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-   -   If any one figures out how to get new models in game... (https://www.subsim.com/radioroom/showthread.php?t=204566)

JU_88 05-22-13 04:13 AM

If any one figures out how to get new models in game...
 
Im still sitting on a bunch of models (mostly Aircraft) I made specifically for Sh4 that never saw the light of day.
Ill will need to make some tweaks as they are not quite import ready, e.g break them up in to parts and name them sensibly, fix some smoothing groups etc assign named materials properly, normal maps will probably need to be made too.
Id love to see them in game, but really dont have the time to work on it myself.
So if someone is serious about importing new units and would like some models for this, please let me know via PM.

Models avaliable.

Luftwaffe
Junkers 88A
Junkers 188
Heinkel-111

USAF
B17-F
B24 D
B24 J
B25 Michell
OS2U Kingfisher
Catatlina
Hudson
Ventura

RAF Coastal Command
Fortress Mk II
Liberator (3 Varients)
Halifax
Hudson
Ventura
Catatlina
Michell
Wellington (2 Varients)
Whitely
OS2U Kingfisher

British Coastal Merchents (these probably need a basic interior model for 'holes' to work correctly)
ss Yewcroft
ss Ayrshire Coast
ss Somerset Coast
ss Evleen
ss Greta Force
ss Marchrie

British Submarine
T-class Group 3 (70% complete)

Italian
Mas 21 MTB
Adua 600 class Submarine.

laters...

http://i286.photobucket.com/albums/l...ortressMK2.jpg

http://i286.photobucket.com/albums/l...6/HudsonUK.jpg

http://i286.photobucket.com/albums/l...1cu96/whit.jpg

http://i286.photobucket.com/albums/l.../merchents.jpg

gap 05-25-13 09:23 AM

Cool stuff JU_88 :up:

I have been busy with RL in the last few days, but I will PM you in a matter of minutes :salute:

Jace11 05-25-13 11:32 AM

these are too good to go to waste... I'd love to see them integrated though not exactly sure how. I'd be willing to have a go at one of the aircraft to start with. What format are the models in?

JU_88 05-28-13 03:38 AM

The models are all done 3dsmax, so its no problem to make OBJ exports, already sent one to Gap for testing.

gap 05-28-13 03:39 AM

Quote:

Originally Posted by JU_88 (Post 2063943)
The models are all done 3dsmax, so its no problem to make OBJ exports, already sent one to Gap for testing.

Hi JU 88, I am replying to your PM :salute:

JU_88 05-28-13 05:26 AM

Quote:

Originally Posted by gap (Post 2063945)
Hi JU 88, I am replying to your PM :salute:

not received anything from you yet, but Ill keep an eye out for it :)

gap 05-28-13 05:34 AM

Quote:

Originally Posted by JU_88 (Post 2063961)
not received anything from you yet, but Ill keep an eye out for it :)

Sorry, RL disturbed me, and I had to put my PM in stadbay. :D

I am sending an e-mail to the address you gave me :salute:

gap 05-28-13 06:00 AM

Quote:

Originally Posted by gap (Post 2063965)
I am sending an e-mail to the address you gave me :salute:

Done :up:

gap 06-05-13 05:06 PM

First museum view of the B-25 by JU:

http://img856.imageshack.us/img856/7274/b25jg.jpg

This model is so detailed that makes you think you can touch it. Still much to do on it, but it works at least :sunny:

JU_88 06-05-13 05:34 PM

Nice one GAP! looks like we might need an occulsion map or something from my end though as its rather pale....
But good work mate and many thanks! :)

volodya61 06-05-13 05:44 PM

Very nice looking work, Gabriele :yeah:

gap 06-05-13 05:55 PM

Quote:

Originally Posted by JU_88 (Post 2067789)
Nice one GAP! looks like we might need an occulsion map or something from my end though as its rather pale....

Yes, it is. Adding an occlusion map would require placing an unified render controller in the dat file. I am not sure that planes support it (at least never seen one in SHIII/IV aircraft), but please go on if it won't take too much work by you. On my end, I will try playing with material properties.

Also note that light reflections on the tail section of the fuselage don't match the ones seen on the main fuselage. Wrong normal settings? :hmm2:

Quote:

Originally Posted by JU_88 (Post 2067789)
But good work mate and many thanks! :)

My pleasure mate, I will keep working on this unit until it will look as clean and shiny as it deserves. Hopefully, the lessons we will learn from it will make works on the next units way faster and easier :salute:

gap 06-05-13 06:13 PM

Quote:

Originally Posted by volodya61 (Post 2067799)
Very nice looking work, Gabriele :yeah:

Thank you Volodya,

as you can read, we will try making it too look even better. I hope it won't take too long. The real challenge is making it to work as supposed (accurate damage model, realistic ammo loadout and usage, working gun turret animations, etc.), unlike stock planes. :03:

divingbluefrog 06-06-13 12:41 AM

Quote:

Originally Posted by gap (Post 2067805)
Also note that light reflections on the tail section of the fuselage don't match the ones seen on the main fuselage. Wrong normal settings? :hmm2:

I encountered this kind of problem in SHIII when I imported a ship model built in Blender. Took me a while before figuring it was not related with normals, but with the way the model was built.
I will try to explain the process :
you have two main ways of building a fuselage in 3D software :
- you build plain section of the fuselage using an elipse form that you later extrude and scale
-you build semi-fuselage and then you mirror it.
It's when I mixed this two methods that I got the above mentionned problem. Only JU_88 can say the way it was built.

Perhaps it's tied to some weird property of Blender, or not related at all, but I thought I could mention it to your attention.

JU_88 06-06-13 03:03 AM

Quote:

Originally Posted by divingbluefrog (Post 2067886)
I encountered this kind of problem in SHIII when I imported a ship model built in Blender. Took me a while before figuring it was not related with normals, but with the way the model was built.
I will try to explain the process :
you have two main ways of building a fuselage in 3D software :
- you build plain section of the fuselage using an elipse form that you later extrude and scale
-you build semi-fuselage and then you mirror it.
It's when I mixed this two methods that I got the above mentionned problem. Only JU_88 can say the way it was built.

Perhaps it's tied to some weird property of Blender, or not related at all, but I thought I could mention it to your attention.

Cheers for your input DBF ^ Crikey I built it so long ago (2008) Im not sure i remember exactly, but it was indeed mirrored. If what you say is correct, then its unfortunatley too late to do anything about it now.

The area where the reflection is showing up differently is a seperate .obj part/node, (the tail area can be shot off as part of the damage model) I cant really tell much from the pic as the camera is so far away from the aircraft, it might be easier to underdstand when i see the unit in the museum.
Does anyone know where you can adjust camera settings for the museum? - to allow the camera to zoom in closer.


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