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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [WIP] Diesel room interior (https://www.subsim.com/radioroom/showthread.php?t=160385)

Rubini 01-21-10 12:37 PM

Hey Flakmonkey,

This is just awesome! And about the fog, well, I guess that any little place with big engines will have a lot - or at least a bit - of smoke/fog, now? So it will be good with fog like CR, no problem!:up::up::up:

grimes 01-21-10 02:58 PM

Please make this with DD All Types OH V.2. I dont really like the look (and all the food) of V. 3.09 :woot::salute::yeah:

totodog 01-21-10 03:23 PM

Most beautiful thing I've seen. Truly brings a tear to my eye to see these beautiful engines represented in the game.

flakmonkey 01-21-10 03:30 PM

Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!

http://img532.imageshack.us/img532/5549/galley3.png
http://img402.imageshack.us/img402/2915/galley2.png
http://img340.imageshack.us/img340/6164/galley1.png


Quote:

Originally Posted by makman94 (Post 1242116)
Flakmonkey ...you 'hit' the top records ! your work is fantastic !

one question : is it impossible to make it as it shows in the first pics of your other thread about this? (light and level of details is much more beatyfuller at the first pics-post 1 of the other thread)

i am talking for the pics at post 1 of this thread: Looking for someone to help with a mod...

bye

In a way it is the same lighting, unfortunatly i couldnt recreate the volume lightfog from those renders in the game so it doesnt have that same ethereal quality, same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders:up:

Alex 01-21-10 03:42 PM

*stays silent* :o :o :o :o :o :o :o :o

urfisch 01-21-10 03:50 PM

:o

:sign_yeah:

:doh:

verte 01-21-10 03:52 PM

Quote:

Originally Posted by flakmonkey (Post 1242360)
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!

:o Are those pictures a photographs or are they from game? :o I don't believe it, such a beauty!

pontius 01-21-10 03:58 PM

searching for words here :ping:

totodog 01-21-10 04:12 PM

Those last screenshots are spectacular.

Tomi_099 01-21-10 04:21 PM

Quote:

Originally Posted by flakmonflakmonkey;key (Post 1242360)
Just a little update, i didnt like having to "fly" through the rear bulkhead to reach the diesel room, so the easiest solution was to just model the interconnecting compartments, this way we can have an open hatch straight from the CR all the way through to the diesels... and i do apologise in advance, there is still no toilet, the door will remain closed, i just couldnt justify the extra polys, still, there is a bucket in the engine room you can use!

http://img532.imageshack.us/img532/5549/galley3.png
http://img402.imageshack.us/img402/2915/galley2.png
http://img340.imageshack.us/img340/6164/galley1.png




In a way it is the same lighting, unfortunatly i couldnt recreate the volume lightfog from those renders in the game so it doesnt have that same ethereal quality, same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders:up:

-----------------------------------------------------------------


>same goes for the ambient occlusion, looks great in the renders but when its baked into a lightmap it leaves grainy artifacts in darker areas so was dropped from the lightmaps for the game.
But i will do my best to live up to those early renders


YEEEEEPPPPIIIIII !!! :rock::yep:

Hey flakmonkey, get some air, otherwise you fall to me from the shelf!
do not work so fast, you have to be ahead.
Good work!

__________________

Tweety 01-21-10 04:26 PM

I at a lost for words.

There fantastic. :yeah:

tonschk 01-21-10 04:39 PM

Those photos are extreme realistic :yeah: ,actually looks like to be inside a real U-Boat

=FI=Ghost 01-21-10 06:02 PM

This is not real, i'm speechless...

sabretwo 01-21-10 06:15 PM

:salute::salute::salute::yeah::yeah::yeah::D:D...U nbelievable!

Kapitanleutnant 01-21-10 06:20 PM

Holy **** this is incredible.


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