.u-boot-hahd.com
Just visited the site, and its quite well made, very professional...
Kudos and even more kudos for keeping this baby floating!
Hi shipmates,
I never expected such an honor from the chief but hey i couldn't resist the beer call:woot:
Hans, you know how to surprise!:har::up:
Hans Witteman
03-04-11, 02:32 PM
Hi shipmates,
After too many beers with the chief and crew something weird happen!
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Hansloss.jpg
Never trust the chief when he is drunk he love to play prank on you:har:
Take note that those funny renders are not high quality rendering they are made very quickly for fun.
Best regards Hans
Fubar2Niner
03-04-11, 02:32 PM
@Hans
Beers on deck!!! What the hell, but hey we all need some rnr. Great pics mate. A web site too??? Damn you guys are really moving. Mucho kudos :salute:
Best regards.
Fubar2Niner
Hans Witteman
03-04-11, 02:41 PM
:har: Love it :D :woot: (Happy Birthday Hans) :woot:
Site is fully up now too. Pictures all uploaded and members access is ready just need password from some members to update there access.
Hans can you mail me the complete members list as of today. Cheers mate :up:
P.S Check out the Favicon for the Site you may recognize it :D.
www.u-boot-hahd.com (http://www.u-boot-hahd.com)
Hi mate,
Thank mate and you did an amazing job on the website in such a short time kudos mate:yeah:
I will probably sign up tonight on website to be able to upload some videos for the weekend and also i will now put the website adress in youtube videos so the world could see:up:
Website is down mate it say error 404 site not found??
Best regards Hans
Hans Witteman
03-04-11, 02:44 PM
Just visited the site, and its quite well made, very professional...
Kudos and even more kudos for keeping this baby floating!
Hi mate,
I was starting to wonder where you was all that time i guess you was on a tropical paradise you lucky Kaleun:hmmm:
Best regards Hans
Fubar2Niner
03-04-11, 02:46 PM
@Hans
Your birthday???
Holy missed happy birthday greetings, have a great one Kaleun:()1: .
If I might have the honour I'd like to raise a toast.............
Best wishes and good luck in the future to Hans....... breathing new breath into our beloved SH3 :salute:
Best regards.
Fubar2Niner
Hans Witteman
03-04-11, 02:47 PM
@Hans
Beers on deck!!! What the hell, but hey we all need some rnr. Great pics mate. A web site too??? Damn you guys are really moving. Mucho kudos :salute:
Best regards.
Fubar2Niner
Hi mate,
Even if I'm drunk like a barrel today i still work:har::woot:
Don't worry shipmates i am drunk only on my birthday:salute:
Best regards Hans
SquareSteelBar
03-04-11, 03:36 PM
http://www.paradiesmuehle.de/images/muenchhausen.jpg
Greets from Freiherr v. M. :salute:
Hans Witteman
03-04-11, 04:10 PM
http://www.paradiesmuehle.de/images/muenchhausen.jpg
Greets from Freiherr v. M. :salute:
Thank mate and the pic give me a good laugh same situation different context :har:
Best regards Hans
Hans Witteman
03-04-11, 04:12 PM
Hans, you know how to surprise!:har::up:
Hi mate,
Wait until you see the interior this is a big surprised for you all:woot:
Best regards Hans
reaper7
03-04-11, 04:26 PM
Hi mate,
Thank mate and you did an amazing job on the website in such a short time kudos mate:yeah:
I will probably sign up tonight on website to be able to upload some videos for the weekend and also i will now put the website adress in youtube videos so the world could see:up:
Website is down mate it say error 404 site not found??
Best regards Hans
Yup my fault, thats what I get for tweaking after making it live.
Don't know what I did wrong :oops:. Got the site links working again but cant get images to display (Will get it eventually).
Schwieger
03-04-11, 04:49 PM
Hi mate,
Wait until you see the interior this is a big surprised for you all:woot:
Best regards Hans
Can't wait :D
I'd watch out about riding those torpedoes to the target though Hans. Isn't too safe :har::haha: Happy birthday
fitzcarraldo
03-04-11, 04:53 PM
Happy Birthday, Hans!
The site looks awesome. Congratulations!
And best regards.
Fitzcarrado :salute:
reaper7
03-04-11, 07:05 PM
Had to rework the Media Gallery, but the site is now working again.
I'd best leave it alone while its working :D.
www.u-boot-hahd.com :up:
Hans Witteman
03-04-11, 07:27 PM
Can't wait :D
I'd watch out about riding those torpedoes to the target though Hans. Isn't too safe :har::haha: Happy birthday
Hi mate,
The hardest part is jumping just before impact:har:
Best regards Hans
Hans Witteman
03-04-11, 07:29 PM
Had to rework the Media Gallery, but the site is now working again.
I'd best leave it alone while its working :D.
www.u-boot-hahd.com (http://www.u-boot-hahd.com) :up:
Hi mate,
Nice work you did on the new gallery layout:up:
And stop pushing every buttons in the menu to get what you want:har:
Regards Hans
Hans Witteman
03-04-11, 07:32 PM
Happy Birthday, Hans!
The site looks awesome. Congratulations!
And best regards.
Fitzcarrado :salute:
Hi mate,
Thank mate and so far you didn't answer what i ask you in a former post, i ask you if you want to be the U-BOOT HAHD official researcher and archivist this mean team membership.
So feel free to accept it:salute:
Best regards Hans
brett25
03-04-11, 08:05 PM
great job on the website:rock:
:woot:Happy B'day Hans :woot::woot:
fitzcarraldo
03-04-11, 08:24 PM
Hi mate,
Thank mate and so far you didn't answer what i ask you in a former post, i ask you if you want to be the U-BOOT HAHD official researcher and archivist this mean team membership.
So feel free to accept it:salute:
Best regards Hans
Ja, Herr Kaleun.
I accept the archivist and researcher command.:salute::salute::salute:
Many thanks for include me in this fantastic team :yeah:
Best regards.
Fitzcarraldo :salute:
P.D.: I have more material for send you, this weekend there will be more...
Hans Witteman
03-04-11, 11:10 PM
Ja, Herr Kaleun.
I accept the archivist and researcher command.:salute::salute::salute:
Many thanks for include me in this fantastic team :yeah:
Best regards.
Fitzcarraldo :salute:
P.D.: I have more material for send you, this weekend there will be more...
Hi mate,
Congratulation you are now in the team mate Reaper will instruct you for website team members password etc.
Also add team in your signature.
IMPORTANT MESSAGE: Dont exchange password in pm exchange password via your private mail.
Every team member who has put password info in pm make a new one it is security purpose and it is very easy to read pm on a forum for any computer literate:salute:
SInce you are now part of the team i already have an assignement if you have time for it here it is :
Try to find information related to dialog and rules aboard sub anything that are related to common chat and what was allowed and what was forbidden.
Good luck with this research mate and there is no rush here we do thing at our own pace:salute:
Best regards Hans
Hans Witteman
03-04-11, 11:11 PM
great job on the website:rock:
:woot:Happy B'day Hans :woot::woot:
Thank mate:woot:
Hans Witteman
03-04-11, 11:12 PM
hi hans,
yep i will start research.this weekend my computer will be off,because i will spent time with my daughter.i have promised that.read you all at monday again.
happy weekend.
:salute:
franky
Thank mate take care:salute:
Bakkels
03-04-11, 11:25 PM
Good luck with this research mate and there is no rush here we do thing at our own pace:salute:
Best regards Hans
What do you mean there's no rush?!?! You got a load of fans out there anxiously awaiting HAHD's release!!!
Just kidding, take your time ;). The site and screens look great so far!
Keep up the good work :salute:
Hans Witteman
03-04-11, 11:38 PM
What do you mean there's no rush?!?! You got a load of fans out there anxiously awaiting HAHD's release!!!
Just kidding, take your time ;). The site and screens look great so far!
Keep up the good work :salute:
Thank mate we all do it because we love Sh3 and folks like you:salute:
Best regards Hans
Excellent piece of work and fantastic site matey. I am pretty convinced that your project will become the SH3 ANABIOSIS..
One more thing though; In my opinion your megamod deserves a better, more historically accurate crew outfit. I mean something real immersive; the standard U-boot packchen (grey/black leather 3/4 length U-boat Battle coat and trousers) and the neckerchief along with some casual clothes of course.
Just think about it..
Cheers
Hi Hans,
I want to ask you.
That type of 7B Autor: Testpilot1978.
What do you think about this job?
Personally, I really like his work!:up:
Can we see it in your mod.
And do you plan to cuts in the scuppers?
Thank you.
http://s002.radikal.ru/i199/1103/fe/a6f0480692f2.jpg
http://i014.radikal.ru/1103/ae/e37a7c50967b.jpg
http://s008.radikal.ru/i303/1103/b8/a5bd8d321342.jpg
http://s003.radikal.ru/i203/1103/ce/cec32a6b0b5b.jpg
reaper7
03-05-11, 06:47 AM
IMPORTANT MESSAGE: Dont exchange password in pm exchange password via your private mail.
Every team member who has put password info in pm make a new one it is security purpose and it is very easy to read pm on a forum for any computer literate:salute:
Yes this is a very good point, and one I overlooked using PM's for the current passwords in use.
What I need is for all members to send me a secure password (minimum 10 character length) with at least one numeric character in the password -this should be secure enough. ;) Send the password to reaper7@u-boot-hahd.com
Then I will redo the Passwords for everyone and mail them via there current 'username'@u-boot-hahd.com that I've set up. The password for these will be the same as the one you provide.
Current Member mails as of now are: (Hope I haven't missed any new members)
reaper7@u-boot-hahd.com
hans@u-boot-hahd.com
makman94@u-boot-hahd.com
fastfranky@u-boot-hahd.com
brett25@u-boot-hahd.com
fitzcarraldo@u-boot-hahd.com
These emails have been setup for access via Gmail :up: for ease of use compared to the default webmail access.
So if ye can get those passwords to me ASAP we can be in business. Once I have the passes done - full access to the members area and chat-room will be available.
This will provide us the tools to develop and communicate securely and more efficient. :yep:
fitzcarraldo
03-05-11, 09:20 AM
Hi mate,
Congratulation you are now in the team mate Reaper will instruct you for website team members password etc.
Also add team in your signature.
IMPORTANT MESSAGE: Dont exchange password in pm exchange password via your private mail.
Every team member who has put password info in pm make a new one it is security purpose and it is very easy to read pm on a forum for any computer literate:salute:
SInce you are now part of the team i already have an assignement if you have time for it here it is :
Try to find information related to dialog and rules aboard sub anything that are related to common chat and what was allowed and what was forbidden.
Good luck with this research mate and there is no rush here we do thing at our own pace:salute:
Best regards Hans
I have some material of that, first hand dialogs in U boat attacks and everyday life in the boats. I´ll prepare the scans :yeah:
Many thanks and best regards!
Fitzcarraldo :salute:
Hans Witteman
03-05-11, 09:35 AM
Excellent piece of work and fantastic site matey. I am pretty convinced that your project will become the SH3 ANABIOSIS..
One more thing though; In my opinion your megamod deserves a better, more historically accurate crew outfit. I mean something real immersive; the standard U-boot packchen (grey/black leather 3/4 length U-boat Battle coat and trousers) and the neckerchief along with some casual clothes of course.
Just think about it..
Cheers
Hi mate,
Thank for encouraging us but for the website all the credits have to go to Reaper my only contribution is the banner images so far:up:
For the crew outfit there is no worry there because when the bulk of the mod will be finish we will add different uniform pack as updates:salute:
Best regards Hans
Hans Witteman
03-05-11, 09:44 AM
Hi Hans,
I want to ask you.
That type of 7B Autor: Testpilot1978.
What do you think about this job?
Personally, I really like his work!:up:
Can we see it in your mod.
And do you plan to cuts in the scuppers?
Thank you.
Hi mate,
Tespilot is doing a very good job and his work is beautiful.
For the cuts it is really easy to do and i already made one version with but after seing the tremendous amount of polygons it add i drop it down i prefer to have other detail object instead of those hole.
And the hole in certain situation where making strange graphical glitch at different time of the day.
Just using a slight bevel around the hole is giving enough realism for my own taste.
We have to keep in mind that we cannot throw everything at the game engine without consequences even if you think my models are advanced and detail they are still optimized with certain trick i gather in my career:salute:
Best regards Hans
Hans Witteman
03-05-11, 10:11 AM
Yes this is a very good point, and one I overlooked using PM's for the current passwords in use.
What I need is for all members to send me a secure password (minimum 10 character length) with at least one numeric character in the password -this should be secure enough. ;) Send the password to reaper7@u-boot-hahd.com
Then I will redo the Passwords for everyone and mail them via there current 'username'@u-boot-hahd.com that I've set up. The password for these will be the same as the one you provide.
Current Member mails as of now are: (Hope I haven't missed any new members)
reaper7@u-boot-hahd.com
hans@u-boot-hahd.com
makman94@u-boot-hahd.com
fastfranky@u-boot-hahd.com
brett25@u-boot-hahd.com
fitzcarraldo@u-boot-hahd.com
These emails have been setup for access via Gmail :up: for ease of use compared to the default webmail access.
So if ye can get those passwords to me ASAP we can be in business. Once I have the passes done - full access to the members area and chat-room will be available.
This will provide us the tools to develop and communicate securely and more efficient. :yep:
Hi mate,
Excellent work as usual and i will send you an email today with password and some info on workflow:up:
I'm pretty busy with our latest HAHD baby if everything go well today i will upload a new video showing how surfaces ships will look in our mod.
