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-   -   [WIP] silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862)

GrenSo 05-05-21 02:01 PM

1 Attachment(s)
Can someone please help me and give me a tip on how I can best get the ladder on the other side and turn it by 180 °?

I allready done export of the parts of it and try it with blender and Wings3D but it will not realy work like I will have it.

https://www.subsim.com/radioroom/att...1&d=1620240928

With Wings3D I can move the ladder but it doesn't realy work to turn it around, because there is a large time delay between the movement with mouse and the movement on monitor.

For me it will be sinmple to do it with Cinema4D but there is a problem with the view. The exported objekt is to small and it is not possible to zoom, because if zoom to a size to work, the objekt goes invisible there.

Btw I use version 1.2.3 because I like the food in CR and the ladder in the kitchen. And if possible and I get ter permission from silentmichal I will add food in the kitchen too, because in reality this toilet was mostly used as a storage room.

silentmichal 05-05-21 05:38 PM

Finally an answer!
 
1 Attachment(s)
Woah sorry for not responding here my friends, I somehow missed all the recent messages :arrgh!: !!


Quote:

Originally Posted by Pascal (Post 2736221)
Let's say modestly retextured (as well as the captain's bed cover) - if you want to give me the pleasure of testing them

Nice work, can I put the link in the description of this mod? :)


Quote:

Originally Posted by Pascal (Post 2736258)
Small problem with the very white table base: What is the file?

It can be a texture, it can be a lighting issue... to be honest I don't remember what's making this base white. Does it happen as well if you exclude all the texture files from my mod?


Quote:

Originally Posted by GrenSo (Post 2746146)
Can someone please help me and give me a tip on how I can best get the ladder on the other side and turn it by 180 °?

If I understand you correctly - do you want to "mount" the ladder on the other side of the hatch like here shown in the picture?

https://www.subsim.com/radioroom/att...1&d=1620253335

(sorry for the old screenshot, I don't have any newer)

Quote:

Originally Posted by GrenSo (Post 2746146)
With Wings3D I can move the ladder but it doesn't realy work to turn it around, because there is a large time delay between the movement with mouse and the movement on monitor.

For me it will be sinmple to do it with Cinema4D but there is a problem with the view. The exported objekt is to small and it is not possible to zoom, because if zoom to a size to work, the objekt goes invisible there.

I think you can easily change view clipping in your C4D settings (a tutorial below):
https://www.youtube.com/watch?v=Iz-Ars-xBDQ

I've always used Autodesk 3dsmax for SH5 modding and I've always been happy with it.

Quote:

Originally Posted by GrenSo (Post 2746146)
Btw I use version 1.2.3 because I like the food in CR and the ladder in the kitchen. And if possible and I get ter permission from silentmichal I will add food in the kitchen too, because in reality this toilet was mostly used as a storage room.

Sure man, do whatever you want with my mod! You can even re-release it if you want to, just credit me as the "original" author (and the others I credited of course) :03:

GrenSo 05-06-21 12:09 AM

Quote:

Originally Posted by silentmichal (Post 2746186)


If I understand you correctly - do you want to "mount" the ladder on the other side of the hatch like here shown in the picture?

https://www.subsim.com/radioroom/att...1&d=1620253335

(sorry for the old screenshot, I don't have any newer)

Yes, this is correct, because in my opinion it looks better. But this is only my opinion. ;)

Quote:

Originally Posted by silentmichal (Post 2746186)

I think you can easily change view clipping in your C4D settings (a tutorial below):
https://www.youtube.com/watch?v=Iz-Ars-xBDQ

I've always used Autodesk 3dsmax for SH5 modding and I've always been happy with it.

Mybe this can work. I doesn't need to change this settings in past. But I will try.

Quote:

Originally Posted by silentmichal (Post 2746186)
Sure man, do whatever you want with my mod! You can even re-release it if you want to, just credit me as the "original" author (and the others I credited of course) :03:

Thanks for your the permission.

