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[REQ] SeaQuest DSV (willing to pay)
Hi all,
This has been asked a few times now and while there are some great mods out there one is still missing. There is a model out there that you can use with blender. http://www.scifi-meshes.com/forums/d...do=file&id=117 It's not finished but it's a great start, i can provide you with 100 of screenshots since i have the dvd's. And like i said i am willing to pay good money to see this happen. It' saddens me that i am not able to do it myself. I am going to start learning in my free time and school but it will take me years of frustration to get it in silent hunter EDIT: http://s1100.photobucket.com/albums/...rdcf/Seaquest/ about 50 pictures i made + comparison chart http://i1100.photobucket.com/albums/...parisonsvg.png http://i1100.photobucket.com/albums/...1h24m48s25.png |
Hi
I've been learning to 3d model the last few days and have taken the idea from Seasquest, and the designs of the submarines. here's my first ever, own built 3d model from blender. http://img826.imageshack.us/img826/9190/pic2kn.jpg http://img688.imageshack.us/img688/6804/pic1yq.jpg http://img843.imageshack.us/img843/7410/pic3le.jpg I'm hoping to get her in game as a playable, but we'll see what the feed back brings :DL |
nice work there!!
In my first post is a link to a free seaquest model for blender. If there was a step by step tutorial to get ingame that would be great but sadly i can't find it. |
trust me, the guys on the forum will help with that, just reach out, I did. I'm not all that experienced but I'm hoping to get better ^^
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jhapprich and karle94 are the guys who can make things work.
Silverwolf is a great modder aswell, but sadly not that active anymore. He actually considered making the Seaquest but never got around to it. Karle is more of surface modder while jhapprich usually takes on subs. I'm really hoping he could take a look at the seaquest idea. |
I just completed a quick mission with my model. she moves, dives, turns, fires and hides.
Just got a few tweaks to work out, like the when she dives, she does a wave motion as she tries to find her depths. what I mean is when I set periscope depth she dives then surfaces, this repeats for about 10mins until she remains at a depth that still varies about 2-3degress. I'm working on applying a texture but need to download gimp lol one question. any idea where my screenshots got after they save??? |
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in the default folder of SH4 |
The screenshots are in the main Silent Hunter folder.
offtopic: I've just tried to model a type 214 sub, but it doesn't work. When the seaquest is ready, maybe you could help me. |
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How fast where you going? This can happen when you go to 20+ knots |
I was going flank lol.
Also a few questions, The texture I'm trying to add is stretched in places, how do I map the image to my model so it fits better. And how do I do the following: Max depth at 1000ft Torpedo reserves at 200 Full crew |
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[Properties] PeriscopeDepth=29;meters SnorkelDepth=7.4;meters CrashDepth=48.8;meters MaxDepth=800;meters SurfaceDepth=7.4;meters TorpLaunchMaxDepth=600;meters StormConditions=12,0.2;max wind speed [m/s], max rain intensity [0,1] you can change the torpedo's in the upc file but you will also need to change them in the sim file using silent 3 editor make sure they are the same settings. full crew i have no idea, never figured that out. I just start a new campaign and add them manually. |
Thank you, I also would like to know how to remove a conning tower that isn't in the dat file??
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I assume you might mean your sub doesn't have a conning tower? Well anyway here are the files: 1. In the submarine.dat file is a Z01 node, that is for the conning tower. like this: cfg#Z01_NSS_Balao 2. In the submarine.upc file is an entry like this which point to the Z01 node and textures etc: [UserPlayerUnit 1.UnitPartSlot 1] ID=BalaoConningSlot NameDisplayable=Conning Tower Mount Type=NULL AcceptedTypes=GatoConningTower ;Only UnitParts of this type could be placed here IDLinkUnitPartIntervalDefault1= NULL, 1944-04-01, BalaoConningMs9 IDLinkUnitPartIntervalDefault2= 1944-04-02, NULL, BalaoConningMs32 ExternalNodeName3D= Z01 3. The actual towers.dat, sim etc are in the Objects folder. 4. The upc files for the tower are in the UPCData/UPCUnitsData/UnitParts#subname.upc. So if you need to eliminate the tower, you delete #1 and #2. BUT your deckwatch, radars, radio, periscopes, flak guns are all in the tower. So if you eliminate the tower you need to transfer the UnitParts#Subname.upc stuff into the Submarine.upc file (the equipment and if you want, the crew) and renumber compartments for them. Then you take the stuff that is needed from the Objects folder for the equipment and put it into the submarine.dat, .sim, etc. make sure you use the same Object 'tower' as the Unitparts 'tower'. Edit: Sorry I didn't say that right it doesn't contain the radars in contains the radar antenna, radio antenna and so on. Not the actual radar unit itself. Peabody |
Ok I'll let you know how I get on
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Next model I'm working on.
Here is a picture of the next ship I'm going for.
http://i1252.photobucket.com/albums/...a/Atlantis.jpg And here is where I've got so far. http://i1252.photobucket.com/albums/...odelling-2.jpg I am now in the process of matching the front portion of the ship to the side view and then I'll update you guys after p.s Sorry Marka I'm hijacking your post here mate :oops: |
not a problem :)
you are welcome to :D |
since we have derailed anyway, i would like to showcase one of my own little projects.
Before i say anything credits go to karle94 for making the model. I will NOT release this ship because i have no permission and there is still one bug that needs fixing. It's the H-44 i changed almost everything :) First of here is the "before" picture http://i1100.photobucket.com/albums/...f/H44/h444.jpg I changed the followng: - Made it US playable - Changed the aft flag from german to american - Removed the plane - Increased the speed, reload and strength of all weapons - Nuclear missiles (this blows away everything, for this i had to make the ship invulnerable) - Changed the skin of the ship, there was a texture issue but i managed a work around - Renamed the ship to USS New York because of it's "two towers" Well here she is: (Karle it's a beauty) http://i1100.photobucket.com/albums/...f/H44/h442.jpg http://i1100.photobucket.com/albums/...f/H44/h441.jpg http://i1100.photobucket.com/albums/...f/H44/h443.jpg |
Thier very nice mate, are you making available for download??
Also are you any good with textures. I'm just learning to 3d model and textures are last on my to learn list :salute: |
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Do you mean an empty boat or just a few empty slots? 1. If you mean a few empty slot, I think that was done so you could add/buy new crewmen if you wanted with special abilities, or so you could move people around. The solution if you want full slots is in the sub upc file. [UserPlayerUnit 1.Compartment 5.CrewMemberSlot 2] Examples: IDLinkCrewMember= POTorp That has a Petty Officer in the slot with a torp ability. IDLinkCrewMember= NR That has a 'crewman' in the slot, basically No Rank. IDLinkCrewMember= NULL That has an empty slot And I don't mean these slots: WatchCrewMemberSlot3D= WCS_03_dummy Those are the crewman and officers you actually see when you play the game and they have a node in the subname.dat file. + 116: node-WCS_03_dummy ********************************* If you are saying there is no crew on the boat at all, it is empty. Everytime I see that, it is because of a mod that has changed ranks, but a sub that did not use the ranks from the mod. In other works a sub that used a STOCK upc file. The info is in the UPCData. So if your sub is empty just look at the Subname.upc of a sub in the mod and see what is in the IDLinkCrewMermber= slots. Compare them with what is in your sub. That is why the sub is empty, there are NO crewman with the correct rank to fill the slots. Hope that helps. Peabody |
No, just some of the spaces are empty.
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