I did a lot of work to simplify the skinning like custom hull plating template, rivets template and many more so when you start you will have all assets to work with.:salute:
Best regards Hans
Hans Witteman
03-05-11, 10:13 AM
I have some material of that, first hand dialogs in U boat attacks and everyday life in the boats. I´ll prepare the scans :yeah:
Many thanks and best regards!
Fitzcarraldo :salute:
Hi mate,
Welcome aboard:salute:
Best regards Hans
mkIpetrucci
03-05-11, 10:24 AM
Hans, just by looking at the site you've just created I realize how much work and dedication it is involved in this project of yours. It's impressive, really. And I think you are probably a "nut" in the best sense of the word, going deep under and revitalizing SH III in the way you and your team are trying to do that. After crappy SH 5 appeared (and a lot of creative guys turned their modding attention and efforts towards that dead duck) I thought that SH III will be left deserted.
I cannot wait to see the final HAHD product. Unfortunately I don't have the time or/and the skills to help you and the team, but I appreciate a lot what you are doing. Really. Keep up this good spirit, gentlemen!
One last note: There were a lot of great things done by the GWX team, a lot of major and minor tweaking, modifying and creating new things stuff (to the gameplay and to the units, historical information and so on) that you will probably not include in your megamod and that would be a shame, in my opinion. So, for my taste, something having your mod and h.sie's Realistic Repair- and Flooding Times mod combined (and that's because both of your mod are concentrating on simulating realistic gameplaying and historical stuff as much as the game can allow that, with some limitations that are impossible to conquer), together with GWX 3.0 new units and some other stuff from there would be the almost-perfect combination (but that will probably not happen, gathering a team and coordinate their efforts the way GWX did will not be repetable).
But anyway, since this project of yours seems to be the only one "alive", I guess nobody have the right o give you advices about the way you are doing things in this mod, and I support your choices 100 %.
reaper7
03-05-11, 10:39 AM
Hi mate,
Excellent work as usual and i will send you an email today with password and some info on workflow:up:
I'm pretty busy with our latest HAHD baby if everything go well today i will upload a new video showing how surfaces ships will look in our mod.
I did a lot of work to simplify the skinning like custom hull plating template, rivets template and many more so when you start you will have all assets to work with.:salute:
Best regards Hans
Cheers mate, looking forward to the preview vid.
Regarding the Template that will be a lifesaver and cut down on the workload - excellent :rock:
Hans Witteman
03-05-11, 10:50 AM
Hans, just by looking at the site you've just created I realize how much work and dedication it is involved in this project of yours. It's impressive, really. And I think you are probably a "nut" in the best sense of the word, going deep under and revitalizing SH III in the way you and your team are trying to do that. After crappy SH 5 appeared (and a lot of creative guys turned their modding attention and efforts towards that dead duck) I thought that SH III will be left deserted.
I cannot wait to see the final HAHD product. Unfortunately I don't have the time or/and the skills to help you and the team, but I appreciate a lot what you are doing. Really. Keep up this good spirit, gentlemen!
One last note: There were a lot of great things done by the GWX team, a lot of major and minor tweaking, modifying and creating new things stuff (to the gameplay and to the units, historical information and so on) that you will probably not include in your megamod and that would be a shame, in my opinion. So, for my taste, something having your mod and h.sie's Realistic Repair- and Flooding Times mod combined (and that's because both of your mod are concentrating on simulating realistic gameplaying and historical stuff as much as the game can allow that, with some limitations that are impossible to conquer), together with GWX 3.0 new units and some other stuff from there would be the almost-perfect combination (but that will probably not happen, gathering a team and coordinate their efforts the way GWX did will not be repetable).
But anyway, since this project of yours seems to be the only one "alive", I guess nobody have the right o give you advices about the way you are doing things in this mod, and I support your choices 100 %.
Hi mate,
Thank for the good words and we are coordinating our work in a very professional way and i repeat for a thousand time we will add all campaign elements, ships,planes,port, etc.
We have real professionals with prior experienced in the video game industry.
And we are starting to have offer from other talented artists so if the effort is repeatable is a big yes and we will prove it.
And a very important point is we are making all that for free and like someone already mention here if people are not satisfied with it they can simply ignore it and play whatever mod they like the choice is your:salute:
Like i say even if we do that for ten history lovers like us we will have attain our goal i don't mind not pleasing the mass we do this for fun and history. Sh3 is not a sub simulator some tend to forget that aspect it is more a simulation of a simulation so we fake almost everything in the most convincing way possible.
Best regards Hans
mkIpetrucci
03-05-11, 11:03 AM
Sh3 is not a sub simulator some tend to forget that aspect it is more a simulation of a simulation
I completely agree with that, if we are talking about simulator games, we can bring into discussion titles like "Sub Command" or "DCS:Black Shark". SH III is something very close to the thing you've described above, it doesn't matter the mods or mega-mods (GWX, LSH, WAC) made until this moment or the ones that may follow, SH III will always remain a pseudo simulator, this is the way he was born and this is the way he will die. But at least, you and others like you can make it an enjoyable pseudo simulation, you can bring out to the surface the maximum possible considering the bad default conditions and limitations given by the developers of the original game.
I am glad to find out that GWX elements will not be left outside.
I've bookmarked this topic and I am also happy to see that this thread has a very large number of views and it is increasing day by day.
Have a nice weekend, Hans!
For the cuts it is really easy to do and i already made one version with but after seing the tremendous amount of polygons it add i drop it down i prefer to have other detail object instead of those hole.
Sorry, I'm really upset ..........:hmmm:
But in any case, you know better what to do!
fitzcarraldo
03-05-11, 11:48 AM
Excellent piece of work and fantastic site matey. I am pretty convinced that your project will become the SH3 ANABIOSIS..
One more thing though; In my opinion your megamod deserves a better, more historically accurate crew outfit. I mean something real immersive; the standard U-boot packchen (grey/black leather 3/4 length U-boat Battle coat and trousers) and the neckerchief along with some casual clothes of course.
Just think about it..
Cheers
I´m not secure about the grey/black leather uniforms for a generic crew cloth. The crewmen of U boats use a huge variety of clothes, from casuals to overalls machinist type (for all the crew).
I have many photos of crewmen clothes (overalls) in brownish colours, and this seems the "official" crew uniform.
In this form they appear in diverse books about U boats crewmen.
In GWX and LSH3 I use the casual-style "Das Boot" clothes by Evan.
Best regards.
Fitzcarraldo :salute:
Madox58
03-05-11, 11:50 AM
@Hans,
Since you have beveled the Holes.
There's a pretty easy way to make them transparent.
:yep:
Hans Witteman
03-05-11, 12:43 PM
@Hans,
Since you have beveled the Holes.
There's a pretty easy way to make them transparent.
:yep:
Hi mate,
You mean with alpha? And by bevel i only meant in the paint program not real 3d bevel because a 3d bevel would add as much polygons as real hole do.
Like i say even transparency with alpha give strange graphical glitch at certain angle.
I have experimented so far all kind of technic and my workflow pipeline is now reflecting results from these tests.
Best regards Hans
Hans Witteman
03-05-11, 12:47 PM
I´m not secure about the grey/black leather uniforms for a generic crew cloth. The crewmen of U boats use a huge variety of clothes, from casuals to overalls machinist type (for all the crew).
I have many photos of crewmen clothes (overalls) in brownish colours, and this seems the "official" crew uniform.
In this form they appear in diverse books about U boats crewmen.
In GWX and LSH3 I use the casual-style "Das Boot" clothes by Evan.
Best regards.
Fitzcarraldo :salute:
Hi mate,
One thing i know for sure is that coastal boat crews was more formal since they were often near BDU and many pics show them with standard uniform often with the leather pants and short coat.
Best regards Hans
fitzcarraldo
03-05-11, 03:47 PM
Hi mate,
One thing i know for sure is that coastal boat crews was more formal since they were often near BDU and many pics show them with standard uniform often with the leather pants and short coat.
Best regards Hans
I think these are right crew uniforms for Type II:
http://img25.imageshack.us/img25/4195/4uboatcrewman191445.jpg
A more standard, SH3 style uniform...The man at right, I think is good for Type II:
http://img703.imageshack.us/img703/8404/6uboatcrewman191445.jpg
...also standards uniforms:
http://img825.imageshack.us/img825/8425/7uboatcrewman191445.jpg
Parade uniforms:
http://img856.imageshack.us/img856/9792/5uboatcrewman191445.jpg
...and Caribbean and Operation Monsun uniforms (I hate those shirts with nazi eagles...):
http://img59.imageshack.us/img59/3375/9uboatcrewman191445.jpg
For the - for me - ideal formal uniform for Type II, it´s needed a new hat, as in the first image for the u boat crewman (number 3 in the image).
Photos of crewmen aboard Type II:
Happy crewmen in white clothes:
http://img819.imageshack.us/img819/7246/u8u9.jpg
In this photo there are crewmen with the hat of image 1 - crewman 3:
http://img202.imageshack.us/img202/9849/u1381.jpg
Best regards.
Fitzcarraldo :salute:
Hans Witteman
03-05-11, 04:58 PM
I think these are right crew uniforms for Type II:
For the - for me - ideal formal uniform for Type II, it´s needed a new hat, as in the first image for the u boat crewman (number 3 in the image).
Best regards.
Fitzcarraldo :salute:
Hi mate,
Nice work i saw those in one of my book and yes i will model the new uniform hat and collar.
Will also made the grey leather pant and short coat as another sub mod that folks can activated in jgsme on their own choice.
But all this will be done later on for the moment i go with my top priority that are :
1 :Finishing the video series for Brett and reaper.
2: Finishing the Fletcher (probably tonight)
3: Finishing the interior
After that i will proceed on the VIIC and VIIC/41.
Right now thing seem on the slow pace but it is only because i am setting up our design workflow pipeline and structuring the team assets etc.
After i'm done with that thing will go a lot faster:salute:
Best regards Hans
Robin40
03-06-11, 01:59 AM
Please, can you tell me the site where I can see the stuff?
Schwieger
03-06-11, 02:58 AM
Please, can you tell me the site where I can see the stuff?
http://www.u-boot-hahd.com/ubootwebsite/
Hans Witteman
03-06-11, 11:07 AM
Hi shipmates,
I'm working like a mule to release stuff for tonight stay tuned:salute:
Best regards Hans
Fubar2Niner
03-06-11, 01:15 PM
Hi shipmates,
I'm working like a mule to release stuff for tonight stay tuned:salute:
Best regards Hans
@Hans
Great news mate, but don't kill yourself, all good things come to those that wait :yep:
Best regards.
Fubar2Niner
brett25
03-06-11, 01:21 PM
one comment regarding the most excellent website-its a little hard to read that Gothic font, I mean its looks awesome, but is not as user friendly, (especially if we need to read technical info).:salute:
reaper7
03-06-11, 01:25 PM
one comment regarding the most excellent website-its a little hard to read that Gothic font, I mean its very cool looking but not as user friendly, (especially if we need to read technical info).:salute:
Any recommendation's on a font.
What do people think keep something gothic looking or go for a plain font type :06:
brett25
03-06-11, 01:32 PM
reaper, IMHO, its mainly because this is an information website and you know the rule of thumb, visitors tend to click away if they have any difficulties navigating or reading the text, etc. My vote would be for clean text, or possibly a Gothic font which has less flourish.:salute:
Hans Witteman
03-06-11, 01:46 PM
Team work at is best:up:
Positive critics are essentials if we want to get to the next level:salute:
Best regards Hans
Yamato_NF
03-06-11, 01:59 PM
THIS is a mod that will be the next GWX :yeah:
keep up the great work! :yep:
P.S. : i am usually on the SH4 Mods worshop, but ive been following this thread for weeks,
if you need any help, PM me! :yep:
Fubar2Niner
03-06-11, 03:29 PM
Any recommendation's on a font.
What do people think keep something gothic looking or go for a plain font type :06:
@reaper7
For my part I love the font, keep it I say mate, and congratulations on some excellent workmanship :salute:
Best regards.
Fubar2Niner
reaper7
03-06-11, 03:47 PM
reaper, IMHO, its mainly because this is an information website and you know the rule of thumb, visitors tend to click away if they have any difficulties navigating or reading the text, etc. My vote would be for clean text, or possibly a Gothic font which has less flourish.:salute:
@reaper7
For my part I love the font, keep it I say mate, and congratulations on some excellent workmanship :salute:
Best regards.
Fubar2Niner
Thanks Guys, I've changed the background from white to a blueish tint. Darkened the Font to stand out more. I'll look for a cleaner font to get the best of both worlds.
