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-   -   U-BOOT_HAHD Official Thread (https://www.subsim.com/radioroom/showthread.php?t=179694)

Hans Witteman 05-04-11 07:05 AM

Quote:

Originally Posted by reaper7 (Post 1655957)
Sorry Mate by scale I didn't mean the size of the RAOBF but the scales used for calculations.
You need to use the numbering found in the Pic above of my RAOBF or as in Makmans current RAOBF.

The real ones used on the original RAOBF wont work in the SH3 game ;)

Hi mate,

Ok now i get it so i will redo another version so makman and you can have it for your own work:up:

But the version i did is going to be used in typIIA periscope interior:salute:

Best regards Hans

Best regards Hans

Hans Witteman 05-04-11 07:07 AM

Quote:

Originally Posted by reaper7 (Post 1655995)
@Hans, After re-watching your vids I've gone back and redid some of my UV layouts.
I had a seperate UV map for each mast/rig and also for the Life boat support struts.

I've now placed all 4 Masts and wires on to one UV Map.
And for the Life boat struts placed them on to the Lifeboat UV Map.

Hopefully I should be good to go tomorrow to start texturing my Trawler :D

Hi mate,

Glad to see the videos will soon give their fruits can't wait to see your first ships:up:

Best regards Hans

Hans Witteman 05-04-11 07:23 AM

Quote:

Originally Posted by Bakkels (Post 1656094)
Hi again guys, great to see you're all modding your asses of!
I was just wondering, I remember Hans stating before that the hahd mod will not put much extra strain on your pc. Almost like if you can run GWX, than you can also run Hahd. I was just wondering how the hell you managed to do this. By looking at the screens and all the features that'll be incorporated I just wonder how you can still get this mod to run smoothly on older systems?

As usual; keep up the good work! :salute:

Hi mate,

Just like reaper mention our workflow involved a lot of optimization i would say that in 1 model i have 40% of real design work and 60% of optimization.

I also optimize particle system because a lot of them are having way too much particle emit for nothing, when i see 1000 particle emit i drop it to 500 with an adjusted alpha mask and the result is way better than stock with less impact on game engine.

Also i made all my model with in 3 differents version low.medium,high so at the end if everything combined put too much stress we will revert to the lower res version on less important ships and features.

The sub interior is the most optimize piece of all, imagine that each single nuts or valve you will see in it was all instanced and place by hand ask any modder who deal with 3d and you will see the amount of work required to do this.

We also blend Ambient occlusion and specular pass in paint program so it used zero resources on game engine and they even look better.

We optimize each UVW layout so less ram and draw call are made by the engine.

Our workflow is much slower than any other modders but it is the price we have to pay to give you all the amazing features and hours of brand new content.

Best regards Hans

Myxale 05-04-11 08:22 AM

:rock:

Reading your post is like reading the Bible of U-Sims.

I remember way back when SH3 modding started, that someone mentioned that the whole game was sloppy and unoptimized. From models to textures.
And that it used more resources than necessary.

A legacy that carried on to SH4 and 5:nope:

If you guys ever have time left, could you post a screen of a (HAHD):D Flower Class Corvette? My faw ships that is not a sub! If it's finished!

Bakkels 05-04-11 08:47 AM

Quote:

Originally Posted by Hans Witteman (Post 1656374)
Hi mate,

Just like reaper mention our workflow involved a lot of optimization i would say that in 1 model i have 40% of real design work and 60% of optimization.

I also optimize particle system because a lot of them are having way too much particle emit for nothing, when i see 1000 particle emit i drop it to 500 with an adjusted alpha mask and the result is way better than stock with less impact on game engine.

Also i made all my model with in 3 differents version low.medium,high so at the end if everything combined put too much stress we will revert to the lower res version on less important ships and features.

The sub interior is the most optimize piece of all, imagine that each single nuts or valve you will see in it was all instanced and place by hand ask any modder who deal with 3d and you will see the amount of work required to do this.

We also blend Ambient occlusion and specular pass in paint program so it used zero resources on game engine and they even look better.

We optimize each UVW layout so less ram and draw call are made by the engine.

Our workflow is much slower than any other modders but it is the price we have to pay to give you all the amazing features and hours of brand new content.

Best regards Hans

Thanks for the explanation Hans, really interesting! So actually, you're making way more efficient use of the game engine than Ubi originally did. If they were reading this they'd probably be shamed a bit... and probably offer you a job! :yeah:

Hitman 05-04-11 10:47 AM

Quote:

I remember way back when SH3 modding started, that someone mentioned that the whole game was sloppy and unoptimized. From models to textures.
And that it used more resources than necessary.
Optimization is usually the last step in developing a program, and as such frequently neglected due to time/budget constraints. Producers hope that hardware will catch up with that after release ...

It is hopeless to pretend to have nowadays dedicated "labour of love" commercial sims, but as long as they are open enough to modding, heroes like Hans or the GWX, NYGM, WAC, LSH etc teams will come to fill the gap :up:

Hans Witteman 05-04-11 10:48 AM

Quote:

Originally Posted by Bakkels (Post 1656452)
Thanks for the explanation Hans, really interesting! So actually, you're making way more efficient use of the game engine than Ubi originally did. If they were reading this they'd probably be shamed a bit... and probably offer you a job! :yeah:

Hi mate,

No ubi Romania did a fantastic job at it and i will never bash them down because i know how hard it is to bring such an amount of work under pressure.

