View Full Version : [WIP] Forward torpedo room...
flakmonkey
09-01-11, 07:23 AM
As a small part of Divingduck and Mchalo's animated new interiors crew i am modelling the forward torpedo room that was sadly missing from the initial release of NewInteriors.
Still quite a bit of work to do but i thought id share progress so far...
http://i514.photobucket.com/albums/t349/iwnh/fwd1.jpg
http://i514.photobucket.com/albums/t349/iwnh/fwd2.jpghttp://i514.photobucket.com/albums/t349/iwnh/fwd3.jpg
http://i514.photobucket.com/albums/t349/iwnh/fwd4.jpg
danasan
09-01-11, 07:47 AM
Are these images really taken in SH3 ? :o:o:o WOW ! State Of The Art !
Gunter Prien
09-01-11, 08:06 AM
Still quite a bit of work to do but i thought id share progress so far...
http://i514.photobucket.com/albums/t349/iwnh/fwd1.jpg
WOW! Great work Flakmonkey!:yeah:
Ubisoft nervously smoking in aside.....
frau kaleun
09-01-11, 08:08 AM
AWESOME!!!!! :rock: :rock: :woot:
Just marvelous. Great work:yeah: :yeah: :yeah:
Greetings
rowi58
irish1958
09-01-11, 08:27 AM
Great!!! These are so realistic that they could pass as the real thing:woot:
thfeu58
09-01-11, 09:46 AM
Undoubtedly a great work, because you have done and are doing.
But I wonder how the SH3 game engine can process the data and absorb.
I'm thinking of the practice in collaboration with the interiors and the existing large-mods to the game engine now has been at its capacity limits.
If it works then in practice with all the ...
... it's a huge thing!
:salute:
I going to need more RAM!!!:Kaleun_Applaud::Kaleun_Salivating:
urfisch
09-01-11, 10:14 AM
...once again...you blew it away, dude. amazing stuff. really. thanks a lot! cant wait for the final version. who would ever guess seeing the whole boat in sh3...
great.
:up:
flakmonkey
09-01-11, 11:29 AM
Undoubtedly a great work, because you have done and are doing.
But I wonder how the SH3 game engine can process the data and absorb.
I'm thinking of the practice in collaboration with the interiors and the existing large-mods to the game engine now has been at its capacity limits.
If it works then in practice with all the ...
... it's a huge thing!
:salute:
Its a valid concern. The fore and aft rooms were omitted from the original release partly because i hadnt the time to model them but also i was worried that adding any more might bring the engine to its knees.
Sh3s engine is fairly robust though, especially when you throw lots of geometry at it, just think how many polys it is dealing with in a busy harbour or convoy.
Texture data was the biggest headache with the original mod with 300-400Mb of texture and lightmap data, since i can reuse textures from the first release of FM_NI i will only have to include additional lightmap textures in the new .dat.
Im confident the New compartment would run happily with the interiors from the first mod, however ive not yet seen the performance impact of having animated crew in the new compartments, im pretty sure as a minimum though anyone running it will need to have the 4GB patch applied to their she.exe and of course plenty of ram!
Hans Witteman
09-01-11, 12:01 PM
Its a valid concern. The fore and aft rooms were omitted from the original release partly because i hadnt the time to model them but also i was worried that adding any more might bring the engine to its knees.
Sh3s engine is fairly robust though, especially when you throw lots of geometry at it, just think how many polys it is dealing with in a busy harbour or convoy.
Texture data was the biggest headache with the original mod with 300-400Mb of texture and lightmap data, since i can reuse textures from the first release of FM_NI i will only have to include additional lightmap textures in the new .dat.
Im confident the New compartment would run happily with the interiors from the first mod, however ive not yet seen the performance impact of having animated crew in the new compartments, im pretty sure as a minimum though anyone running it will need to have the 4GB patch applied to their she.exe and of course plenty of ram!
Hi mate,
Wonderful work and the compartment look like the real thing:Kaleun_Applaud:
And for the impact on performance so far i can tell you that a full interior like the IIA i did i mean the first one, when encountering a convoy was dropping the frame rate to it knees.