Overall changes should look better :yeah:
PS: I've noticed here that while using Chrome that the Gothic font shows ok, but in Internet Explorer the default font shows :)
Anyone else notice this ??
makman94
03-06-11, 03:50 PM
Oh....yes....i can tell that this mod will be very good .... especially at 3d designs ....Hans....simply has no opponent ! this guy is something like Oleg for IL2
after all ...he is a professional (something that some guys tents to...'forget') :up:
for the gui parts ....everything 'runs' normal .... research has almost ended and building has allready started and will be completed soon(it is about 50% completed) . everything till now is design exactly as the real elements of u2a's parts.....i can tell you that Hans is a 'strong' 'boss' and a real 'headache' ....sometimes !! :DL
edit : Reaper ...check your mail :salute:
reaper7
03-06-11, 04:10 PM
Oh....yes....i can tell that this mod will be very good .... especially at 3d designs ....Hans....simply has no opponent ! this guy is something like Oleg for IL2
after all ...he is a professional (something that some guys tents to...'forget') :up:
for the gui parts ....everything 'runs' normal .... research has almost ended and building has allready started and will be completed soon(it is about 50% completed) . everything till now is design exactly as the real elements of u2a's parts.....i can tell you that Hans is a 'strong' 'boss' and a real 'headache' ....sometimes !! :DL
edit : Reaper ...check your mail :salute:
Will do mate :up:
Also changed ghotic font in main text back to Dutch Gothic. Looks muck better than previous.
So I think that now wraps the Site up, well except for content updates that is ;).
Hans Witteman
03-06-11, 04:17 PM
THIS is a mod that will be the next GWX :yeah:
keep up the great work! :yep:
P.S. : i am usually on the SH4 Mods worshop, but ive been following this thread for weeks,
if you need any help, PM me! :yep:
Hi mate,
Great to see an SH4 ambassador in our modest lair:up:
The funny thing is that i am presently finishing a very nice present for the SH4 community as a way from the U-BOOT HAHD team to support you guys:salute:
This will also serve in our mod but is better fit in the Pacific theater:up:
And if you like to pm me with the kind of help you can provide i will appreciate it greatly.
Best regards Hans
reaper7
03-06-11, 04:20 PM
@makman94 Email sent with account details :up:
Hans Witteman
03-06-11, 04:26 PM
Oh....yes....i can tell that this mod will be very good .... especially at 3d designs ....Hans....simply has no opponent ! this guy is something like Oleg for IL2
after all ...he is a professional (something that some guys tents to...'forget') :up:
for the gui parts ....everything 'runs' normal .... research has almost ended and building has allready started and will be completed soon(it is about 50% completed) . everything till now is design exactly as the real elements of u2a's parts.....i can tell you that Hans is a 'strong' 'boss' and a real 'headache' ....sometimes !! :DL
edit : Reaper ...check your mail :salute:
Hi mate,
Thank for the kind words but at interface design i truly suck:har:
Fortunately for us we have you and Reaper who know this better than i do.
Plus our very talented and dedicated team members and eventual others talented artists that will join us soon.
I am totally convinced we will achieve excellence.:salute:
I can't wait to see the first screenies of the interface on website:up:
Best regards Hans
makman94
03-06-11, 04:34 PM
@makman94 Email sent with account details :up:
thank you Reaper ...got it ! yes...site is very good now ,i can read everything easily :up:
.....
Plus our very talented and dedicated team members and eventual others talented artists that will join us soon.
to be honest ...i expect the WHOLE community to join this effort but....hey...this is just ....my expectation !
I am totally convinced we will achieve excellence.:salute:
me too mate :yeah:
I can't wait to see the first screenies of the interface on website:up:
...soon :up:
Hans Witteman
03-06-11, 04:34 PM
Hi reaper,
Mate the tremendous amount of work you did in the past week deserve respect:salute:
Great to see team work dedication of this level it is stimulating every others team members kudos :up:
Best regards Hans
mkIpetrucci
03-06-11, 04:35 PM
Hans, as a suggestion ...Maybe it would be better if you would include in the first message of this thread this one:
http://www.u-boot-hahd.com/ubootwebsite/
By the way, the site looks better and better every day.
Hans Witteman
03-06-11, 04:37 PM
to be honest ...i expect the WHOLE community to join this effort but....hey...this is just ....my expectation !
:up:
I can bet you my soul that even the shipmates that are bashing our works will play it in secret:har:
Best regards Hans
Hans Witteman
03-06-11, 04:38 PM
Hans, as a suggestion ...Maybe it would be better if you would include in the first message of this thread this one:
http://www.u-boot-hahd.com/ubootwebsite/
I am saying that I believe it would be easier for new guys that are willing to find out more information about this magnificent mod to satisfy their curiosity.
By the way, the site looks better and better every day.
Hi mate,
This is what i call wisdom at is pure form i was so busy this week i didn't think of it at all, thousand thank mate will fix that asap:salute:
Edit : It is fix my friend link available on first page.
Best regards Hans
Schwieger
03-06-11, 04:51 PM
I can bet you my soul that even the shipmates that are bashing our works will play it in secret:har:
Best regards Hans
:har::haha:
Yamato_NF
03-06-11, 05:14 PM
Hi mate,
Great to see an SH4 ambassador in our modest lair:up:
The funny thing is that i am presently finishing a very nice present for the SH4 community as a way from the U-BOOT HAHD team to support you guys:salute:
This will also serve in our mod but is better fit in the Pacific theater:up:
And if you like to pm me with the kind of help you can provide i will appreciate it greatly.
Best regards Hans
Your welcome Hans :up:
fitzcarraldo
03-06-11, 05:19 PM
@Hans:
PM for you.
Regards.
Fitzcarraldo :salute:
reaper7
03-06-11, 06:56 PM
Hi reaper,
Mate the tremendous amount of work you did in the past week deserve respect:salute:
Great to see team work dedication of this level it is stimulating every others team members kudos :up:
Best regards Hans
Glad to be of service, once I laid eyes on your Torpedo WIP thread I know you would turn SH3 into a thing of beauty and great depth.
I was only to happy to do something to show off the Mod, and that it deserved :yeah:
Hans, as a suggestion ...Maybe it would be better if you would include in the first message of this thread this one:
http://www.u-boot-hahd.com/ubootwebsite/
By the way, the site looks better and better every day.
All thats needed is :
http://www.u-boot-hahd.com
Look forward to seeing you all on the site. :yeah:
Hans Witteman
03-06-11, 07:04 PM
Glad to be of service, once I laid eyes on your Torpedo WIP thread I know you would turn SH3 into a thing of beauty and great depth.
I was only to happy to do something to show off the Mod, and that it deserved :yeah:
All thats needed is :
http://www.u-boot-hahd.com
Look forward to seeing you all on the site. :yeah:
Hi mate,
Thing are really picking up many offers start to show and unbelievable support, i remember i said in an old thread of mine that SH3 is like the Phoenix it is always reborn:up:
I am so anxious to get to the release date because i am dying to replay a complete campaign with my old gramophone tunes sailing the high sea:salute:
Great thing never get old :yep:
Thank to all and specially our supporters because without them we would be nothing:rock:
Best regards Hans
Schwieger
03-06-11, 07:10 PM
Hi mate,
Thing are really picking up many offers start to show and unbelievable support, i remember i said in an old thread of mine that SH3 is like the Phoenix it is always reborn:up:
I am so anxious to get to the release date because i am dying to replay a complete campaign with my old gramophone tunes sailing the high sea:salute:
Great thing never get old :yep:
Thank to all and specially our supporters because without them we would be nothing:rock:
Best regards Hans
na, congratulate yourself Hans, without you and the team you formed none of this would be possible :D
Hans Witteman
03-06-11, 07:16 PM
na, congratulate yourself Hans, without you and the team you formed none of this would be possible :D
Hi mate,
Thank for your support and also for helping others in thread we really appreciated it since sometime i am so busy i miss to reply to everyone:salute:
Best regards Hans
Schwieger
03-06-11, 08:43 PM
Noticed a typo on the main page where it says "U-BOOT_HAHD is the next Silent hunter 3 Megamod, enlist in the kriegmarine and take control of a fully authentic historically accurate U-boat."
Should be "Kriegsmarine" not "kriegmarine" :salute:
ReallyDedPoet
03-06-11, 08:54 PM
Good luck with your project :yep::up:
Hans Witteman
03-06-11, 10:24 PM
Good luck with your project :yep::up:
Hi mate,
And thank for encouraging the team and tomorrow i will have a very special tribute to Leovampire:up:
Best regards Hans
Hans Witteman
03-06-11, 10:33 PM
Hi shipmates,
How about this Me 109 E in game!:har: Maybe in 200 years if technology go fast enough:haha:
Seriously Makman refer to Oleg from Il2 Sturmovik in an earlier post today and i still play Il2 not recently but was very active a couple years ago.
Last picture show Dolfo Galland in cockpit.
Take notes that those renders are very low quality just quick output and i also forget to unhide the bullet protection plate in Dolfo pic
This Me 109 E will be in mod but only after a drastic polygons reduction and i also have a Heinkel 111-P with same level of detail:up:
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109Engine.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Cockpitinterior.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Dolfoincockpit.jpg
Best regards Hans
Schwieger
03-06-11, 11:03 PM
Wait is that IL-2?
Hans Witteman
03-06-11, 11:19 PM
Wait is that IL-2?
Hi mate,
No it IL-509 in the future:har:
Thank god reincarnation exist so we will be able to play those sim of the future:up:
Best regards Hans
Schwieger
03-06-11, 11:33 PM
Hi mate,
No it IL-509 in the future:har:
Thank god reincarnation exist so we will be able to play those sim of the future:up:
Best regards Hans
:haha::har:
drakkhen20
03-06-11, 11:46 PM
hey Hans just spent a couple hours reading posts. awsome work. love your eye for detail.
:salute:
This Me 109 E will be in mod but only after a drastic polygons reduction and i also have a Heinkel 111-P with same level of detail:up:
Hi Hans,
After two weeks in Russia will release a new game!
The level of graphics it is fantastic!:rock::rock:
http://s46.radikal.ru/i112/1103/b3/043fad8c798b.jpg
http://s13.radikal.ru/i186/1103/1f/b48b2239bfb9.jpg
reaper7
03-07-11, 02:24 AM
Noticed a typo on the main page where it says "U-BOOT_HAHD is the next Silent hunter 3 Megamod, enlist in the kriegmarine and take control of a fully authentic historically accurate U-boat."
Should be "Kriegsmarine" not "kriegmarine" :salute:
Thanks mate, error corrected ;)
Hans Witteman
03-07-11, 08:36 AM
hey Hans just spent a couple hours reading posts. awsome work. love your eye for detail.
:salute:
Hi mate,
Thank for the good words i just love history and i am trying to immortalize those machines before the few last references vanish :up:
Your work is also impressive beautiful skin you are doing if you ever want to join you will be welcome in team:salute:
Best regards Hans
ReallyDedPoet
03-07-11, 08:46 AM
Hi mate,
And thank for encouraging the team and tomorrow i will have a very special tribute to Leovampire:up:
Best regards Hans
Nice to hear this :yep::up:
Hard to believe it has been over three year's since Dave's passing.
He was truly a giant here at SUBSIM, and not just because of his modding.
I think more because he would take the time to help anybody who asked, from the seasoned vet to the first
time poster.
Kpt. Lehmann
03-07-11, 09:41 AM
He was truly a giant here at SUBSIM, and not just because of his modding.
I think more because he would take the time to help anybody who asked, from the seasoned vet to the first
time poster.
Without a doubt, LeoVampire was one of the best people to ever walk these halls.
Rest in peace, Dave.
Hans Witteman
03-07-11, 10:19 AM
Without a doubt, LeoVampire was one of the best people to ever walk these halls.
Rest in peace, Dave.
Hi Kpt. Lehmann,
What an honor for me to have you here you where my first inspiration with the fantastic GWX extension all my respect sir:salute:
Best regards Hans
Hans Witteman
03-07-11, 10:24 AM
Nice to hear this :yep::up:
Hard to believe it has been over three year's since Dave's passing.
He was truly a giant here at SUBSIM, and not just because of his modding.
I think more because he would take the time to help anybody who asked, from the seasoned vet to the first
time poster.
Hi mate,
I agree with you on Dave even if i didn't get to know him i was reading all his posts and learn a lot from him.
Is dedication was astounding and i am trying to be as dedicated as he was but it will be hard to surpass:salute:
Everyone in the community in my sense is adding the essential synergy required to attain such excellence in naval simulation.
Best regards Hans
Hans Witteman
03-07-11, 10:29 AM
Hi Hans,
After two weeks in Russia will release a new game!
The level of graphics it is fantastic!:rock::rock:
Hi mate,
I can't wait to see IL3 but with my modest system i think i won't be able to play it at all maybe if thing get better on the long run i will be able to upgrade as i used to do before:salute:
Best regards Hans
reaper7
03-07-11, 01:04 PM
@ Hans. Hi mate email sent ;)
Hans Witteman
03-07-11, 01:40 PM
@ Hans. Hi mate email sent ;)
Hi mate,
Roger that:up:
More good news today we have another 3d modeler interested in joining our team:yeah:
Even bigger news to come but i can't say a word about it until confirmation:salute:
Keep the spirit in high gear team mates.
Best regards Hans
drakkhen20
03-07-11, 01:58 PM
Hi mate,
Thank for the good words i just love history and i am trying to immortalize those machines before the few last references vanish :up:
Your work is also impressive beautiful skin you are doing if you ever want to join you will be welcome in team:salute:
Best regards Hans
well i'm far from good, but i do what i do when i can. sure id love to join the team where do i sign and what am i doing?:D
:salute:
thoomsn
03-07-11, 02:21 PM
:rock: Hi Hans! :rock:
Just watched your videos and have to say: Am impressed. What's the final goal of this project? A new super realistic supermod? If so, I'm sure all SH3 kaleus of this planet will be your best friends for ever. There are a lot modders out there doing very good stuff but this one really kicks 'cause it pushes REALISM to another high end level (according to the 3d models). I'm a realism freak and therefore enjoy watching "every tiny screw on the bridge". THAT brings some kind of "learn effect" to the people 'cause they really see historical u-boat technology of the 30s and 40s as it was. And if they feel it working (behavoiur of these boats above and under water) it even would be better. Turns it into some kind of naval "docutainment". And I always thought there's nothing more to pull out of this game engine - amazing!
