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Blimey! Great work!
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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: |
Looking real good!:yeah: Certainly looking forwards to this one:yep: Good luck with your project!
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:03: And you have one big advantage over Tomi ... SH5 will have none of this.
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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... |
Looking forwards to seeing your progress:yep:
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We're pulling for ya. This would be the mod we thought would never happen...got to be one heck of a job.
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:):DL:D:up:
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nice!
:salute::yeah:
I hope it will run together with TMO 1.8. The combination: :woot: |
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:yep::03: |
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.... |
:)nice work, it will be great wandering around.
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This is an excellent project :up:
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:up: I love it. Any ideas yet as to the best way to access these new compartments?
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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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