That why i start optimizing all my interior and do instance object for each part i can repeat and move by hand in s3d editor i know it is tedious and boring work and it take forever but that is the only way to make everything work in a real time rendering environment without it the game will be prone to CTD when too many draw call will be made.
You can trow a lot of polygon at the engine but there is a limit for the amount of draw call it can take to maintain real time rendering.
The worst killer are the texture too many and the ram even with 4GB switch get saturated so as you can see it is a balanced and optimize approach if you want all the goodies rendering in real time.
Also when a mod reach the edge of ram amount then you start seeing ctd.
Best regards Hans
Wolfstriked
09-01-11, 12:19 PM
Awesome detail Flak Monkey.:DI bow to you modders with skills to do this stuff.My mod I am making is just a tweak of stats and its time consuming.Making this from scratch is beautiful like a work of art and labor of love.
Wonderful stuff FM!
Kudos for taking up the challenge again! :rock:
As for the performance question, lets deal with it when we get there.
Borgneface
09-01-11, 01:17 PM
Yes yes,
Absolutely fantastic work......Looking at the pics, for one second I thought you had illustrated your post with photos of the reall thing!:yeah:
Looking forward to the release....and hope my RAM will be good enough!
Amicalement
Iron Budokan
09-01-11, 01:37 PM
Wow, this is simply beautiful. Thank you very much for all your hard work and dedication. I really do appreciate and admire your skill. :salute:
Ohhh... Flakmonkey this is Godlike. Unbelievable. This is so much better than SH-5. :up:
Magic1111
09-01-11, 02:03 PM
WOW:o, can´t trust my eyes.....! :rock::rock::rock:
Absolutely wonderful work ! Looking forward to see it in my game....! :yeah:
Best regards,
Magic
Rickster1
09-01-11, 02:06 PM
I agree as i have posted before your previous work is better than sh5 and keeps bringing me back to sh5.This work is looking superb thankyou. There is in my view only one two more things needed to make sh3 alltime great game and that is all compartments modded and more crew so your work is imense. Thankyou
Fish In The Water
09-01-11, 07:31 PM
Looks amazing! Sure to be a great addition!! :woot:
makman94
09-01-11, 08:47 PM
.....:o.... speechless !!!
it is really ....rocking, Flakmonkey !! :rock:
Congrats !
thfeu58
09-02-11, 10:48 PM
Its a valid concern. The fore and aft rooms were omitted from the original release partly because i hadnt the time to model them but also i was worried that adding any more might bring the engine to its knees.
Sh3s engine is fairly robust though, especially when you throw lots of geometry at it, just think how many polys it is dealing with in a busy harbour or convoy.
Texture data was the biggest headache with the original mod with 300-400Mb of texture and lightmap data, since i can reuse textures from the first release of FM_NI i will only have to include additional lightmap textures in the new .dat.
Im confident the New compartment would run happily with the interiors from the first mod, however ive not yet seen the performance impact of having animated crew in the new compartments, im pretty sure as a minimum though anyone running it will need to have the 4GB patch applied to their she.exe and of course plenty of ram!
It is not just a matter of hardware, the software is not even the ones we have today.
DirectX 9.0b is not as powerful as DirectX 10 or higher.
This is what spoils my joy of modding for SH3 - an accumulation of large amounts of data alone in the Library folder - the game engine must inevitably collapse soon.
I do not want black paint, not to spoil the fun
I think however that will arise soon for some, the question
I do now in my well-styled boat on an excursion to Lake ...
or (when I think of that I created Wilhelmshaven, which also brings many a computer to stutter) I do today on a harbor cruise and see me here a few of the approximately 300 ships, perhaps even with air show ...
or I renounce all my lad and a well-stocked campaign and go to chases ...
But I do not want to discourage you, yes I know it makes a lot of fun and pride to create something, and
ultimately everyone can decide what he wants.
I wish it every success and always be water under the keel.
:salute:
urfisch
09-03-11, 03:49 AM
@thfeu58
yes, the game loads quite long with all the big mods activated, even on a fairly new system with 8gb and quad power. so maybe you are right, that the engine will come to its limits, with all this new 3d stuff. but its worth a try!!! if we cant get it in sh3, we should use sh4. its really similar to sh3, but more powerful. even more, than sh5. so i am optimistic all this work is NOT for the trash can.
