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Hi-Poly American Submarines
Hi.
Simple question here. Would it be possible to make a high polygon american submarine like the UBM ones, with ballast holes and all? This could really change the face of SH4. |
Higher yes, so you could get limber holes in, but not as highly detailed as SH5's subs as the game won't be able to handle such detailled models as well as SH5 can (as it's built to do it).
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Well, let's say we start with the S-18. Few limber holes.
How do I edit the existing model. I know one has to make an interior structure in order not to see through all of the sub. Also, since I'm no expert in the matter, how to make limber holes and the interior structure? I want to edit the existing model. OR Could you point me to a tutorial that depicts all of the above? Thank you. |
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Once you have a basic grasp of what to do, then you need to extract the model from the game, which there will be a post of few in the S3D thread or general forum at large. Edit it, then re-import it. It's by no means as simple as it sounds though :DL. |
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I hear you Duci, but I just wanna train, and so the S-18 is perfect as it has very few limber holes. |
Well, as Nisgeis hinted, this is alot of work, and learning. IMO 3d modler's have always been in a league of their own on the SH mod forums. It's a totally different ballgame from just tweaking various files.
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Well, I learned what to do for cutting holes in exterior structure.
http://img697.imageshack.us/img697/2842/86870844.jpg Uploaded with ImageShack.us Since I'm using 3D Studio Max 9, I just need to know how to apply the sub texture in order to cut the holes shapes and give them the good inclination. Alternatively, I could use a schematic to use in 3DS. I know there is modders here which works with 3D models. Could someone point me to a good S-18 Schematic? |
Open the Material Editor,
In the Binn Basic Parameters section select the Diffuse button. Select Bitmap on the popup list. Browse to the image you want and select it. Once it shows in the Materials Editor, click the button that says Show standard Map in Viewport. Now you can drag the image onto the 3D model. |
Thanks! It works!
http://img713.imageshack.us/img713/5240/76302937.jpg Uploaded with ImageShack.us But it is kinda blurry... Anyway to make it more clearrer? And hey privateer, do you know where I could find a schematic of the s-18 that I could work on for the interior structure? |
Work is going great guys!
http://img256.imageshack.us/img256/2613/93530915.jpg Uploaded with ImageShack.us But this is only the easy part. The most difficult one will be to actually model the interior structure, and will be difficult without schematics to work on. I'll say it again, if anyone knows where I could grab WW2 American Submarine Schematics, please do tell me! Thank you! |
Limber holes are completed.
http://img208.imageshack.us/img208/7923/13858799.jpg Uploaded with ImageShack.us Only thing to do is the interior now. I'm still wontering if I should just put a black cylinder in there. Share your thoughts! |
This website has a lot of pictures and info on US submarines, might be worth a look for you. http://www.navsource.org/archives/subidx.htm
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Well, it didn't work. I give up.
I successfully managed to cut limber holes through the sub with boolean operation, but the result was so screwed up... Lemme explain. I first exported the 3d model from the DAT file, then I imported it in 3dsmax, I then made custom shapes that ressembled limber holes and cutted through the sub with boolean. I then re-imported it in S3D with .mtl files. I putted back everything in order then booted up SH4. I started a game with a S-class. Then... Holy S***! The sub was all black (due to bad .mtl files I think) and it had limber holes allright, but you could see all around through them!!! It was not black inside as I expected but rather transparent. I still do not know what I did wrong, but I do know now that UBM models have holes made on the model itself. |
I used the blueprints for my jap subs, made cylinders for each room, and smaller ones leading up to each of the hatches.
then made an ao map and texture for them then added an object node 'details' in the sub.dat linked to a new texture node you can already see the results in s3d. you have to copy the hull, as the texture in SHIV is visible on one side, see through on the other, resize the hull copy to 98 % , and invert the inside one (reverse face) so the texture will show on the inside : as example I have the Narwhal tower, Jyunsen B etc.. towers hope this helps keltos |
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