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-   -   [REQ] SeaQuest DSV (willing to pay) (https://www.subsim.com/radioroom/showthread.php?t=195055)

Marka Ragnos 05-09-12 08:53 AM

[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

iowa101 05-16-12 12:49 AM

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

Marka Ragnos 05-16-12 07:29 AM

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.

iowa101 05-16-12 08:15 AM

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 ^^

Marka Ragnos 05-16-12 08:24 AM

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.

iowa101 05-16-12 10:18 AM

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???

Marka Ragnos 05-16-12 10:39 AM

Quote:

Originally Posted by yoshida-kun (Post 1884484)
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???


in the default folder of SH4

Gibbs1 05-16-12 10:39 AM

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.

Marka Ragnos 05-16-12 12:08 PM

Quote:

Originally Posted by yoshida-kun (Post 1884484)
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???


How fast where you going? This can happen when you go to 20+ knots

iowa101 05-16-12 12:36 PM

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

Marka Ragnos 05-16-12 01:10 PM

Quote:

Originally Posted by yoshida-kun (Post 1884562)
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

max depth : go to submarine folder find the cfg file and you will find:

[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.

iowa101 05-16-12 03:44 PM

Thank you, I also would like to know how to remove a conning tower that isn't in the dat file??

peabody 05-16-12 05:57 PM

Quote:

Originally Posted by yoshida-kun (Post 1884650)
Thank you, I also would like to know how to remove a conning tower that isn't in the dat file??

Not sure I understand the question, you want to remove a tower that isn't there?

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

iowa101 05-16-12 06:20 PM

Ok I'll let you know how I get on

iowa101 05-17-12 07:49 AM

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:


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