:yep:
Hi flakmonkey,
your “Forward torpedo room” will work fine with SH3. No problems with the performance of that “good old game”. Please, keep on modding SH3.
Some words to the performance of SH3: I’ve build in your “NewInterior-MOD”, have some 285 sea units and some 65 air units. Got new “Wilhelmshaven“ and new “Kiel”. In both harbours, I have some 40+ FPS (of a maximum of 60 FPS on my notebook Computer). O.k., it is a new notebook. With an i7 2630QM processor, 8 GB of RAM, 1 GB of VRAM and a 64-bit-OS (Win7).
There is no interruption when I turn around ( <SHIFT><F2> ) in the “NewInterior” of a type VII boat (as it was on my old notebook with an 32-bit-OS (VISTA) and only 4 GB of RAM). At the moment – there are NO LIMITS of SH3. The only thing users must recognise: invest in a new 64-bit-OS-world with lot of RAM – and all will work fine.
The real connoisseur of SH3 will agree – and is waiting for the release of your fantastic WIP. :yeah::yeah::yeah:
Greetings :salute:
rowi58
thfeu58
09-03-11, 07:15 AM
...but its worth a try!!! if we cant get it in sh3, we should use sh4. its really similar to sh3, but more powerful. even more, than sh5. so i am optimistic all this work is NOT for the trash can.
Yes definitely, because I am quite agree with you.
:salute:
flakmonkey
09-03-11, 11:53 AM
This new compartment is a little lighter on polycount than the engine room from the previous mod.
I should be able to post more performance details when its up and running in engine.. At present on my fairly low end laptop the existing interiors run at a minimum fps of 31-33, while at the rear of the engine room facing forward, with the boat in kiel harbour during a gwx campaign mission.
At present on my fairly low end laptop the existing interiors run at a minimum fps of 31-33, while at the rear of the engine room facing forward, with the boat in kiel harbour during a gwx campaign mission.
Ah, I see what "low-end" means to you Sir. :O:
Just out of curiosity, the polycount of the whole compartment is ?
This guy is on fire. :gulp:
I smell SH5 players going back to the good old 3rd opus. :O:
flakmonkey
09-03-11, 12:21 PM
Whole compartment so far is around 250'000 polys, engine room was about 350'000 if i remember right.
+ laptop specs for comparisson are AMD v series cpu at 2.3GHz, 4Gb ddr3 ram radeon hd4250 graphics card, win7 64bit.... Told you it was a fairly humble rig!
urfisch
09-03-11, 04:54 PM
hey fm.
nice to read this. dd told some time ago, the sh3 engine could handle quite many polys. this was as to the time of open hatch mod, when we where talking about adding the aft officers compartment, which i created.
maybe one should try the max count?! so we know, where the limits are...
:hmmm:
Hi flakmonkey,
I’ve forgot to tell you that in LSH3 V5.x ff is a bridge called "Levensau High Bridge" which has more than 350,000 polys. And it works perfectly. So, continue with your great work.
Her majesty will be amused.
Greetings :salute:
rowi58
Whole compartment so far is around 250'000 polys, engine room was about 350'000 if i remember right.
Now THAT's some statistics. Didn't have the slightest idea what to expect from such a lovely scene you've created regarding its polycount. Thanks for letting me know. ;)
+ laptop specs for comparisson are AMD v series cpu at 2.3GHz, 4Gb ddr3 ram radeon hd4250 graphics card, win7 64bit.... Told you it was a fairly humble rig!
True.
Just have to upgrade my rig personally.
You Sir know what you're doing so you don't need good wishes, but still, best of luck bringing it to life in the shortest amount of time. :salute:
We need to smell the grease in this torpedo room. :stare: :D
Madox58
09-05-11, 02:04 PM
There are ways to reduce the total number of verts and such.
I show how to do so on the Munsuells in GWX.
And I believe Hans is taking it to the level I envisioned long ago.
As an example:
Create one torpedo 3D model but have 4 appear in the Room!
At loading of the Game?
You only load what 3D parts are needed.
At rendering? those parts are rendered as many times as you wish!
