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

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:

Hitman 10-03-09 03:26 AM

AWESOME :o:o

The GWX guys managed to have the door open at will somehow in the game, you could click on the lever and it would open/close. Will that also be available here?

Looking forward to see this fantastic mod working :ping:

virtualpender 10-03-09 12:20 PM

That hatch is fantastic!

Gato76 10-03-09 01:15 PM

Very impressive,nice work :yeah:

Bubblehead1980 10-03-09 04:45 PM

re
 
Impressive indeed, really looking forward to this.Hopefully you'll make it work with TMO/RSRD or persuade Ducimus to include in final release of TMo 1.8:yeah:

either way, outstanding work.

Munchausen 10-03-09 06:22 PM

:yeah: Yeah, who needs SH5?

keltos01 10-04-09 02:02 AM

amazing work ! :yeah:

will try it when it is released !

keltos

RICH12ACE 10-09-09 12:35 PM

this is a great mod!:woot:

Captain America 10-15-09 06:47 PM

Thanks guys.

Quote:

Originally Posted by Hitman (Post 1182857)

The GWX guys managed to have the door open at will somehow in the game, you could click on the lever and it would open/close. Will that also be available here?

Thats the plan....not sure if it will be activated via clicking or based on surfaced/submerged status. I'm sure I'll have to consult with skwas to make it a reality.

Just checking in to let everyone know I'll be going away again for work for the next few days so don't think I have gone MIA. :)

ivank 10-15-09 07:24 PM

RFB?

virtualpender 10-15-09 10:11 PM

Thanks for the update. This will definitely be worth the wait.


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