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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 |
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Glad to see the videos will soon give their fruits can't wait to see your first ships:up: Best regards Hans |
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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 |
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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! |
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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: |
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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 |
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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 |
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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 |
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I hope when I will gather a new computer, all work will be ready. :D |
@ Hans. You got mail - sent to you u-boot-hahd mail :up:
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....: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 |
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Ps. Got your mail, will reply later just on way out to work :wah:. :up: |
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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