SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   8.8cm Flak 41 munition (https://www.subsim.com/radioroom/showthread.php?t=183134)

richardphat 04-29-11 06:10 PM

8.8cm Flak 41 munition
 
So I haven't bothered searching this. You may slap me if this is already in game and or with a mod:DL

Anyways, so I working with few project now. I just made a shell model for the flak 41.

And I had this idea, if I could tweak it and have it use in game.

Basically if it is interesting to scale it a bit and turn it into a vulgar "8.8cm L/45" munition and have them displayed in the uboat or have them held in a sailor's arm .

  • Note that, I am rubbish and clueless at making 3D model for gaming.
My experience at modeling is only for creating piece and assembly for engineering, yet I am still a beginner.
So I am uneducated when it comes to this.

On the other hand, I have heard there are some type for polygon:triangle, rectangle, etc.
So I don't know which type silent hunter 3 and 4 supports.
  • Also, how much polygon each shell should have? Because I have the option to export with good quality with tons of poly as well as making a less good looking for the cost of fewer poly.
  • If someone is willing to help me, but I have 0 clue on texturing. The current picture contains material rendered, so that won`t work with the gaming. The worse case I can do, is sending you guys couple of files and ask you to texture
  • Last thing,
    They are made of 5 parts. I don't know when it is the good time to use several components or just a unique one for gaming.
http://img822.imageshack.us/img822/1692/88mm1.png

Madox58 04-29-11 06:39 PM

Stay with as low a poly model as the Game will render and still look good.
You may need to detach faces to avoid weird renderings.
SH Engines try to smooth things that you may not want smoothed.
As this is a small object, keep the texture around 512 x 512 or less.
I'd try to use textures that already exist in Game to save overhead.
Don't put them in the dat but call them.

You are welcome to PM me if you need more help.

richardphat 04-29-11 08:36 PM

I'll reduce first the poly as first step.

Good stuff to knows. This might become more challenging as expected.


All times are GMT -5. The time now is 09:22 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.