Only at render times do you suffer, not at loading.
llamaman
09-13-11, 12:09 PM
omg, when its released i'm going to live there...:salute:
Sailor Steve
09-13-11, 01:05 PM
omg, when its released i'm going to live there...:salute:
I already live here, so what can I say? :D
Hey guys,
Just wanted to let you know that I sleep in torpedo tube 3 myself. :stare:
:haha:
Sailor Steve
09-13-11, 07:44 PM
So that's what that smell is! The boys were wondering. :O:
:har:
Thanks for the laugh, Steve !
MCHALO12
09-14-11, 04:14 PM
As a small part of Divingduck and Mchalo's animated new interiors crew i am modelling the forward torpedo room that was sadly missing from the initial release of NewInteriors.
"Small part"?! You must be joking Flakmonkey, I think our mod is a small addition to your brilliant interior! :salute:
Very impressive screenshots, keep up your wonderful work, I am really looking forward to seeing it in game!
Best regards, MCHALO12.
Awesome work Flakmonkey. The detail is right out of this world. :up: :up: :up:
I bet someone somewhere will wish this could have been in SH5 when it was released.
HanSolo78
10-06-11, 03:03 PM
Any news of ur great work FM?
brett25
10-07-11, 01:17 AM
looks fantastic FM, i cant wait for this mod:rock:
I've been away for a while, quite a while, but was really happy to see you back swimming amongst the polygons FM! My install survives but I've not had the time or sadly, the impetus to play for a long while, even my active (inactive more like..) Kaleun is sick of his extended shore leave.
Anyway, hope to see this available soon as I want to completely redo my SH3, which will mean a lot of messing with files and my trusty WinMerge to get all the latest toys in my game. As most SH3 players with an addiction to all the great mods produced here will understand, it's a PITA going about pouring the perfect mod soup, but the kind of stuff you and the other talented modders give us for free not only makes our trivial file juggling seem insignificant, but the final result, with everything working side by side, makes all the late nights and head scratching worth it. So thank you.
If I get the bug again, I might just have to delve back into my lighting and ambiance tweak (don't like to use the word mod, yours is a mod, mine doesn't compare, lol) and do what I originally planned and cover all boats from stock up to the available interiors. I know it's been well received as part of Aces turms mod but I kick myself for not going the full monty on it and finishing what I started, plus the longer I leave it, the more bloody patches I realize I'm going to have to work on too, lol.
Just coming here and seeing the progress of what people are producing has always been an inspiration, and I'm not the first, and definitely not the last that will aspire to be part of that.
Kudos to you sir. :salute:
DivingDuck
10-11-11, 08:11 AM
Moin,
"Small part"?! You must be joking Flakmonkey, I think our mod is a small addition to your brilliant interior! :salute:
...right you are, MCHALO.
As for the additional geometry. The SH3 engine indeed is capable of a whole lot more than you imagine. Anyway, going easy with it is always recommended. Replicating the geometry as told by Hans and Privateer is a good way to reduce GPU impact. I´ve used this technique for all the food in OH. So, nobody come and tell me that OH is not running smooth because of the food. My usual answer: "Eat more!" :D
Regards,
DD
flakmonkey
10-11-11, 08:25 AM
No progress to report so far, ive been waiting for the last 3 weeks for my laptop to be repaired. The repair was only supposed to take 7 days but the store has now promised me it will be back in the next week so i can get back to work on this!
SquareSteelBar
10-11-11, 08:34 AM
..."Eat more!" :D...First of all: eat more german sausages... (http://www.replicant.de/tylerdurden/wp-content/uploads/2010/08/Esst_mehr_Wurst.jpg)
urfisch
11-13-11, 12:29 PM
hey fm...hows your new laptop?
:up:
flakmonkey
11-28-11, 06:38 AM
I have to admit i just havent had the time i expected to finish this off, although i have finally got my laptop sorted, old one broke, store couldnt fix it so i got a refund and bought a nicer one, core i5 2410m, 8Gb ddr3 ram, geforce gt540m, bluray and more importantly its not made by HP so wont overheat and melt itself to my desk again!
