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-   -   [WIP] Officer's Quarters Interior Project (https://www.subsim.com/radioroom/showthread.php?t=155147)

Kapitan_Phillips 08-26-09 08:21 AM

Blimey! Great work!

AVGWarhawk 08-26-09 09:04 AM

Quote:

Originally Posted by Armistead (Post 1159057)
Yea, don't forget the pump room and a full working head.


Oh, I can get you nice pics of the head forward and aft:D Hey, Tomi99 put a head in his engine room for the uboat :O:

Fish40 08-26-09 09:48 AM

Looking real good!:yeah: Certainly looking forwards to this one:yep: Good luck with your project!

Munchausen 08-26-09 12:15 PM

:03: And you have one big advantage over Tomi ... SH5 will have none of this.

Captain America 08-30-09 02:15 PM

Hi,

I know I haven't posted in a few days but I just wanted to check in and let everyone know that the project is still going strong. The SH4 curse has not affected me yet! :arrgh!:

I'll be posting more info/updates shortly...

Fish40 08-31-09 09:25 AM

Looking forwards to seeing your progress:yep:

Armistead 08-31-09 02:59 PM

We're pulling for ya. This would be the mod we thought would never happen...got to be one heck of a job.

AVGWarhawk 08-31-09 03:04 PM

:):DL:D:up:

Aniuk 08-31-09 03:44 PM

nice!
 
:salute::yeah:

I hope it will run together with TMO 1.8. The combination: :woot:

AVGWarhawk 09-01-09 09:32 AM

Quote:

Originally Posted by Aniuk (Post 1162851)
:salute::yeah:

I hope it will run together with TMO 1.8. The combination: :woot:


:yep::03:

Captain America 09-03-09 11:34 PM

I've been working overtime at work the past couple of days due to a company project. I get home late at night, eat and do some modeling followed by sleep...so I don't have time for detailed updates at the moment. Just checkin in though to let you know that work still continues each night. Hopefully this overtime business ends soon. :dead:


Tonight's Quick Update:

Its been determined that the entire compartment will be rendered. This currently means:

-Captain's Stateroom
-Yeoman's Office
-Wardroom
-Pantry/Galley

http://i282.photobucket.com/albums/k...mentRender.jpg

It is still undetermined exactly how the officers staterooms will be rendered. Most likey though one will be rendered while the other ones left empty or crude with the curtain's closed. There are a couple of options/ideas I have to test out so this will be determined at a later time.

I just want to point out that I am being extremely conscious about performance while modeling the interior by using low polys wherever possible. There has to be a line drawn on how much complex geometry is to be rendered. A beautiful interior does no good if it makes the game lag. The goal here is to "do more with less". So certain elements will be rendered with complexity while other objects will be less complex.
For example, the new US bed has less than half of the poly's of the German one; same with the desk.

Anyway, enough ramblings....here's a hallway shot to get an idea of the depth of the new compartment:

http://i282.photobucket.com/albums/k...lwayRender.jpg

Once I finish up the wardroom and uv mapping I'll post some renders. More updates very soon....

vickers03 09-04-09 02:37 AM

:)nice work, it will be great wandering around.

Hitman 09-04-09 08:31 AM

This is an excellent project :up:

Quote:

The goal here is to "do more with less". So certain elements will be rendered with complexity while other objects will be less complex.
Fortunately, the parts you are modelling are normally simple polygons, squares, etc, so it should easier to keep poly count down than when doing f.e. a hull :yep:

Munchausen 09-04-09 01:19 PM

:up: I love it. Any ideas yet as to the best way to access these new compartments?

AVGWarhawk 09-04-09 01:36 PM

Beautiful man! Now, on the ceiling run some pipes from sterm to bow. There is some lighting up there also. Get a red light set up in there also when in red light running. That should do it. The hallway is not that cluttered so now worrys on frame rate hit. Looks fantastic sir! :up:


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