Something else: I saw these very fine waterstream particles in the video. Which video card do you use? Mine (nVidia 8800 Ultra and nVidia GTX 280) displays them always as "snow flakes" which looks stupid. Or did you edit the particle system?
Finally: I hope you'll get all the support worldwide available to finish this the way you want it to be finished.
I wonder where this will end one day. SH 9?
regards
thoomsn
Hans Witteman
03-07-11, 03:13 PM
well i'm far from good, but i do what i do when i can. sure id love to join the team where do i sign and what am i doing?:D
:salute:
Hi mate,
You are modest my friend your work is truly beautiful the only thing that is missing is the shadow and specularity with both your skins would look just great.
And the positive point on joining the team is that you will have access to free video tutorials to enhanced your skills to the level you want:up:
In the videos i cover S3d editor workflow to ease thing regarding exporting re importing, UVW unwrap advanced tutorial, paint program advanced technique for skinning and weathering.
For signing up just wait until i pm you because i am not done yet with the tutorials but soon everything will be setup for everyone in team:salute:
Best regards Hans
Hans Witteman
03-07-11, 03:27 PM
:rock: Hi Hans! :rock:
Just watched your videos and have to say: Am impressed. What's the final goal of this project? A new super realistic supermod? If so, I'm sure all SH3 kaleus of this planet will be your best friends for ever. There are a lot modders out there doing very good stuff but this one really kicks 'cause it pushes REALISM to another high end level (according to the 3d models). I'm a realism freak and therefore enjoy watching "every tiny screw on the bridge". THAT brings some kind of "learn effect" to the people 'cause they really see historical u-boat technology of the 30s and 40s as it was. And if they feel it working (behavoiur of these boats above and under water) it even would be better. Turns it into some kind of naval "docutainment". And I always thought there's nothing more to pull out of this game engine - amazing!
Something else: I saw these very fine waterstream particles in the video. Which video card do you use? Mine (nVidia 8800 Ultra and nVidia GTX 280) displays them always as "snow flakes" which looks stupid. Or did you edit the particle system?
Finally: I hope you'll get all the support worldwide available to finish this the way you want it to be finished.
I wonder where this will end one day. SH 9?
regards
thoomsn
Hi mate,
Thank for the good words.
Our goal is to bring the closest historical content ever made but i am no fool and i know we will eventually reach a tipping point where we cannot push the game engine further. Polygons amount are not the worst ennemy in framerates it is texture that tremendously demand on system but so far with all you saw in video i managed to get a pretty decent framerate with my modest system so there is plenty of room to push further.
The main point is the more memory you have the better the experience but only 2 GB will do fine we also will release a lower specs system version.
Others supermode have 3 time the amount of models and they are capable of running everything smoothly so we can surely push it further on. We are also optimizing a lot of demanding resources like shadow that are baked in our diffuse texture so there is no memory footprint add, that leave us space to improve others aspect.
Also our workflow in texturing was develop over a year of testing to get the maximum detail with the lowest impact on engine.
For your particle question i know that there was a bug with nvidia but i think there is a fix just type nvidia in search you will get lot of answer.
If it doesn't fix it try to force antialias on your video card menu it will look a lot better also.
And take in mind that in U-BOOT HAHD evey particle system are tweak by us and sometime we spend 2 to 3 days just to get the optimum result.
It will be finish i can assure you:salute:
Best regards Hans
fastfranky
03-07-11, 03:40 PM
ahoi mates,
back from short holiday and ready to rumble :D
:salute:
franky
Hans Witteman
03-07-11, 04:09 PM
ahoi mates,
back from short holiday and ready to rumble :D
:salute:
franky
Hi mate,
Welcome back:salute:
Best regards Hans
makman94
03-07-11, 08:18 PM
Hi shipmates,
How about this Me 109 E in game!:har: Maybe in 200 years if technology go fast enough:haha:
Seriously Makman refer to Oleg from Il2 Sturmovik in an earlier post today and i still play Il2 not recently but was very active a couple years ago.
Last picture show Dolfo Galland in cockpit.
Take notes that those renders are very low quality just quick output and i also forget to unhide the bullet protection plate in Dolfo pic
This Me 109 E will be in mod but only after a drastic polygons reduction and i also have a Heinkel 111-P with same level of detail:up:
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109Engine.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Cockpitinterior.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Dolfoincockpit.jpg
Best regards Hans
Hans...i will tell you a 'secret' ! you are not surprising me anymore !!:D
i saw everything that i needed to see .... now that you will get help from another one 3d designer...things will roll a lot faster and i am guessing new items maybe will be added . ;)
Hans Witteman
03-07-11, 11:22 PM
Hans...i will tell you a 'secret' ! you are not surprising me anymore !!:D
i saw everything that i needed to see .... now that you will get help from another one 3d designer...things will roll a lot faster and i am guessing new items maybe will be added . ;)
Hi mate.
Surely thing will improve as the team get organized the minute i'm done with what i am doing we will get once a week a chat meeting for all team members to see the thing we can ameliorate in our workflow and also to take the pulse of our advancement.
So it would be a good idea to know each members time zone so please team mates post your time zone so we can fix an hour that will fit everybody.
Great stuff around the corner stay tuned folks:salute:
Best regards Hans
reaper7
03-08-11, 02:26 AM
Hi mate.
Surely thing will improve as the team get organized the minute i'm done with what i am doing we will get once a week a chat meeting for all team members to see the thing we can ameliorate in our workflow and also to take the pulse of our advancement.
So it would be a good idea to know each members time zone so please team mates post your time zone so we can fix an hour that will fit everybody.
Great stuff around the corner stay tuned folks:salute:
Best regards Hans
(UTC) Dublin, Edinburgh, Lisbon, London
Robin40
03-08-11, 04:03 AM
Hi shipmates,
How about this Me 109 E in game!:har: Maybe in 200 years if technology go fast enough:haha:
Seriously Makman refer to Oleg from Il2 Sturmovik in an earlier post today and i still play Il2 not recently but was very active a couple years ago.
Last picture show Dolfo Galland in cockpit.
Take notes that those renders are very low quality just quick output and i also forget to unhide the bullet protection plate in Dolfo pic
This Me 109 E will be in mod but only after a drastic polygons reduction and i also have a Heinkel 111-P with same level of detail:up:
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Me109Engine.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Cockpitinterior.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Dolfoincockpit.jpg
Best regards Hans
Hi mate,
I have to rebuke you for lacking details
There is no smoke out of Galland's cigar:DL
:D
Bloody right, please addd HD-Smoke!:03:
JK!
Hans Witteman
03-08-11, 09:25 AM
Hi mate,
I have to rebuke you for lacking details
There is no smoke out of Galland's cigar:DL
:har:
SkyBaron
03-09-11, 11:54 PM
This mod will be the best Christmas 2011 present for SH3! :DL j/k! It looks awesome so far! :woot:Congrats to the team!
Schwieger
03-10-11, 12:42 AM
This mod will be the best Christmas 2011 present for SH3! :DL j/k! It looks awesome so far! :woot:Congrats to the team!
:har::haha:
As long as its here before the world ends next year :haha:
http://www.filmfetish.com/wp-stuff/fetish_uploads/2009/11/doomsday2012.jpg
Hans Witteman
03-10-11, 09:03 AM
Hi shipmates,
Sorry if i didn't answer or reply to mail i was experiencing problem with my system, everything is now fix :up:
Can someone tell me the fastest way to spawn a ship i think it is done with the mission editor??
I know the museum but that not what i want i need it to be near the Wilhelmshaven harbor.
Best regards Hans
reaper7
03-10-11, 12:27 PM
Yes the Mission Editor is the best way. Any particular ship or movement required?
I can knock up a simple test one if you need, just supply location, ship type, and direction and speed if needed (Or docked) :up:.
Hans Witteman
03-10-11, 01:06 PM
Yes the Mission Editor is the best way. Any particular ship or movement required?
I can knock up a simple test one if you need, just supply location, ship type, and direction and speed if needed (Or docked) :up:.
Hi mate,
What i want is to spawn my new Fletcher destroyer near Wilhelmshaven so i can go to record video of it?
I try going around the american coast last night but the only destroyer that was spawn were clemson class, so what step to take to see our new baby?
Best regards Hans
Hans Witteman
03-10-11, 01:09 PM
Hi mate,
Sorry i didn't reply to your mail question but for some reason i cannot access that email profile after system failure 2 days ago.
Will try to fix that later on today,
Best regards Hans
reaper7
03-10-11, 01:30 PM
Had a guess that may be what you wanted. So I went a head and created one.
Its available in the Members section of our website :up:
Its JGSME Ready.
EDIT: Remade it, just some small changes like initial speed and objective discription.
(Fletcher is steaming straight into Wilhelmshaven harbor from the Right hand side).
Hi mate,
Sorry i didn't reply to your mail question but for some reason i cannot access that email profile after system failure 2 days ago.
Will try to fix that later on today,
Best regards Hans
@ Makman and Hanns. Hi Makman94 if you resend that mail to hans@u-boot-hahd.com then Hans can access it via Google mail.
Hans Witteman
03-10-11, 03:04 PM
Had a guess that may be what you wanted. So I went a head and created one.
Its available in the Members section of our website :up:
Its JGSME Ready.
EDIT: Remade it, just some small changes like initial speed and objective discription.
(Fletcher is steaming straight into Wilhelmshaven harbor from the Right hand side).
@ Makman and Hanns. Hi Makman94 if you resend that mail to hans@u-boot-hahd.com then Hans can access it via Google mail.
Hi mate
Thank for the help but i was not able to login on website with the info you provided me in mail maybe it's my mistake?
Best regards Hans
reaper7
03-10-11, 03:27 PM
Hi mate
Thank for the help but i was not able to login on website with the info you provided me in mail maybe it's my mistake?
Best regards Hans
Just redone site access login, just in case I had an error in your login:
Username = hans
Password = One provided in the email
Hans Witteman
03-10-11, 08:13 PM
Just redone site access login, just in case I had an error in your login:
Username = hans
Password = One provided in the email
Hi mate,
Ok will try it tonight:up: If the snow storms can ceased it will help me a lot we had 2 big storm in 3 days i hate winter:down:
Edit: Hi mate, thing work perfectly for the login i have great fun now chatting with myself ah ah ah
Best regards Hans
brett25
03-10-11, 08:36 PM
Hi Hans, Maybe its good if we add the website link to our signatures. When I need a good boost of inspiration I like to go to the website, and Im sure others on the forum will get a boost too when they see whats coming down the road for them:salute:
ReallyDedPoet
03-10-11, 09:16 PM
You should just link your site directly to your sig. pic, looks much cleaner ( see below ). Most folks will figure it out, meaning scrolling over your pic to go to the site. You guys seem pretty handy at that sort of thing, so setting it up would be fairly easy.
http://www.idylwilde.net/SH3/Brettsignature (http://www.u-boot-hahd.com/ubootwebsite/)
Just a suggestion :yep:
Hans Witteman
03-10-11, 09:42 PM
Hi Hans, Maybe its good if we add the website link to our signatures. When I need a good boost of inspiration I like to go to the website, and Im sure others on the forum will get a boost too when they see whats coming down the road for them:salute:
Hi mate,
Excellent idea link will be add under mine and for inspiration you will get a very big boost tomorrow:up:
A little more patience and we will have a superb addition in video, screenies and work for you and reaper:salute:
Best regards Hans
Hans Witteman
03-10-11, 09:44 PM
You should just link your site directly to your sig. pic, looks much cleaner ( see below ). Most folks will figure it out, meaning scrolling over your pic to go to the site. You guys seem pretty handy at that sort of thing, so setting it up would be fairly easy.
Just a suggestion :yep:
Hi mate,
That what i call the wisdom touch of the day:up:
Best regards Hans
ReallyDedPoet
03-10-11, 10:23 PM
Hi mate,
That what i call the wisdom touch of the day:up:
Best regards Hans
No problem, thanks :up:
postalbyke
03-10-11, 11:56 PM
I tried out the Fletcher scenario, too bad it didn't include the updated (repainted, remodeled) destroyer... But at least I shot at it with HAHD torpedos :D
Everybody, keep up the good work! I can't wait for the pics and videos to come from that scenario on your end! :D *giddy with excitement* :D
Hans Witteman
03-11-11, 12:25 AM
I tried out the Fletcher scenario, too bad it didn't include the updated (repainted, remodeled) destroyer... But at least I shot at it with HAHD torpedos :D
Everybody, keep up the good work! I can't wait for the pics and videos to come from that scenario on your end! :D *giddy with excitement* :D
Hi mate,
Tomorrow my friend a brand new fletcher with camo measure 31 nothing less with exact color:woot:
So far in all my career this skin was the most challenging i ever attempt but i love that:salute:
Best regards Hans
brett25
03-11-11, 12:48 AM
ou should just link your site directly to your sig. pic,very cool reallydeadpoet, took me a few tries but I got it.
