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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   First imported model: Vosper (https://www.subsim.com/radioroom/showthread.php?t=84892)

Jotte 09-29-05 12:10 AM

:rock:
Oh the possebilitys from this turn of development! :88) :up:

Kpt. Lehmann 09-29-05 01:44 AM

Quote:

Originally Posted by Sansal
I guess that the windowed version will be released next friday.

This game is us now :rock:

Sansal... you are THE MAN!!! :rock: :rock: :rock: Way to go!

Charlie901 09-29-05 01:51 AM

UNBELIEVABLE!!!!!!!!!!!!

AWESOME JOB!!!!!!!!!!!!

:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Woof1701 09-29-05 02:57 AM

You made my day. :up: :up: :up:
I love blasting those little Elcos with the deck gun and I'm sure I'll love the Voster too ;-)

BTW: Is there a way to equip the Elcos and the Voster with virtual torpedos from the Wolfpack Mod?

pontius 09-29-05 04:03 AM

JUST GREAT !!! :sunny: :sunny: :up:

Col7777 09-29-05 04:04 AM

I've got to add my two cents,

Great piece of work again Serg' you have my fullest admiration.


Now where's my list of models I want importing? :-j

Seriously I'm sure there will be more models coming from the Sergbuto workshop in all good time, well done mate. :up:

Seeadler 09-29-05 05:37 AM

Is a texture uvw map which comes with an OBJ model also correctly importable?

Nippelspanner 09-29-05 06:44 AM

All i can say: "Smoke on the Horizon Captain!"

:up:

Sansal 09-29-05 07:26 AM

Quote:

Originally Posted by Seeadler
Is a texture uvw map which comes with an OBJ model also correctl importable?

If this uv map works with only one tga, yes. In fact, the airplanes and land units works in this form; there are only one tga.

sergbuto 09-29-05 08:31 AM

Quote:

Originally Posted by marhkimov
1. When you say that the damage model needs work, do you mean that it doesn't blow up quite nicely yet? Or that it doesn't incur the black scarring marks?... From a gaming standpoint, I hope you make it explode nicely... As long as it goes ka-BOOOOM, who cares about black marks (much...)?

Yes it should blow up as a whole thing. I meant damage for separate parts like cabin, mast, pipes, etc.

Quote:

Originally Posted by marhkimov
2. Have modellers gotten to the point where they can add reflections to their models? I noticed that in your screenshots, the Vosper currently does not have a reflection. Just wondering.

I did not work in detail with this yet. As to screenshots, it is not possible to see reflections on the wakes.

Quote:

Originally Posted by marhkimov
3. Does a Vosper really travel that low in the water? Although I'm no Vosper expert, the waterline looks quite high.

These are maybe not the best screenshots. In any case, things like this can be corrected.

Quote:

Originally Posted by marhkimov
5. I'm running under the assumption that modellers soon will be able to import more things than just ships, such as airplanes, subs, guns, torpedoes, weapons in general, and other various objects... am I right? or am I right?? (please, I hope I'm right :lol: )

Importing guns may not be easy, if possible at all. I have some suspisions after working on "virtual torpedo" mods. But this requires more tests, maybe I am wrong after all.

martes86 09-29-05 08:34 AM

1st class excellent work, Sergbuto. :up:

sergbuto 09-29-05 08:38 AM

Quote:

Originally Posted by Syxx_Killer
Will the Vosper appear in the campaign when and where our little friend the Elco shows up? Can the Elco be taken away from the Bitish and fully replaced with the Vosper?

Most of Elco entries in the campaign are scripted in by Class. I guess the easiest way to get Vosper instead of Elco is to use Wordpad's ReplaceAll option for PTElco for the whole campaign file provided there are no American Elco entries in the game.

sergbuto 09-29-05 08:40 AM

Quote:

Originally Posted by thasaint
so wait, this means there can be new ship models in SH3?

:/\rlz:

You do not need to wait. That is exactly it. :D

sergbuto 09-29-05 08:46 AM

Quote:

Originally Posted by Hunterbear
Along with the congratulations, will you give a laymans tutorial on how to import new models using Sansals new tool so we can all contribute models?

Too early yet. Wait for the window version of Sansal's tool.

Quote:

Originally Posted by Hunterbear
How many polys did you use?

If I remember correctly the model has about 74000 polys.

Quote:

Originally Posted by Hunterbear
What scale (if any) do the models need to adhere to to appear at correct size ingame?

Decameters

Quote:

Originally Posted by Hunterbear
Can you export existing objects such as funnels,hulls,guns,etc to cut down having to remake the same things to use on other new ships?

Yes.

Quote:

Originally Posted by Hunterbear
Can we finally get a uboat with a flagstaff?

I suppose.

sergbuto 09-29-05 08:49 AM

Quote:

Originally Posted by Woof1701
You made my day. :up: :up: :up:
I love blasting those little Elcos with the deck gun and I'm sure I'll love the Voster too ;-)

BTW: Is there a way to equip the Elcos and the Voster with virtual torpedos from the Wolfpack Mod?

Get my "PT-boats with virtual torpedoes" mod and the next Elco you see in the game might vapourise you.

http://www.subsim.com/phpBB/viewtopi...110&highlight=

sergbuto 09-29-05 09:01 AM

Quote:

Originally Posted by Seeadler
Is a texture uvw map which comes with an OBJ model also correctly importable?

Yes, uvw coordinates are imported correctly. The Vosper model used for tests has poor uv mapping, most of the parts do not have any at all. But I also worked with other model with appropriate uv mapping and it renders in SH3 exactly as it should be.

The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.

OakGroove 09-29-05 09:10 AM

Outstanding work!
Hats Off to you and Sansal. :up:

Seeadler 09-29-05 09:20 AM

Quote:

Originally Posted by sergbuto
The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.

That's the problem, I need for my historic subpens more than one texture map per model :roll: But I will give it a try with one tiled 1024x1024 texture this weekend :smug:

Kpt. Lehmann 09-29-05 11:28 AM

Quote:

Originally Posted by marhkimov
2. Have modellers gotten to the point where they can add reflections to their models? I noticed that in your screenshots, the Vosper currently does not have a reflection. Just wondering.

Sergbuto wrote:
I did not work in detail with this yet. As to screenshots, it is not possible to see reflections on the wakes.

Quote:

Originally Posted by marhkimov
3. Does a Vosper really travel that low in the water? Although I'm no Vosper expert, the waterline looks quite high.

Sergbuto wrote:
These are maybe not the best screenshots. In any case, things like this can be corrected.


Does this tool allow you to fix or substitute a reflection for the Type II sub?

Do you think you could try to fix it?... It has been a thorn in our side for sooo long.

I love the stuff you are doing! :rock: :rock: :rock:

... and the idea of having FLAGS on our subs that go away when submerged just totally rocks!

You are THE MAN Sergbuto! :yep:

FAdmiral 09-29-05 12:39 PM

Like I said long ago (during the SH2 days), if a game can be
modded, our modding guys WILL find a way. I never doubted
their ability once we had SH3 in our hot little hands...
Fantastic Work !!!


JIM


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