One additional question about the size of the exported mash/models of SH5 in general.
Is the size of the exorts and also imports 1:1 to the size ingame? I have to ask, because I plane to imports my XXI (https://www.subsim.com/radioroom/sho...d.php?t=246379) but I don't now if size is fit. My model have original size but the export of your interior is so small.

silentmichal 05-06-21 06:14 AM

Quote:

Originally Posted by GrenSo (Post 2746223)
One additional question about the size of the exported mash/models of SH5 in general.
Is the size of the exorts and also imports 1:1 to the size ingame? I have to ask, because I plane to imports my XXI (https://www.subsim.com/radioroom/sho...d.php?t=246379) but I don't now if size is fit. My model have original size but the export of your interior is so small.


As I remember, I was never doing any mesh resizing in 3dsmax (in an export --> modify --> import manner). It's unified I believe. If I were to get the sizing correctly, I'd try to export some other model from the game, say Type VIIC/41, and then compare it to XXI model in one scene. This should work just fine! :)

GrenSo 05-06-21 08:40 AM

Quote:

Originally Posted by silentmichal (Post 2746251)
I'd try to export some other model from the game, say Type VIIC/41, and then compare it to XXI model in one scene. This should work just fine! :)


That was also my 2nd idea. But asking cannot hurt to avoid work if necessary. ;)

Jeff-Groves 05-06-21 07:56 PM

If you model with Unit scale set to 1 meter?
You need to reduce to a Unit scale of .1 meter.
That is what All Silent Hunter from 3 to 5 use.

silentmichal 05-07-21 06:26 AM

That's a solid tip here :) It's definitely going to save some time @GrenSo.

GrenSo 05-11-21 06:55 AM

Now I use blender to modify, because I need for this just small changes.
But how to import or replace the changed mashes in to GR2EditorViewer?


BTW: The size difference between my XXI and the VIIb of SH5 is enormous and, if I have calculated correctly, I have to scale with a factor of at least 100 or so.

GrenSo 06-09-22 03:38 AM

I'm finished with my version of your mod in QR2.


https://i.postimg.cc/9fSM4SX0/QR2.jpg


https://i.postimg.cc/P5JTm4Rw/QR2-1.jpg


In next step I will edit your version 1.2.3 of the CR with fewer boxes and blue colored oxygen bottles.

GrenSo 06-12-22 07:21 AM

My own version of QR2 room is finisched.


https://i.postimg.cc/KvF767Cf/QR2-1.jpg

https://i.postimg.cc/tCXPSqVm/QR2-2.jpg

https://i.postimg.cc/HxD8Qdgz/QR2-3.jpg

GrenSo 06-29-22 09:50 AM

CR is finisched too:

https://i.postimg.cc/76GTYVWw/2022-06-29-160740.jpg

https://i.postimg.cc/mkWhZG9y/2022-06-29-160716.jpg

https://i.postimg.cc/90sbQ0pN/2022-06-29-160811.jpg

There are only the same bug silentmichal had in version 1.2.3 with the texure of the ladder in CR:
https://i.postimg.cc/XNrT4CNL/2022-06-29-160752.jpg



Here you can find the download: https://www.subsim.com/radioroom/dow...o=file&id=6171

silentmichal 06-29-22 12:26 PM

Nice job! It adds a bit more depth to the submarine :Kaleun_Salute:

GrenSo 06-29-22 01:45 PM

Quote:

Originally Posted by silentmichal (Post 2816199)
Nice job! It adds a bit more depth to the submarine :Kaleun_Salute:

Nice that you like it. :yeah:
Only the thing with the ladder bothers me. But I haven't found a working solution yet.
I think the cause is that the ladder map consists of 3 parts (Diffuse Color, Self-Illumination and Bump) and the boxes/crates only 2 parts (Diffuse Color and Self-Illumination). I hope to find a solution for this. :03:

Btw: The blue bottle and the dark lower part of the walls are not a part of this mod.

Kal_Maximus_U669 08-17-22 11:57 AM

Hey GrenSo Wazzup.. :D
just tried it I'm on it now....yes there's the scale already but I'll tell you more tonight..if I have time.. :salute:

Pascal 08-18-22 05:19 PM

Yes, nice work, that historical detail of the ladder, fine - the orange crates, too - but personally, the open toilet door, no, frankly no.


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