That what i call the wisdom touch of the day:up::yeah:
A little more patience and we will have a superb addition in video, screenies and work for you and reaper:salute:in the meantime I must spend my time drooling at the beautiful website:D
reaper7
03-11-11, 02:42 AM
Hi Hans, Maybe its good if we add the website link to our signatures. When I need a good boost of inspiration I like to go to the website, and Im sure others on the forum will get a boost too when they see whats coming down the road for them:salute:
Great suggestion mate, signature updated. :D
I tried out the Fletcher scenario, too bad it didn't include the updated (repainted, remodeled) destroyer... But at least I shot at it with HAHD torpedos :D
Everybody, keep up the good work! I can't wait for the pics and videos to come from that scenario on your end! :D *giddy with excitement* :D
Hi mate,
Tomorrow my friend a brand new fletcher with camo measure 31 nothing less with exact color:woot:
So far in all my career this skin was the most challenging i ever attempt but i love that:salute:
Best regards Hans
:haha: Good shooting postalbyk, It will be tougher to send a torp into the newly skinned Fletcher - it will look to good :up:
reaper7
03-11-11, 09:20 AM
@ Brett25. Took your suggestion further on the Signatures. And after some Photoshop manipulation merged all 3 signatures and still have both linking to there corresponding websites :yeah:
brett25
03-11-11, 12:13 PM
And after some Photoshop manipulation merged all 3 signatures and still have both linking to there corresponding websites :yeah:
very cool reaper:rock:
Schwieger
03-11-11, 12:19 PM
Hi mate,
Tomorrow my friend a brand new fletcher with camo measure 31 nothing less with exact color:woot:
So far in all my career this skin was the most challenging i ever attempt but i love that:salute:
Best regards Hans
:D
Can't wait
Hans Witteman
03-11-11, 12:58 PM
:D
Can't wait
Hi mate,
How about a pre screenie at night??:har:
Best regards Hans
reaper7
03-11-11, 01:10 PM
Hi mate,
How about a pre screenie at night??:har:
Best regards Hans
Is that with or without the lens cap removed :haha:
Schwieger
03-11-11, 01:25 PM
Is that with or without the lens cap removed :haha:
:haha::har:
Hans Witteman
03-11-11, 02:34 PM
Hi shipmates,
Just a little update on the fletcher, i am almost done only 3 5 inch turret camo to apply and it is finish.
After this is done i will have to clone 5 5 inches turret in the Guns.dat so the camo is apply to all 5 differently.
Later i will try to find a better way because with this method it is adding 5 different turrets to the amount of polygons .
I have to do this because the way the guns are call by the files i mean i can't make 1 single turret to call 5 different textures so far but there must be some way to do it.
Best regards Hans
brett25
03-11-11, 02:47 PM
Hi Hans, could you have different UV layouts for each turret using the same texture map?
Hans Witteman
03-11-11, 06:33 PM
Hi Hans, could you have different UV layouts for each turret using the same texture map?
Hi mate,
I already tough about this one but i'm afraid it won't work the way the engine manage the textures but i will surely give it a try:up:
I would also like to know more about how the engine is managing the instance object and lod?
Best regards Hans
Madox58
03-11-11, 06:57 PM
You CAN use one 3D model any number of times and assign it different textures as you wish!
:yep:
This assigning of one 3D model to represent 7 different sections was done in GWX 2 and up!
:DL
http://i108.photobucket.com/albums/n12/privateer_2006/Army_Sea-Fort.jpg
They all use the same textures in GWX but they CAN be changed at will in the dat.
That's how I built it to work!
As Gun turrets don't need a massive texture?
It's a simple trick to pull off with little system impact.
:03:
brett25
03-11-11, 07:26 PM
his assigning of one 3D model to represent 7 different sections was done in GWX 2 and up!and its thanks to guys like you, privateer, that we have the Grey Wolves Extension mod, I dont know what Sh3 would be without it:salute:
Madox58
03-11-11, 07:29 PM
That Unit was built BEFORE S3D came along!
:o
All Hex work!
It's so much easier to do things like this now.
:yep:
Hans Witteman
03-11-11, 08:23 PM
That Unit was built BEFORE S3D came along!
:o
All Hex work!
It's so much easier to do things like this now.
:yep:
Hi mate,
Thank for replying but this is done on static objects have you tried it on a gun turret from ship like destroyer?
Normally any game engine support instance geometry but i don't know how the engine is handling those because you can load only 1 model and reuse it as instance to get some polygons off the load.
But instance are using the same texture i might be wrong but i will try this tonight, i will save my 5 distincts UVW layout and make the engine calling them by channel order because when you put your texture in s3d editor the first texture get number 1,2,3,4,5 etc.
Best regards Hans
Madox58
03-11-11, 08:28 PM
Hans,
It works on any object placed in a dat!
The files are there to look at. Have been for YEARS.
And yes I have built other things this way and they use different textures as I see fit to call them.
I don't release all the crazy things I build.
But I know what I'm talking about in this area.
Take it as you wish or not.
Hans Witteman
03-11-11, 08:32 PM
Hans,
It works on any object placed in a dat!
The files are there to look at. Have been for YEARS.
And yes I have built other things this way and they use different textures as I see fit to call them.
I don't release all the crazy things I build.
But I know what I'm talking about in this area.
Take it as you wish or not.
Hi mate,
Like i say i will give it a try tonight thank:up:
Best regards Hans
Hans Witteman
03-11-11, 09:52 PM
Hi again shipmates,
I think my English is really not enough sometime to clearly explain stuff.
Ok another try, the Fletcher have 5 gun turret 5 inches they all referring to the 5InchSingleT in guns.dat.
The fletcher have node on deck refering to the Eqp files of the Fletcher here the name :
cfg#M01_NDD_Fletcher
cfg#M02_NDD_Fletcher
cfg#M03_NDD_Fletcher
cfg#M04_NDD_Fletcher
cfg#M05_NDD_Fletcher
But those node have no texture link to them because they are only placeholder for guns.
Here the Eqp file naming :
[Equipment 1]
NodeName=M01
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231
[Equipment 2]
NodeName=M02
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231
[Equipment 3]
NodeName=M03
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231
[Equipment 4]
NodeName=M04
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231
[Equipment 5]
NodeName=M05
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231
Even if i use multiple texture channel for the 5InchSingleT in Guns.dat
how can i make them calling those texture channel??
The game load the same gun as multiple instances for each one of them but they all have 1 single texture i mean i hope i'm clear enough that i cannot see how could the same gun load other texture channel for gun turret 2,3,4,5??
The way they are used by the Fletcher make me wonder how can i do it without loading 5 differents turrets models?
Look carefully because i know my way with materials and s3d some models have different kind of files structures.
Hope it is better explain now:har:
Best regards Hans
reaper7
03-12-11, 06:26 AM
@ Hans. Updated the Fletcher Single-mission. Fletcher will now navigate through Harbour without hitting wall :doh: Should be better for making your vid now :up:.
Hans Witteman
03-12-11, 08:35 AM
@ Hans. Updated the Fletcher Single-mission. Fletcher will now navigate through Harbour without hitting wall :doh: Should be better for making your vid now :up:.
Hi mate,
Thank:up:
Will make the video this afternoon:salute:
Best regards Hans
A new Video?? Really! Cool. eagerly awaiting. :up:
Fubar2Niner
03-12-11, 10:44 AM
More vids ? ........... Can't wait! Kudos Hans and team :salute:
Best regards.
Fubar2Niner
Hans Witteman
03-12-11, 11:17 AM
Hi mate,
I am ready to record the video of the Fletcher but can you tell me where i can set the time of the day in mission editor because it is at dawn when i load it or maybe it is random like in campaign?
Best regards Hans
Hans Witteman
03-12-11, 11:20 AM
Hi mate,
Can you report to BDU just to see if you are still alive?:salute:
Best regards Hans
Madox58
03-12-11, 11:48 AM
You don't need extra UV channels.
Note that Tower 4 is now useing a different texture.
http://i108.photobucket.com/albums/n12/privateer_2006/Texture-tricks.jpg
:cool:
reaper7
03-12-11, 01:12 PM
Hi mate,
I am ready to record the video of the Fletcher but can you tell me where i can set the time of the day in mission editor because it is at dawn when i load it or maybe it is random like in campaign?
Best regards Hans
Sure easiest method is to edit the mission with notepad.
Open up fletcher.mis and edit the highlighted:
[Mission]
Title=Where did he come from ???
MissionType=0
MissionDataType=0
Year=1941
Month=11
Day=25
Hour=16
Minute=0
Fog=1
FogRand=1
Clouds=1
CloudsRand=1
Precip=1
PrecipRand=0
WindHeading=25
WindSpeed=9.000000
WindRand=1
WeatherRndInterval=5
SeaType=0
Briefing=Wilhelmshaven, November 1941
BRIEFING
Well what do you know, those checky Yanks have slipped a DD Fletcher past our defences.
Looks like they've infiltritaed our base and are rubbing our noses in it.
All we have to hand is a lone battle beaten Type IIA, Get to it before they detect and sink us, then put a torp in that American Destroyer.
BDU Out..
PRIMARY OBJECTIVE|Sink the Fletcher Class Destroyer
You can change all the variable for all vessels etc from within notepad this way :)
I'll re-upload the mission with ideal weather and visibilty conditions in 5mins :)
EDIT: V2.1 of the mission uploaded - Optimized weather
Hans Witteman
03-12-11, 01:19 PM
You don't need extra UV channels.
Note that Tower 4 is now useing a different texture.
:cool:
Hi mate,
I understand what you show with the seafort but i tried it on turret for the Fletcher and it doesn't work probably because different files structure or the way the Fletcher managed the instances guns.
It is a possibility that the only option will be to have 5 differents turrets models to get each one displaying a unique texture.
If i am wrong just show me the same result on the Fletcher turret like each one with a different color just plain color will do because it is fast and easy to do
Edit: I just open the LAA maunsell2,dat and it is exactly what i though not the same file structure on the LAA maunsell2 each tower have it own 3d node so it is easy to assign any different texture to it but on the Fletcher guns it is a different story unfortunatly.
:salute:
Best regards Hans
Hans Witteman
03-12-11, 01:21 PM
Sure easiest method is to edit the mission with notepad.
Open up fletcher.mis and edit the highlighted:
I'll re-upload the mission with ideal weather and visibilty conditions in 5mins :)
Hi mate,
Thank for the mission editor because i am not to familiar with it so far:salute:
Best regards Hans
SquareSteelBar
03-12-11, 01:49 PM
Is somebody interested in a german translated SH3 MissionEditor ?
Madox58
03-12-11, 01:52 PM
Hi mate,
I understand what you show with the seafort but i tried it on turret for the Fletcher and it doesn't work probably because different files structure or the way the Fletcher managed the instances guns.
It is a possibility that the only option will be to have 5 differents turrets models to get each one displaying a unique texture.
If i am wrong just show me the same result on the Fletcher turret like each one with a different color just plain color will do because it is fast and easy to do
Edit: I just open the LAA maunsell2,dat and it is exactly what i though not the same file structure on the LAA maunsell2 each tower have it own 3d node so it is easy to assign any different texture to it but on the Fletcher guns it is a different story unfortunatly.
:salute:
Best regards Hans
One 3D model of the Turret assigned to 2 different Nodes in the same dat.
Each uses a different texture.
http://i108.photobucket.com/albums/n12/privateer_2006/Texture-tricks-made-easy.jpg
:yep:
Hans Witteman
03-12-11, 02:06 PM
One 3D model of the Turret assigned to 2 different Nodes in the same dat.
Each uses a different texture.
:yep:
Hi mate,
Thank for showing the result but i am still confused about the EQU cfg do i have to point each single node of the turret in the EQU cfg?
And by cloning these nodes will they be interpreted as instances by the engine?
Best regards Hans
Madox58
03-12-11, 02:14 PM
As I did a quick renameing of the New Node in the guns.dat file,
The eqp file must call the new Gun Node yes.
Here's the eqp calls.
[Equipment 1]
NodeName=M01
LinkName=381mm_Regia_B
StartDate=19380101
EndDate=19480601
[Equipment 2]
NodeName=M02
LinkName=381mm_Regia_B1
StartDate=19380101
EndDate=19480601
381mm_Regia_B1 is the New Node.
But both use the same 3D model.
You'd need to add to the sim and zon files also to make it workable in Game.
On loading the Game, only 1 3D Model is loaded.
On rendering a view, I'm sure the Game would build however many versions are called.
Just like haveing 3 of the same ships in view.
1 Model, 3 instances.
And there is a precedent of this technique in Stock SH3.
I don't remember where.
All I did was take it to an extreme.
Hans Witteman
03-12-11, 03:18 PM
As I did a quick renameing of the New Node in the guns.dat file,
The eqp file must call the new Gun Node yes.
Here's the eqp calls.
[Equipment 1]
NodeName=M01
LinkName=381mm_Regia_B
StartDate=19380101
EndDate=19480601
[Equipment 2]
NodeName=M02
LinkName=381mm_Regia_B1
StartDate=19380101
EndDate=19480601
381mm_Regia_B1 is the New Node.
But both use the same 3D model.
You'd need to add to the sim and zon files also to make it workable in Game.
On loading the Game, only 1 3D Model is loaded.
On rendering a view, I'm sure the Game would build however many versions are called.
Just like haveing 3 of the same ships in view.
1 Model, 3 instances.
And there is a precedent of this technique in Stock SH3.
I don't remember where.
All I did was take it to an extreme.
