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

Captain America 09-09-09 10:07 PM

Thanks AVGWarhawk & Nuc for your input.


Well it seems that my scaling nightmare is finally over. Thanks to that pic from Nuc. :up:

Here's what I did for those interested:

I knew that the compartment length of officer's country is 30 ft. long. With photoshop I was able to scale the image Nuc posted. From that image I was able to figure out that the approximate dimensions of the bed/berth is 6.5 ft. X 2.5 ft.

Next, I used the game's model of a crewman for reference and assumed his height to be 6 ft. (this average height is commonly used when modeling). Based on the scale of the crewman, I rescaled the bed to its proper dimensions mentioned above.

Now with the properly scaled bed in place...I imported Nuc's image into the 3d modeling program and evenly scaled the entire image to match the new bed. Poof! Perfectly scaled interior. :rock:

The pic below shows you exactly how off the scale was. The red boxed-off area is the amount I had to cut off from the old compartment dimensions. The red dashed lines also show the old wall locations, notice it was too wide before.

http://i282.photobucket.com/albums/k...blueprint1.jpg

Everything checks out now. The proprotions when compared to the command room (20 ft) also help validate the dimensions.

http://i282.photobucket.com/albums/k...blueprint2.jpg

I have to re-adjust everything but its definately worth it in the end. This just made my job much easier and will significantly speed up the project.

keltos01 09-10-09 12:27 AM

Quote:

Originally Posted by Captain America (Post 1169419)
Thanks AVGWarhawk & Nuc for your input.


Well it seems that my scaling nightmare is finally over. Thanks to that pic from Nuc. :up:

Here's what I did for those interested:

I knew that the compartment length of officer's country is 30 ft. long. With photoshop I was able to scale the image Nuc posted. From that image I was able to figure out that the approximate dimensions of the bed/berth is 6.5 ft. X 2.5 ft.

Next, I used the game's model of a crewman for reference and assumed his height to be 6 ft. (this average height is commonly used when modeling). Based on the scale of the crewman, I rescaled the bed to its proper dimensions mentioned above.

Now with the properly scaled bed in place...I imported Nuc's image into the 3d modeling program and evenly scaled the entire image to match the new bed. Poof! Perfectly scaled interior. :rock:

The pic below shows you exactly how off the scale was. The red boxed-off area is the amount I had to cut off from the old compartment dimensions. The red dashed lines also show the old wall locations, notice it was too wide before.

http://i282.photobucket.com/albums/k...blueprint1.jpg

Everything checks out now. The proprotions when compared to the command room (20 ft) also help validate the dimensions.

http://i282.photobucket.com/albums/k...blueprint2.jpg

I have to re-adjust everything but its definately worth it in the end. This just made my job much easier and will significantly speed up the project.


that's how you do it ! perfect fit to scale !

way to go Captain :yeah:

keltos

Nuc 09-10-09 06:03 AM

Quote:

Originally Posted by Captain America (Post 1169231)
Nuc, where did you find this? Do you have any more info? If you do please share as this would really help the process! :yep: With access to plans, I don't mind re-adjusting the whole compartment again to get the scaling right.

See these links:

http://hnsa.org/doc/plans/ss381.pdf (Note: I said Gato class but it actually a Balao)

http://hnsa.org/doc/plans/ss190.pdf (Note: for Sargo Radio room is where Gato/Balao Chiefs quaters are and head is in the Fwd Battery not torpedo room.

http://hnsa.org/doc/plans/s26-ss131.pdf (this one was new when I got the link. I had not seen an S boat layout before. Note: Officer Country is split both fore and aft of the control room)

http://hnsa.org/doc/plans/index.htm

AVGWarhawk 09-10-09 08:13 AM

Nice work on the scale CA!!!!!!!!!! Officers country to me is a very tight area. You nailed it well. The hall way is just about one man width and looking at your crewman he is scaled just right. Like the Yeo office, it is literally a closet. Excellent. Looking forward to this!

ReallyDedPoet 09-10-09 08:16 AM

Awesome work :up:

Hitman 09-10-09 09:19 AM

Since SH3 already had the ability to link a key or shortcut to bring you to the captain's bed and radioroom, I wonder if it is still there in SH4 -I suspect so, since it's still there in the U-Boats part of the game IIRC- and can be linked to captain's cabin in your fantastic project (And a radioroom later).

It would be awesome to walk around the fleet boat and be able to rest in the bed while listening to the radio :yeah:

Armistead 09-10-09 10:54 AM

It's probably been answered, but will the freecam work throughout the boat.