Anyway, it seems a shame to leave this gathering dust so ive uploaded the 3d files so anyone can have a crack at finishing it off, or just use for reference etc...
the file is in .mb (maya) format http://www.mediafire.com/?9gwscges9gbtj5t
von Kinderei
11-28-11, 08:38 AM
I hope someone with the know how picks this up and finishes it :yep:
Hans Witteman
11-28-11, 12:42 PM
I have to admit i just havent had the time i expected to finish this off, although i have finally got my laptop sorted, old one broke, store couldnt fix it so i got a refund and bought a nicer one, core i5 2410m, 8Gb ddr3 ram, geforce gt540m, bluray and more importantly its not made by HP so wont overheat and melt itself to my desk again!
Anyway, it seems a shame to leave this gathering dust so ive uploaded the 3d files so anyone can have a crack at finishing it off, or just use for reference etc...
the file is in .mb (maya) format http://www.mediafire.com/?9gwscges9gbtj5t
Hi Flamonkey,
I would be honor to give it the final touch but would it be possible for you to just export it as OBJ from Maya?
I was going to do it anyway for our mod so less work on my already burden shoulders can only be good and we will not forgot your name in the credits.
Best regards Hans
IFRT-WHUFC
11-28-11, 01:40 PM
Hello Hans,
I've exported Flakmonkeys torpedo room as OBJ you can download it here!
D/L link removed until permission is given by flakmonkey!!
I'm pretty sure Flakmonkey won't mind me doing this!?
By the way..........Superb work by you and the team on the upcoming HAHD Mod! :yeah: Can't wait to see it in all it's glory!
Thanks Rick!
PS. don't forget to add your mechanic to this room! :DL
Hans Witteman
11-28-11, 03:18 PM
Hello Hans,
I've exported Flakmonkeys torpedo room as OBJ you can download it here!
http://www.gamefront.com/files/21035554/ForeRoom.7z
I'm pretty sure Flakmonkey won't mind me doing this!?
By the way..........Superb work by you and the team on the upcoming HAHD Mod! :yeah: Can't wait to see it in all it's glory!
Thanks Rick!
PS. don't forget to add your mechanic to this room! :DL
Hi mate,
Thank for the link but i will wait for Flakmonkey official answer and by the moment i cannot do anything because of my wrist.
Flakmonkey work are always top of the line in my book and to have part of his work in U-BOOT_HAHD will be an honor for us.:Kaleun_Salute:
Best regards Hans
iambecomelife
11-28-11, 05:27 PM
Somehow I missed this gem - excellent work, and thank you, Hans, for agreeing to take this on for FM!
Hans Witteman
11-28-11, 05:43 PM
Somehow I missed this gem - excellent work, and thank you, Hans, for agreeing to take this on for FM!
Hi mate,
Yes i couldn't have say it better, a gem deserved some nice finish to shine in all it glory.
Best regards Hans
urfisch
11-29-11, 06:18 AM
finally another great mentor of 3d work takes this project to a great finish!!!
:up:
superb!
:yep:
SquareSteelBar
11-29-11, 06:24 AM
...I've exported Flakmonkeys torpedo room as OBJ...Impossible to load into Wings3D... :hmmm:
IFRT-WHUFC
11-29-11, 06:58 AM
Impossible to load into Wings3D... :hmmm:
Hmm....It loads into 3dsMax fine. I'll try installing Wings3D.
edit. I've just installed version 1.4.1 of Wings 3D and the file imported without problem! :hmmm:
Rick
Madox58
11-29-11, 05:02 PM
It's a BIG file, so maybe there's a system problem?
Misfit opened it fine as did DeepX.
What was used to convert it to obj?
It's an oddball formatting.
:hmmm:
IFRT-WHUFC
11-29-11, 05:14 PM
It's a BIG file, so maybe there's a system problem?
Misfit opened it fine as did DeepX.
What was used to convert it to obj?
It's an oddball formatting.
:hmmm:
Maya 2010 and export as OBJ
Rick
Madox58
11-29-11, 05:17 PM
You'd think they could standardize between applications.
After all, AutoDesk owns both programs.
:nope:
brett25
12-01-11, 01:22 AM
try exportingfrom maya as .fbx
You'd think they could standardize between applications.
After all, AutoDesk owns both programs.
:nope:
Lol, why make this easier, when there is plenty of room for complications;)!
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