Ubi did their best in the amount of time they were allowed but if they had 2 years more to work on it it would have been perfection.

We are just optimizing to the extreme everything that we can and this is really boring and time consuming but essential.

Best regards Hans

Hans Witteman 05-04-11 10:56 AM

Quote:

Originally Posted by Hitman (Post 1656537)
Optimization is usually the last step in developing a program, and as such frequently neglected due to time/budget constraints. Producers hope that hardware will catch up with that after release ...

It is hopeless to pretend to have nowadays dedicated "labour of love" commercial sims, but as long as they are open enough to modding, heroes like Hans or the GWX, NYGM, WAC, LSH etc teams will come to fill the gap :up:

Hi mate,

Yes you are right unfortunately the future of sim is pretty dark because no more company are putting the time and effort to bring us those little marvel from the early days of sim development.

It is all a matter of money and even nowadays they are dumbing down all new game so they can reach more sales.

That why i decided to put the effort in SH3 because i know they won't give us our dream sim anytime soon.

The good old days of small studio doing labor of love is over.

Best regards Hans

Hans Witteman 05-04-11 10:58 AM

Quote:

Originally Posted by Myxale (Post 1656432)
:rock:

Reading your post is like reading the Bible of U-Sims.

I remember way back when SH3 modding started, that someone mentioned that the whole game was sloppy and unoptimized. From models to textures.
And that it used more resources than necessary.

A legacy that carried on to SH4 and 5:nope:

If you guys ever have time left, could you post a screen of a (HAHD):D Flower Class Corvette? My faw ships that is not a sub! If it's finished!

Hi mate,

Flower Class Corvette are not done yet but now that the team have the knowledge i expected to see them soon:up:

Best regards hans

reaper7 05-04-11 12:03 PM

Quote:

Originally Posted by Hans Witteman (Post 1656351)
Hi mate,

Ok now i get it so i will redo another version so makman and you can have it for your own work:up:

But the version i did is going to be used in typIIA periscope interior:salute:

Best regards Hans

Excellent mate, and I agree original scaled one you have should be used on the scope model :yep:

Quote:

Originally Posted by Hans Witteman (Post 1656355)
Hi mate,

Glad to see the videos will soon give their fruits can't wait to see your first ships:up:

Best regards Hans

Hopefully I get some time today to start the export and start on the graphic texturing ;)

Anvart 05-04-11 12:30 PM

Quote:

Originally Posted by Hans Witteman (Post 1656374)
Hi mate,

... a lot of optimization i would say that in 1 model i have 40% of real design work and 60% of optimization.

I also optimize particle system...
Also i made all my model with in 3 differents version low.medium,high ...
The sub interior is the most optimize piece of all, ...
We also blend Ambient occlusion and specular pass...
We optimize each UVW layout so less ram and draw call are made by the engine.

Our workflow is much slower than any other modders but it is the price we have to pay to give you all the amazing features and hours of brand new content.

Best regards Hans

Everything is great ... but I'm already tired of waiting ...
I hope when I will gather a new computer, all work will be ready. :D

reaper7 05-04-11 05:23 PM

@ Hans. You got mail - sent to you u-boot-hahd mail :up:

makman94 05-04-11 07:03 PM

Quote:

Originally Posted by Hans Witteman (Post 1655828)
Hi shipmates,

Remember how frustrating when tracking a ship and when you finally raised the scope to see it is a darn trawler!

At least now it will be a more pleasant experienced:salute:

The fishing net is animated to simulate the wind.

http://i886.photobucket.com/albums/a...an/Trawler.jpg

Best regards Hans

wtf....Hans ! the difference is like 'day and night' !!!! FANTASTIC work...congratulations :up:
....:hmmm:...'the Reaper'...e :D? John...is it you 'behind' this ??
@Hans and John: i have replied to your suggestions at mail,have a look there!

and for the 'lovers' of map plotting ....get this (even more enhanced than the one in MaGui...improved Maloy's ruler):
http://img109.imageshack.us/img109/4660/ultiruler.png

reaper7 05-05-11 01:35 AM

Quote:

Originally Posted by makman94 (Post 1656937)
wtf....Hans ! the difference is like 'day and night' !!!! FANTASTIC work...congratulations :up:
....:hmmm:...'the Reaper'...e :D? John...is it you 'behind' this ??
@Hans and John: i have replied to your suggestions at mail,have a look there!

and for the 'lovers' of map plotting ....get this (even more enhanced than the one in MaGui...improved Maloy's ruler):

Excellent work on the compass mate :rock:

Ps. Got your mail, will reply later just on way out to work :wah:.
:up:

Bakkels 05-05-11 08:39 AM

btw, have you guys been able to get rid of that bug with the ruler on the nav-chart? I mean the one were the ruler will give you the wrong distance ( +50 meters)?


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