Hi mate,
Ok now it is getting interesting a thousand thank mate without you i would be struggling the rest of the day:up:
And it give me new idea to optimized to the max my new interior:salute:
I know some time my English is not enough to express myself so sorry for the language barrier.
Best regards Hans
Madox58
03-12-11, 03:37 PM
It's no problem Hans.
:yep:
I was a bit surprise many did not take advantage of this technique long ago!
:o
It certainly has many advantages if applied correctly and with some imagination.
:03:
For instance,
Any Turret could have adaptive textures based on the year to match the Ships texture.
You just create the Sub Nodes with unique names and textures and do the eqp stuff!
As you do not need a 1024 X 1024 texture for the Turrets?
Multiple textures are better then multiple 3D Models.
As you would be doing the textures anyway!
Taken to extreme effects?
It's a system demand lowering technique.
When GWX 4 for SH4 was under process?
We actually discussed, and started, building Library files for ship parts.
So each Ship would not have an anchor in it's model for example.
But a node to place the anchor which would be called by the eqp.
So total Verts would drop drastically at Game loading!
Imagine the total saveings when Masts and such were done this way!
:o
Hans Witteman
03-12-11, 03:59 PM
It's no problem Hans.
:yep:
I was a bit surprise many did not take advantage of this technique long ago!
:o
It certainly has many advantages if applied correctly and with some imagination.
:03:
For instance,
Any Turret could have adaptive textures based on the year to match the Ships texture.
You just create the Sub Nodes with unique names and textures and do the eqp stuff!
As you do not need a 1024 X 1024 texture for the Turrets?
Multiple textures are better then multiple 3D Models.
As you would be doing the textures anyway!
Taken to extreme effects?
It's a system demand lowering technique.
When GWX 4 for SH4 was under process?
We actually discussed, and started, building Library files for ship parts.
So each Ship would not have an anchor in it's model for example.
But a node to place the anchor which would be called by the eqp.
So total Verts would drop drastically at Game loading!
Imagine the total saveings when Masts and such were done this way!
:o
Hi mate,
Indeed it finally explain how instances nodes are working in s3d editor and it is a crucial part of optimizing this should be put in a sticky somewhere for others modders to see:up:
The obscure part for me was when you clone the turret you just remap id for it and you delete the 3d node model to get an instance of the original, but you have no way to know it inside s3d editor.
I was even surprised to see the 3d model after i deleted the 3d object node:o
Eh eh the important is that it is now much clearer and OP please put this info somewhere for the modders:salute:
Best regards Hans
Madox58
03-12-11, 04:02 PM
S3D does show the 3D model assigned.
It's ID is located above where you see the textures assigned.
:03:
ctrl and click to edit.
Now when I built the Munsell?
There was no S3D.
It was all done in Hex which means I spent WEEKS just to get things placed.
I could now do the whole project in a day with S3D.
reaper7
03-12-11, 04:52 PM
http://i108.photobucket.com/albums/n12/privateer_2006/Texture-tricks-made-easy.jpg
Wow excellent Privateer, that sure gonna make these re-texture jobs interesting. :yeah:
Madox58
03-12-11, 05:00 PM
Hi reaper,
It should make textureing for the stuff easy.
All use the same UV's so you just repaint as you want!
As each texture is seperate?
You also control Specular and Diffuse settings.
You end up with a wider range of things you can do.
AND each object done this way allows additional details to be added as you wish.
As I've said many times over the years?
It's a totally wide open way to do some really killer stuff!
:yep:
Hans Witteman
03-12-11, 06:52 PM
Hi shipmates,
Very interesting stuff had been post today thank to privateer for the knowledge he shared with us:yeah:
Another issue arise in my mind after all that, does the engine capable of handling mirror object also as an example the engine are identical on both side but the only way to show them correctly is to mirror them in the X axis so i wonder if it was implemented in the engine? If not then the only option is a complete new model even if they are identical because rotating them wont get us the mirror effect.
Best regards Hans
Madox58
03-12-11, 07:39 PM
Mirroring can be done but is very limited in scope.
You can not take half a ship hull and mirror it as an example.
The 3D placement of verts does not allow this.
But you could mirror half of anything round.
Say the depth Charge Barrells maybe.
Hans Witteman
03-12-11, 08:02 PM
Mirroring can be done but is very limited in scope.
You can not take half a ship hull and mirror it as an example.
The 3D placement of verts does not allow this.
But you could mirror half of anything round.
Say the depth Charge Barrells maybe.
Hi again mate,
That what i tough so for this one the only way is a second 3d object at least we can use same texture for both side.
Don't despair team mates i'm almost done i just under estimated the amount of work it was to build a new model with texture and recording the job on video but at last the team will be equip with top tutorial content so even eventual new team members will benefit from it:up:
Best regards Hans
Madox58
03-12-11, 08:24 PM
IF you get creative with building things and assigning textures?
The engines could use some mirroring to reduce verts and faces.
As could many things in Game.
It really comes down to 3D and import skills by the builder.
As 'kit bashing' was the standard for so long?
Many never looked at any advanced way of modeling let alone
advanced manipulation of the dats.
S3D made it easier but again, many do not have the skill set or knowledge
to go the advanced route and pull this type of work off.
It is a bit hard to get the hang of it.
(As you have well seen :D)
But once it's understood?
It's like WTF was I thinking?
:haha:
This lesson should also be applied to animations.
What you think you know and what is actually able to be done are 2 different things!
You'll note that aside from the Life Boat mod?
I've not seen an original animation placed in Game in any major way.
Adjustments to standard animations yes.
But totally new one offs?
No.
The structure is very well known and defined and easy to do as far as animation work.
Hans Witteman
03-12-11, 08:44 PM
IF you get creative with building things and assigning textures?
The engines could use some mirroring to reduce verts and faces.
As could many things in Game.
It really comes down to 3D and import skills by the builder.
As 'kit bashing' was the standard for so long?
Many never looked at any advanced way of modeling let alone
advanced manipulation of the dats.
S3D made it easier but again, many do not have the skill set or knowledge
to go the advanced route and pull this type of work off.
It is a bit hard to get the hang of it.
(As you have well seen :D)
But once it's understood?
It's like WTF was I thinking?
:haha:
This lesson should also be applied to animations.
What you think you know and what is actually able to be done are 2 different things!
You'll note that aside from the Life Boat mod?
I've not seen an original animation placed in Game in any major way.
Adjustments to standard animations yes.
But totally new one offs?
No.
The structure is very well known and defined and easy to do as far as animation work.
Hi mate,
Yes indeed it is sometime very tedious work to accomplish small thing but the reward to see it in game after is close to Nirvana;)
I know there is a whole world of possibility with S3d and i didn't have time yet to test all the available controllers but will do after the workload get easier on my shoulder.
For animation i will concentrated on that later on because i have some nice stuff in mind but for now i need to give the team the stuff they need to start their work.
Thank again mate this thread was pure gold recently for advanced and even novice modders:salute:
Best regards Hans
Kpt. Lehmann
03-13-11, 12:12 AM
Hi Kpt. Lehmann,
What an honor for me to have you here you where my first inspiration with the fantastic GWX extension all my respect sir:salute:
Best regards Hans
Thank you for the kind words, Hans. Good luck with your project. :)
Hans Witteman
03-13-11, 12:22 AM
Thank you for the kind words, Hans. Good luck with your project. :)
Hi Kpt.Lehmann,
We will just try to follow your legacy of excellence and dedication with the same fervor:salute:
I can remember my first mission in scapa flow with GWX and what a night that was i had so much fun and all the magnificent features you guys have implemented this was something:up:
Best regards Hans
Schwieger
03-13-11, 12:44 AM
Can we expect screenshots anytime soon Hans? :har::haha:
Hans Witteman
03-13-11, 09:30 AM
Can we expect screenshots anytime soon Hans? :har::haha:
Hi mate,
Yes my friend i was supposed to do that yesterday but some technical stuff had to be fix.
Should be in for today:salute:
By the way can someone tell me if the MK torpedoes tube launcher is working in game or is it purely aesthetic?
Best regards Hans
Echolot
03-13-11, 11:24 AM
Is somebody interested in a german translated SH3 MissionEditor ?
Yes, me.
@HAHD-Team:
Nice vids and shots at the hahd page. :yeah:
And thank you for the Torpedo_HAHD-Mod. Fantastic work.
Greets from Germany.
:ping:
Hans Witteman
03-13-11, 01:19 PM
Yes, me.
@HAHD-Team:
Nice vids and shots at the hahd page. :yeah:
And thank you for the Torpedo_HAHD-Mod. Fantastic work.
Greets from Germany.
:ping:
You are welcome mate we do it all because of you guys:up:
Keep the spirit in high gear:salute:
Best regards Hans
Hans Witteman
03-13-11, 01:21 PM
Better report to BDU soon or your next permission will be suspend:har:
Best regards Hans
mkIpetrucci
03-13-11, 01:37 PM
Quoting from U-Boot_HAHD site:
"U-boat type included : TypIIA,C,D, VIIC, VIIC41, IX-B, IX-C/40"
From that should I understand that IXD2 (my personal favorite U-boat type to play with in SHIII) and XXI types will not be taken into consideration into the megamod?
Hans Witteman
03-13-11, 03:04 PM
Quoting from U-Boot_HAHD site:
"U-boat type included : TypIIA,C,D, VIIC, VIIC41, IX-B, IX-C/40"
From that should I understand that IXD2 (my personal favorite U-boat type to play with in SHIII) and XXI types will not be taken into consideration into the megamod?
Hi mate,
Probably they will be made but expect them very late in 2011 maybe just before the end of days:har:
Best regards Hans
Hans Witteman
03-13-11, 03:09 PM
Hi shipmates,
For those craving to see some screenies :
That why i'm a little bit late to release the Fletcher video:up:
I made the Mk/14 version of torpedoes launcher because M/15 was the version to protect from the 5 inches deck gun proximity so M/15 is with a blastshield and MK/14 without.
Also since i completely revamp the Fletcher i tough that the ship deserved better searchlight those GE 36.
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Mk14.jpg
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Ge36.jpg
The Fletcher is coming :salute:
Best regards Hans
brett25
03-13-11, 03:54 PM
superb Hans, really nice:yeah: Its amazing you can get all these poly's into the game:woot:
mkIpetrucci
03-13-11, 03:58 PM
Hi mate,
Probably they will be made but expect them very late in 2011 maybe just before the end of days:har:
Best regards Hans
Thank you, Hans!
I understand, it's probably a huge very time consuming work anyway only for those types that will be in the megamod and also, it would have been too close to "perfect" to treat all the U-Boat types in the same detailed manner, so I am saying that any work that you're making into this area is very good, in any quantity.
I've wanted to say one more thing: Since this megamod seems to be the most interesting, realistic and historical oriented that has arised on the "SHIII workshop", I've thought and also expected somehow (my bad, I guess ...) that a larger number of modders should have been interested in your team's work and that they would have joined and help U-BOOT_HAHD team into a common and organized effort (comparable to GWX way of working). Seeing that there are a lot of talented people (outside your team) that are creating their personal mods that will not be (probably ever) implemented into a megamod it's a shame, in my opinion. Just watching the movies uploaded on youtube and seeing the screenshots on your website I can firmly say that you have the best and the most impressive "résumé" and presentation that you can have and of course, with that, becoming attractive to simple users and also to modders. Of course, everyone is free to take their own choices, especially when we are talking about non-paid work, but I believe it would have been way much more constructive if the efforts of as much as possible SHIII modders should have been "centralized", and their work would have followed a common (and compatible in terms of gameplay) path and goal. In other words, I feel that U-BOOT_HAHD team doesn't seem to have in this moment the support they really need and deserve from the SHIII modders community.
I hope I didn't offended anyone with the things I've said, because I have a lot of respect for ALL the SHIII and SH4 modders that are dedicating their time and efforts only for some of us to enjoy playing a better SHIII and SH4 and I wish them all the best!
Schwieger
03-13-11, 04:15 PM
Looking good Hans! :D
Hans Witteman
03-13-11, 05:16 PM
superb Hans, really nice:yeah: Its amazing you can get all these poly's into the game:woot:
Hi mate,
Thank and don't worry for the poly i have an escape hatch i mean i have a high res, med, low res version of each model i always work this way so at the end if i see the engine is suffering i will load the low res models for less important features:up:
Don't despair mate the videos are coming also:salute:
Best regards Hans
Hans Witteman
03-13-11, 05:17 PM
Looking good Hans! :D
Thank mate more to come:up:
Best regards Hans
Hans Witteman
03-13-11, 05:31 PM
Thank you, Hans!
I understand, it's probably a huge very time consuming work anyway only for those types that will be in the megamod and also, it would have been too close to "perfect" to treat all the U-Boat types in the same detailed manner, so I am saying that any work that you're making into this area is very good, in any quantity.
I've wanted to say one more thing: Since this megamod seems to be the most interesting, realistic and historical oriented that has arised on the "SHIII workshop", I've thought and also expected somehow (my bad, I guess ...) that a larger number of modders should have been interested in your team's work and that they would have joined and help U-BOOT_HAHD team into a common and organized effort (comparable to GWX way of working). Seeing that there are a lot of talented people (outside your team) that are creating their personal mods that will not be (probably ever) implemented into a megamod it's a shame, in my opinion. Just watching the movies uploaded on youtube and seeing the screenshots on your website I can firmly say that you have the best and the most impressive "résumé" and presentation that you can have and of course, with that, becoming attractive to simple users and also to modders. Of course, everyone is free to take their own choices, especially when we are talking about non-paid work, but I believe it would have been way much more constructive if the efforts of as much as possible SHIII modders should have been "centralized", and their work would have followed a common (and compatible in terms of gameplay) path and goal. In other words, I feel that U-BOOT_HAHD team doesn't seem to have in this moment the support they really need and deserve from the SHIII modders community.
