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Making sub models in SH5.
Hi.
I am interested in making new submarine models for Silent Hunter 5, such as the Type IX and the Type XXI. What software would one use to make such models? What software was used to make SH3 models? Thanks, Steve |
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The programs above are more than you need for a start. Stick in mind that playable units are hardcoded in game, so atm we can only have new AI controlled subs. A while back Targor Avelany was working on a type IX model, and judging from the screenshots he posted in the WIP thread, the voat was pretty close to completion, but never released. Maybe you can PM Targor before you go through the hassle of modelling a type IX from scratch. For any other help, I am here :up: |
Mostly 3DS Max 2008 and XSI were used.
XSI does a better AO burn and the free version is way better then Max at AO. |
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Yep XSI/ModTool is the program I am using for baking my AO maps. The program can be a bit confusing at the beginning, but nothing compared to Blender. :O: By the way, have you read that they are discontinuing it? |
The last release of Softimage was April of 2014.
Seems most features were rolled into newer versions of Max and/or Maya. I rolled into a free version of Houdini but have not really had time to fully use/learn it. Topogun is another I'd like to check out. If I like it? At $100 bucks it would be a good deal. |
Phew... It has been a very while all, good to see some old faces )
In regards to creating the models of subs: the problem is not really the creation of them: if you can do stuff in 3d no matter what the program is you can make a sub model no problem. The real problem is to make it properly work in SH5, import it, assign all the proper stuff... GR2 editor is an amazing program and I will have huge respect for TDW for the rest of my life probably for making such an amazing thing, but it is not finished. Last time I've read up on his replies on the GR2 editor he mentioned that he found that there are few things that he doesnt' like about it and found a bit of mistakes, etc and he has to recharge to work on it again. But even with unfinished and somewhat tricky way of working with it I have been playing around even while being very very away (what is it, almost a year? more?) on the implementation of subs. So far the best I can do is to somewhat convert a VII AI sub into IX AI sub. That is, to be honest, without creating the IX sub from scratch, but just taking it out of SH3 or SH4. |
What about your type IX project, Targor? IIRC you were modelling it from scratch, and from what I could see from your last screenies, it looked amazing and it was quite in advanced stage of development :)
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The actual model of IX from scratch still in works - I had somewhat of a turbulent year and a half, resulting in somewhat lack of time spent on the computer period. The reason for using pre-existing models is simple: first I have to figure out HOW to import and how to correspont those things together, at least on a AI unit. Player unit becomes exponentially harder even if I leave all the inards of the sub intact. As a result you spend somewhat ridiculous amount of time just guessing what exactly causing what; while I'm not quiet capable of tweaking things on TDW's level it proves to be a major challange to import such complex structure. @gap, if you remember, for example, I had a major issue with some models, dive plane for example, that for some odd reason became inverted during the import. We had a simmilar issue with importing some AO maps for the OH2 for the baloons. Or same issue when I was working with my mine project that I still have and still not able to complete due to the same exact issue: in the game I'm not able to get the collidable object to exist at all. So, I'm starting all that from ground up - trying to make it slowly work. |
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For example, i learnt that it doesn't really matter how to name the collision bone/mesh... Well, once I finally settle down and actually hook up my computer properly i'll start working on all this things again. |
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