AVGWarhawk 09-11-09 07:46 AM

Quote:

Originally Posted by Armistead (Post 1169656)
It's probably been answered, but will the freecam work throughout the boat.


Yes. It works now with Ducimus first attempt with this add on of rooms. Basically CA awesome work here will slip right into TMO and free cam will work just fine.

AVGWarhawk 09-11-09 07:47 AM

Quote:

Originally Posted by Hitman (Post 1169598)
Since SH3 already had the ability to link a key or shortcut to bring you to the captain's bed and radioroom, I wonder if it is still there in SH4 -I suspect so, since it's still there in the U-Boats part of the game IIRC- and can be linked to captain's cabin in your fantastic project (And a radioroom later).

It would be awesome to walk around the fleet boat and be able to rest in the bed while listening to the radio :yeah:

I'm thinking crews berthing, galley and engine rooms :D No reason we can not have a darn cook offering up soup :D

Nuc 09-12-09 05:58 AM

Quote:

Originally Posted by AVGWarhawk (Post 1170137)
:D No reason we can not have a darn cook offering up soup :D

Soup in a fleet boat ? Naw, It's T-bones and fresh bread:D

keltos01 09-12-09 02:11 PM

powdered eggs anyone ? :har:

keltos

AVGWarhawk 09-12-09 09:21 PM

Quote:

Originally Posted by Nuc (Post 1170684)
Soup in a fleet boat ? Naw, It's T-bones and fresh bread:D

Yeah man....find all the fix'ins in the freezer down below :D

Captain America 09-14-09 12:17 PM

All this talk about food is making me hungry. :)

Thank you Nuc for the links to the blueprints...now we have all the pieces to our puzzle.


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

Its been very tedious to re-scale everything. Its like a domino effect; I ended up having to adjust every single object I made since the proportions were off as well.

I'll be finishing up the scale adjustments today followed by a re-work of the hatch door (making a sexier one). Will post more updates very soon.

Regarding the freecam; AVGWarhawk is correct. This is already functioning. It will be a freecam just like ther other interiors. It will mostly likely be a separate camera from the Command Room that way its easier/faster to switch between the 2 compartments.

kylesplanet 09-14-09 02:47 PM

Looks great CA!!! :woot::yep:

Jaeger 09-26-09 12:55 PM

is this still WIP?

Munchausen 09-26-09 05:06 PM

Quote:

Originally Posted by Jaeger (Post 1179109)
is this still WIP?

According to one of Duci's posts, they are trying to incorporate it into the next version (WIP) of TMO.

Rockin Robbins 09-27-09 11:20 AM

Looks more like a Work on a Roll!:D

Bubblehead1980 09-27-09 01:47 PM

re
 
This with TMO, would be too cool.:salute:

Captain America 10-03-09 01:26 AM

The project lives!

Once again sorry for not posting any updates in a while. I had to travel out of state for my job....I also had the flu for several days.

In between all of that I was still able to get a good amount of work done.

Here's the status:

- New compartment model complete.
- Re-worked several areas in CO's and yeoman's rooms and added more detail.
- All modeling for captain's stateroom and yeoman's office complete (not including misc. clutter).
- Compartment layout complete. All walls/partitions are in place including hallway.
- Started basic layout of wardroom.

The one thing that took up the most time was the hatch door. This thing was a real pain to model. I spent MANY hours trying to get everything to line up and look right while trying to keep the poly count down. I'm pleased with the results though, so don't mind all the pics! :|\\

I used a couple of photos to model the door. Here's one from my personal collection so you get the idea:
http://i282.photobucket.com/albums/k...h_DSC00198.jpg

Here's a shot of the hatch door closed looking from the command room perspective:
http://i282.photobucket.com/albums/k...rontClosed.jpg

Peek -a - boo:
You can actually see through the little window to the other side.
http://i282.photobucket.com/albums/k...d/PeekABoo.jpg

Hatch door open looking from officer's quarters perspective:
http://i282.photobucket.com/albums/k...hFrontOpen.jpg

Half closed:
http://i282.photobucket.com/albums/k...oorHalfway.jpg

Closed:
http://i282.photobucket.com/albums/k...BackClosed.jpg


I'm in the process of uv mapping and texturing the remaining meshes that are completed thus far. UV mapping sucks and takes a lot of time if done the correct way. Once done, I plan to set up a basic .dat file to test in game.

tei 10-03-09 02:07 AM

Quote:

Originally Posted by Captain America (Post 1182804)
The project lives!

Really nice to hear that. Magnificent work! :up:


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