I hope I didn't offended anyone with the things I've said, because I have a lot of respect for ALL the SHIII and SH4 modders that are dedicating their time and efforts only for some of us to enjoy playing a better SHIII and SH4 and I wish them all the best!
Hi mate,
Don't worry for the amount of detail for the U-Boat because the way our mod will work you will never have all high detail boats load at the same time. The way our mod will work is that when you are ready to upgrade to the next boat you just have to go in base and load the next boat in jgsme it is going to be like that for every boat this give us the latitude to implemented custom GUI for each boats:up:
For the join effort i understand your point of view but many have already spent a part of their life in those mods and i can understand them to not getting involved another time, some have family and can't spent too much time in this. Also it is not that easy to get a concerted effort or cooperation between everyone simply because sometime we don't have the same vision of what the mod should be and also because the way we approach the file structure and to close we can't force anyone to help.
For the support we have privateer who regularly help us in technical detail just read yesterday posts we also have some that help in silence in the shadow if you want.
And all the great shipmates here in thread that help us in many ways.
We also have 2 new offers from artists so i can't say we don't have support.
Best regards Hans
Gargamel
03-13-11, 05:44 PM
Hi mate,
Don't worry for the amount of detail for the U-Boat because the way our mod will work you will never have all high detail boats load at the same time. The way our mod will work is that when you are ready to upgrade to the next boat you just have to go in base and load the next boat in jgsme it is going to be like that for every boat this give us the latitude to implemented custom GUI for each boats:up:
Would this still be compatible with people who run multiple careers at once and are currently running different boats?
Hans Witteman
03-13-11, 06:15 PM
Would this still be compatible with people who run multiple careers at once and are currently running different boats?
Hi mate,
I am not absolutely sure how to answer this question maybe another player more familiar with multiple careers could answer better than me:salute:
Best regards Hans
Schwieger
03-13-11, 07:00 PM
Would this still be compatible with people who run multiple careers at once and are currently running different boats?
Yes it should be.. he just would have to finish the other U-Boat types for you to use the improved versions in game
Hans Witteman
03-13-11, 08:08 PM
Yes it should be.. he just would have to finish the other U-Boat types for you to use the improved versions in game
Thank mate, i never play with multiples career so this one was not for me:salute:
Best regards Hans
Gargamel
03-13-11, 08:36 PM
Yes it should be.. he just would have to finish the other U-Boat types for you to use the improved versions in game
So it would be possible to run a type XXI, IX, and a II all at the same time? But they wouldn't be able to have saved patrols at the same time? They'd have to finish a patrol to change to the next one?
:hmmm:
Sound like some people may have issues with that. I'm not complaining, as I usually run one career at a time, but I'm just throwing that out there.....
Hans Witteman
03-13-11, 09:24 PM
So it would be possible to run a type XXI, IX, and a II all at the same time? But they wouldn't be able to have saved patrols at the same time? They'd have to finish a patrol to change to the next one?
:hmmm:
Sound like some people may have issues with that. I'm not complaining, as I usually run one career at a time, but I'm just throwing that out there.....
Hi mate,
If they have one profile for each career i think it would be the perfect choice:salute:
Best regards Hans
reaper7
03-14-11, 02:26 AM
Hi shipmates,
For those craving to see some screenies :
That why i'm a little bit late to release the Fletcher video:up:
I made the Mk/14 version of torpedoes launcher because M/15 was the version to protect from the 5 inches deck gun proximity so M/15 is with a blastshield and MK/14 without.
Also since i completely revamp the Fletcher i tough that the ship deserved better searchlight those GE 36.
The Fletcher is coming :salute:
Best regards Hans
Amazing work as always Hans :yeah: Come in Fletcher... do you copy :haha:
von faust
03-14-11, 07:08 AM
Hi to all,
if You need a help I'm here :salute:
fitzcarraldo
03-14-11, 07:39 AM
I sent a mail to HAHD Team.
Best regards.
Fitzcarraldo :salute:
Hans Witteman
03-14-11, 10:15 AM
Amazing work as always Hans :yeah: Come in Fletcher... do you copy :haha:
Thank mate, it could have been yesterday but i was to tired last night to upload everything so i will do that today:up:
Best regards Hans
Hans Witteman
03-14-11, 10:21 AM
Hi to all,
if You need a help I'm here :salute:
Hi Von faust,
Any help would be greatly appreciated i just went to the website and i saw you are a 3d artist that great mate we will certainly need your skills my friend, we will contact you soon the minute we are set this week.
Best regards Hans
Hans Witteman
03-14-11, 10:37 AM
I sent a mail to HAHD Team.
Best regards.
Fitzcarraldo :salute:
Hi mate,
Thank for the mail but so far i don't even know how to access the team mail?
Best regards Hans
fitzcarraldo
03-14-11, 11:20 AM
Hi mate,
Thank for the mail but so far i don't even know how to access the team mail?
Best regards Hans
PM to you! Did you send your desidered pass via private mail to Reaper?
When you have the pass, in Gmail.com, you type:
yournick@u-boot-hahd.com (all the words with the "@", not only yournick)
..and type the pass you sent to Reaper (the same of the HAHD site).
That is all for access the HAHD mail.
Best regards.
Fitzcarraldo :salute:
Hans Witteman
03-14-11, 12:16 PM
PM to you! Did you send your desidered pass via private mail to Reaper?
When you have the pass, in Gmail.com, you type:
yournick@u-boot-hahd.com (all the words with the "@", not only yournick)
..and type the pass you sent to Reaper (the same of the HAHD site).
That is all for access the HAHD mail.
Best regards.
Fitzcarraldo :salute:
Hi mate,
Thank for the info i was so adsorb with my work that i didn't pay attention to all the new stuff for the team.
Best regards Hans
von faust
03-14-11, 01:53 PM
Hi Von faust,
Any help would be greatly appreciated i just went to the website and i saw you are a 3d artist that great mate we will certainly need your skills my friend, we will contact you soon the minute we are set this week.
Best regards Hans
Ok, I hope to help You in this MOD.
I'm not a "big" genius in 3D and texture (:O:) but many work I can do.
reaper7
03-14-11, 02:33 PM
Ok, I hope to help You in this MOD.
I'm not a "big" genius in 3D and texture (:O:) but many work I can do.
Welcome to the team Mate. :up:
I will set up up Site access privileges emails etc. All I need from you is a password of at least 10 characters to include one or more numeric characters.
You can mail me the password to : reaper7@u-boot-hahd.com
Hans Witteman
03-14-11, 02:39 PM
Ok, I hope to help You in this MOD.
I'm not a "big" genius in 3D and texture (:O:) but many work I can do.
Hi mate,
No need for a genius just a passionate artist with a love for SH3 and history:up:
The first thing i need to do as soon as i am done with the videos is to make a reference folder on our website where everything will be classify by type ex: U-boat, Battleships, armament&weapons, crew etc so each team member will have an easy way to gather the needed references.
3d models that will be needed soon will be different mount for flak gun, the flak 2cm C/30 is already done but i only made the canister mount so far.
One thing to keep in mind for the HAHD 3d models is the best looking possible geometry with the lowest possible amount of polygons there are many tricks i used to achieve this that will be included in the team video tutorials library:salute:
Best regards Hans
Madox58
03-14-11, 06:15 PM
For the support we have privateer who regularly help us in technical detail
Exactly. And I prefer to remain as someone who can assist when I can,
to who I can, no matter the version, various Theaters, or Mods.
Many things I would have like to spend time on were put aside to meet commitments or deadlines with GWX.
I do not regret that!
But I don't want to repeat that situation right now.
I am just now getting many old projects back in action to finish!
And who knows? Maybe those projects will find thier way in to HAHD first.
Madox58
03-14-11, 07:17 PM
I do have a question.
What are the plans for the Sim.cfg?
Are you going to use stock settings or adapted settings based off other mods?
I have a very good reason to ask, but I'll not tell anyone why at this time.
:03:
Hans Witteman
03-14-11, 07:44 PM
Exactly. And I prefer to remain as someone who can assist when I can,
to who I can, no matter the version, various Theaters, or Mods.
Many things I would have like to spend time on were put aside to meet commitments or deadlines with GWX.
I do not regret that!
But I don't want to repeat that situation right now.
I am just now getting many old projects back in action to finish!
And who knows? Maybe those projects will find thier way in to HAHD first.
Hi mate,
We understand this mate and we appreciated very much your help i know what it is to get involved in such a project and you have to be in the perfect situation to be able to accomplish all that work.
Does one of this project you mention involved prostitution mechanic in the French harbor? Like crew get tired faster when leaving Bordeaux :har: Sorry my legendary sense of humor:up:
Best regards Hans
Hans Witteman
03-14-11, 07:48 PM
I do have a question.
What are the plans for the Sim.cfg?
Are you going to use stock settings or adapted settings based off other mods?
I have a very good reason to ask, but I'll not tell anyone why at this time.
:03:
Hi again mate,
So far some team members were talking of something similar to NYGM but nothing is decided officially.
We will probably go for a balance choice that fit all:salute:
Best regards Hans
drakkhen20
03-14-11, 11:34 PM
well hans it looks like things are going great. every time i catch up on your thread here my eyes start to hurt:haha:, most of the things you all talk about when it comes to modeling and where textures should be placed is a diffrent language to me. but i get the drift about whats going on and i do share the excitment and the time comsuming subjects as i have went through it myself(and its probably not even the tip of the iceburg) and learned the little ropes of how to retuxere the Type 7s and all but the more you read the more you kinda get a glimpse of what it would be like in the big world of game design as far as time and certain deadlines that have to be met and the length in years and months that go into some thing that could be as small and simple like a hatch handle or an animated knob on a panel. to me this is freaking amazing stuff and reading alot of privateers stuff and playing his work tells you right there him and his team he has retired from are very wise and old school in technic(these are the best to learn from in my opinion). since i've joined this furom i have had imagened thoughts as it would be cool to see a whole community work on a mod to obtain the same goal but like you said is very difficult because of views and matters of time,etc. but its nice to see all these modders gather for this mod. i for one have spent some days arguing with my wife because i spend too much time adding a pixel here or there and smudging and fading and adding weathering to a spot here and there, and sometimes she actually might get invovled and ask questions. its amazing how a little game started something like this and its great what all these modders do. awsome work guys. btw my time zone is Central time in USA and still here for the support i may not have experience but i can give great opinions. great to be apart of this community and to know that some of my words do sink in some where. hell this is the only forum i wake up and get the coffee ready for.:up::rock::yeah:
:salute:
Hans Witteman
03-14-11, 11:53 PM
well hans it looks like things are going great. every time i catch up on your thread here my eyes start to hurt:haha:, most of the things you all talk about when it comes to modeling and where textures should be placed is a diffrent language to me. but i get the drift about whats going on and i do share the excitment and the time comsuming subjects as i have went through it myself(and its probably not even the tip of the iceburg) and learned the little ropes of how to retuxere the Type 7s and all but the more you read the more you kinda get a glimpse of what it would be like in the big world of game design as far as time and certain deadlines that have to be met and the length in years and months that go into some thing that could be as small and simple like a hatch handle or an animated knob on a panel. to me this is freaking amazing stuff and reading alot of privateers stuff and playing his work tells you right there him and his team he has retired from are very wise and old school in technic(these are the best to learn from in my opinion). since i've joined this furom i have had imagened thoughts as it would be cool to see a whole community work on a mod to obtain the same goal but like you said is very difficult because of views and matters of time,etc. but its nice to see all these modders gather for this mod. i for one have spent some days arguing with my wife because i spend too much time adding a pixel here or there and smudging and fading and adding weathering to a spot here and there, and sometimes she actually might get invovled and ask questions. its amazing how a little game started something like this and its great what all these modders do. awsome work guys. btw my time zone is Central time in USA and still here for the support i may not have experience but i can give great opinions. great to be apart of this community and to know that some of my words do sink in some where. hell this is the only forum i wake up and get the coffee ready for.:up::rock::yeah:
:salute:
Hi drakkhen20,
Great post mate and i think that you will like the videos i am presently making for the team, this included the basic workflow with s3d editor, 3d models import/export, optimizing models, UVW layout, painting and weathering technic.
After seeing those videos you will find our technical jargon a lot more clear:up:
Maybe your wife won't like me after you saw them and start to rock n roll on your paint program:har:
Talking about weathering i spend most of the day applying rust leak on the hull of the Fletcher:haha:
And yep i have to agree the only forum i feel home is here.
My goal is not only to make the mod but also to release the modding videos to all the community later on so novices modder can start to enjoy doing stuff.
Best regards Hans
von faust
03-15-11, 02:38 AM
Hi drakkhen20,
......
My goal is not only to make the mod but also to release the modding videos to all the community later on so novices modder can start to enjoy doing stuff.
Best regards Hans
You're doing something perfect !!!! :yeah:
There are many people capable and who can give help but do not know how to work in the SH3.
Do it because is very intelligent make a video tutorial, it takes some time but regain it after
(I'm sorry for my English :03:)
brabham85
03-15-11, 06:20 PM
Hans Witteman
Did you guys think in a better water textures? (and I don't know about the game mechanics to improve the quality in this particular case) In 2006 SH3 water is so fuc**** awesome, but today looks very old, dated and even unreal.
