SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [WIP] Forward torpedo room... (https://www.subsim.com/radioroom/showthread.php?t=187404)

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:

rowi58 09-03-11 11:18 PM

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

Alex 09-04-11 06:47 AM

Quote:

Originally Posted by flakmonkey (Post 1742007)
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. ;)
Quote:

Originally Posted by flakmonkey (Post 1742007)
+ 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

Quote:

Originally Posted by llamaman (Post 1749189)
omg, when its released i'm going to live there...:salute:

I already live here, so what can I say? :D

Alex 09-13-11 06:03 PM

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:

Alex 09-14-11 05:16 AM

:har:

Thanks for the laugh, Steve !

MCHALO12 09-14-11 04:14 PM

Quote:

Originally Posted by flakmonkey (Post 1740728)
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.

GT182 09-15-11 02:18 PM

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:

Damo 10-07-11 05:26 AM

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,
Quote:

Originally Posted by MCHALO12 (Post 1750056)
"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


All times are GMT -5. The time now is 12:37 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.