Hans Witteman
03-15-11, 07:05 PM
Hans Witteman
Did you guys think in a better water textures? (and I don't know about the game mechanics to improve the quality in this particular case) In 2006 SH3 water is so fuc**** awesome, but today looks very old, dated and even unreal.
Hi mate,
On my own personal taste i like it, we have tweak it a bit but the game engine doesn't allowed us to make a new shader for it.
If we found any other way to make it look better without infringing the copyright we will:salute:
Best regards Hans
Hans Witteman
03-15-11, 07:08 PM
Hi Shipmates,
Good news tonight, i am currently uploading the new high res video of U-BOOT_HAHD subtitle HAHD Surface Ships:up:
In 2 to 5 hours i will update the first page with the new link:salute:
Best regards hans
Schwieger
03-15-11, 08:22 PM
Hi Shipmates,
Good news tonight, i am currently uploading the new high res video of U-BOOT_HAHD subtitle HAHD Surface Ships:up:
In 2 to 5 hours i will update the first page with the new link:salute:
Best regards hans
:D
Glad to hear it! Been waiting for this :ping:
Hans Witteman
03-15-11, 09:10 PM
:D
Glad to hear it! Been waiting for this :ping:
Hi mate,
Hope you like pitch black night mission:har:
Best regards Hans
Schwieger
03-15-11, 09:28 PM
Have you seen this thread Hans?
http://www.subsim.com/radioroom/showthread.php?t=180760&page=3
Not sure if it works with SH3 but might prove interesting :hmmm:
TheDarkWraith
03-15-11, 09:39 PM
Have you seen this thread Hans?
http://www.subsim.com/radioroom/showthread.php?t=180760&page=3
Not sure if it works with SH3 but might prove interesting :hmmm:
I can make it work for SH3 ;)
Hans Witteman
03-15-11, 10:12 PM
I can make it work for SH3 ;)
Hi mate,
Look like thing are going fast forward to extreme modding:woot:
Is it similar to what hsie was working on or totally different way of injecting new process?
My dream is to abolish the brutal ending in campaign and to bring a call that would interfere with the calling of the death code and replace it with an athmospheric cut scene showing the crew drawning in the boot.
Or at least having the crew struggling longer to repair instead of the dreaded death screen.
Anything that can enhanced the game experience is welcome mate :salute:
Best regards Hans
Hans Witteman
03-15-11, 11:54 PM
Hi team mates,
I truly wonder what have happen to fastfranky:hmmm:
If our audio FX mate is not showing in a week we will need to find another one i just hope nothing bad happen to him but it is strange he was highly motivated and he disappear in a flash!
I'm not bad at audio but i think i should spend my time in the modeling and texturing department well we will see.
Also the workload is going to be easier on my shoulder and i want all of us to fix an hour of the day where we can all go to our website chat to get thing organized so everybody know where we are going.
I'm sorry if i am a little bit absent recently but everyone got to understand that i am doing a lot of work on my side to build our infrastructure and the video tutorials.
Since i am done with the Fletcher thing are going to go faster.
Best regards Hans
Bakkels
03-16-11, 12:41 AM
Hey Hans,
good to see you guys are still working so hard on this project. I'm not much of a technical modder myself, but I do use photoshop quite (and in relation to sh3 to make some skins from time to time) and I was just amazed by the quality of your u-boats. How do you get that beautiful metal texture?
I tried making some skins from scratch, and although I can make the bolts and rivets and all of that easily, I'm struggling a bit to get a really good metal texture like yours.
Anyway, keep up the good work! :salute:
reaper7
03-16-11, 02:17 AM
Hi team mates,
I truly wonder what have happen to fastfranky:hmmm:
If our audio FX mate is not showing in a week we will need to find another one i just hope nothing bad happen to him but it is strange he was highly motivated and he disappear in a flash!
I'm not bad at audio but i think i should spend my time in the modeling and texturing department well we will see.
Also the workload is going to be easier on my shoulder and i want all of us to fix an hour of the day where we can all go to our website chat to get thing organized so everybody know where we are going.
I'm sorry if i am a little bit absent recently but everyone got to understand that i am doing a lot of work on my side to build our infrastructure and the video tutorials.
Since i am done with the Fletcher thing are going to go faster.
Best regards Hans#
Hi Hans I sent you a mail regarding FastFranky. Hes still with us - his PC has been infected with a keylogger and he fears someone has got access to his email.
Hes staying out of communication for for now till he resolves the issue, so as not to compromise the security of the Project ;).
He should be back in Active duty soon.
Schwieger
03-16-11, 07:10 AM
Hi Shipmates,
Good news tonight, i am currently uploading the new high res video of U-BOOT_HAHD subtitle HAHD Surface Ships:up:
In 2 to 5 hours i will update the first page with the new link:salute:
Best regards hans
I am most confused as to where this link is :hmmm:
brabham85
03-16-11, 09:25 AM
Hi mate,
On my own personal taste i like it, we have tweak it a bit but the game engine doesn't allowed us to make a new shader for it.
If we found any other way to make it look better without infringing the copyright we will:salute:
Best regards Hans
Damn copyright!:down:
My distaste with SH3 water, I guess, came because in SH4 and 5 the sea looks much more real and beautiful. In SH3 the water is too much pale and the color is too much away from reality (anyone who ever trip on the sea know this).
And since you have done this amazing job with de subs...
brabham85
03-16-11, 09:26 AM
:damn:
Hans Witteman
03-16-11, 09:43 AM
Hey Hans,
good to see you guys are still working so hard on this project. I'm not much of a technical modder myself, but I do use photoshop quite (and in relation to sh3 to make some skins from time to time) and I was just amazed by the quality of your u-boats. How do you get that beautiful metal texture?
I tried making some skins from scratch, and although I can make the bolts and rivets and all of that easily, I'm struggling a bit to get a really good metal texture like yours.
Anyway, keep up the good work! :salute:
Hi mate,
For the metal texture it is a specular map that is used in the alpha channel just type specular map on google you will find tons of stuff to explain and last you need to put a specular mask controller. You also want to tweak the map specularity in s3d editor to something like 70.
The specular map need to be adjust according to the realism of the type of surface.
Best regards Hans
The
Hans Witteman
03-16-11, 09:49 AM
#
Hi Hans I sent you a mail regarding FastFranky. Hes still with us - his PC has been infected with a keylogger and he fears someone has got access to his email.
Hes staying out of communication for for now till he resolves the issue, so as not to compromise the security of the Project ;).
He should be back in Active duty soon.
Hi mate,
Thank for the info i am glad he is still part of our team and for the keylogger and attack on machine all team member should be very cautious because i have block an attack on my system some days ago and we are target by some morons.
I just want to warn those pseudo hackers that i log all your intrusion attempt and the law have now change so you are not safe doing this anymore i will give those log to authority if you try again be warn, there is no anonymity on the internet.
Best regards Hans
Hans Witteman
03-16-11, 09:52 AM
I am most confused as to where this link is :hmmm:
Hi mate,
Not my fault blame youtube upload process for high res video sometime i have to re upload it 3 to 5 time before it finally work.
It is uploading at the moment but it take 2 to 5 hours before completion.
Best regards Hans
Bakkels
03-16-11, 11:17 AM
Hi mate,
For the metal texture it is a specular map that is used in the alpha channel just type specular map on google you will find tons of stuff to explain and last you need to put a specular mask controller. You also want to tweak the map specularity in s3d editor to something like 70.
The specular map need to be adjust according to the realism of the type of surface.
Best regards Hans
The
Thanks Hans,
After posting my message, I looked more closely at the picture of the Type II on the HAHD page, and it just hit me that it has way more 'dynamic' lighting than standard skins in sh3. My guess is that's the specular map right? Anyway, I'll look it up. Thanks for the info :up:
Hans Witteman
03-16-11, 12:40 PM
Thanks Hans,
After posting my message, I looked more closely at the picture of the Type II on the HAHD page, and it just hit me that it has way more 'dynamic' lighting than standard skins in sh3. My guess is that's the specular map right? Anyway, I'll look it up. Thanks for the info :up:
Hi mate,
Nice specular map are some time a work of patience and i do sometime spend an hour or two just adjusting them until it look the way i want.
This technique will be show in video library:up:
Best regards Hans
reaper7
03-16-11, 06:29 PM
Can't wait to see the end result. Best get the popcorn on :haha:
Hans Witteman
03-16-11, 08:58 PM
Can't wait to see the end result. Best get the popcorn on :haha:
Hi mate,
It is the third time i upload now and i am getting fed up of it:damn:
Read the forum on youtube on uploading HD videos it is a nightmare some days.
Maybe it is because a lot of people are uploading videos from Japan if it the reason then i can understand that.
So for the third time tonight if it work like it should it is going to be late at night. Better late then never!
I think the wait will be worth just my humble opinion:salute:
Best regards Hans
drakkhen20
03-16-11, 09:57 PM
Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
urfisch
03-17-11, 03:56 AM
your 3d work is really impressive!
reaper7
03-17-11, 04:00 AM
Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
Nice idea, this would need an exe edit to achieve maybe its something Stiebler could achieve in his project look here:
http://www.subsim.com/radioroom/showthread.php?t=181352
Bakkels
03-17-11, 03:39 PM
Hi mate,
Nice specular map are some time a work of patience and i do sometime spend an hour or two just adjusting them until it look the way i want.
This technique will be show in video library:up:
Best regards Hans
Pffff I've done some reading on specular maps and all (as well as a previous post you made here about the way you do your textures and skins) but I guess I'll have to wait for your video to go up, because what I came up with in google only causes more questions for me. Plus I don't know how to use s3 editor to make it recognize specular maps. Will the video be on the HAHD site? Or somewhere else? Thanks so far!
Schwieger
03-17-11, 09:52 PM
Hans I'm sure no one will mind if you upload in regular quality :salute:
Bakkels
03-18-11, 06:05 PM
No new posts in the HAHD thread for a whole day, now that is something I haven't seen for a couple of weeks. Perhaps this is the silence before the storm....
:yep: :DL
Schwieger
03-19-11, 02:59 AM
No new posts in the HAHD thread for a whole day, now that is something I haven't seen for a couple of weeks. Perhaps this is the silence before the storm....
:yep: :DL
Hmm wonder what Hans is conjuring up :haha::har:
Hans Witteman
03-20-11, 12:13 AM
Hi shipmates,
Think i was dead not yet:har:
After i realized i forgot to add the reflexion to the Fletcher i scrap the video and remake it because the way i work with reflexion nodes it take a bit of time to optimized every nodes so the impact on game engine is minor.
After i finish this i look at the funnel smoke and i though damn that is looking pretty ugly so i tweak it and made new alpha mask that is more realistic for smoke.
Then i was almost going to upload it and suddenly i look at the destroyer bow spray i said to myself i should make it look better:haha:
No worry mates now i'm truly done and will upload the video sorry for my long silence but sometime i have to stop posting and concentrated on technical stuff:up:
The new Fletcher look like he is out of SH9 :woot:
Best regard Hans
Schwieger
03-20-11, 12:28 AM
The new Fletcher look like he is out of SH9 :woot:
Best regard Hans
:haha::har:
Attention to detail is magnificent! Do you work with all the units this way?
reaper7
03-20-11, 07:13 AM
Hi shipmates,
Think i was dead not yet:har:
After i realized i forgot to add the reflexion to the Fletcher i scrap the video and remake it because the way i work with reflexion nodes it take a bit of time to optimized every nodes so the impact on game engine is minor.
After i finish this i look at the funnel smoke and i though damn that is looking pretty ugly so i tweak it and made new alpha mask that is more realistic for smoke.
Then i was almost going to upload it and suddenly i look at the destroyer bow spray i said to myself i should make it look better:haha:
No worry mates now i'm truly done and will upload the video sorry for my long silence but sometime i have to stop posting and concentrated on technical stuff:up:
The new Fletcher look like he is out of SH9 :woot:
Best regard Hans
All the better for the end user :haha:. I've a feeling these are gonna make even the SH5 engine look dated ;).
No worries with the time taken, like I said better for the end user. :up:
Hans Witteman
03-20-11, 10:26 AM
All the better for the end user :haha:. I've a feeling these are gonna make even the SH5 engine look dated ;).
No worries with the time taken, like I said better for the end user. :up:
Hi mate,
This one took time but you will understand why today:up:
And keep in mind i was not only on that i was recording videos and gathering my assets together to make it available to the team.
I still have many surprised in my bag of tricks:salute:
Best regards Hans
Hans Witteman
03-20-11, 10:36 AM
:haha::har:
Attention to detail is magnificent! Do you work with all the units this way?
Hi mate,
Like i said in an earlier post i will put detail where i can and as long the game engine stay at a decent fps for playability i will add more.
To give you an idea in a past project i clean many assets from close to 2 millions polygons and the gain in fps was 2, the textures are the real problem if we have too many high resolution texture we can easily put the engine to great stress.
So everything need to be well balanced and for that i made 3 set of texture like high,med,low but even the low one look a 100 time better than stock:salute:
Best regards Hans
Schwieger
03-20-11, 10:42 PM
nice post count Hans :har::haha:
On a more serious note, I looked at the G7a torpedo vid not too long ago... was wondering if there is a torpedo with a dirtier texture or just the "clean" one?
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