SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-18-15, 01:19 PM   #1
Longknife
A-ganger
 
Longknife's Avatar
 
Join Date: Feb 2015
Location: Northern KY
Posts: 80
Downloads: 61
Uploads: 0
Default New modder

Greetings folks,

I am reasonably new to SH but am a long time modeler & modder for Flight Simulator from FS5 to FSX.

I have just a few brief questions that I hope someone could answer & save me hours of surfing.

I am given to understand Ubisoft never released a SDK for any of the iterations of SH correct? Assuming so is there any single source/knowledge dump about file structure/file formats used in SH?

I am reasonably proficient in 3DS Max, has the community been able to successfully import new models into SH from 3DS or another 3d model program?

I am enjoying simming with SH for now & would like to make some high rez models of the playable subs for my own use (in fact I may make them anyway for my own entertainment) but would like to judge my chances of success before I start down the rabbit hole

Many thanks for any insight the group would be able to provide.

Bob
Longknife is offline   Reply With Quote
Old 03-18-15, 01:48 PM   #2
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,801
Downloads: 946
Uploads: 5


Default

Welcome to SUBSIM

Check out this thread: Here

Many have used this mod tool on SH4:Here
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 03-19-15, 11:37 AM   #3
Longknife
A-ganger
 
Longknife's Avatar
 
Join Date: Feb 2015
Location: Northern KY
Posts: 80
Downloads: 61
Uploads: 0
Default

Thank you for the welcome & the links!

Another slights more technical question. What is the upward limit on triangles for the mesh? Obviously less is better but all things are a compromise.

I suppose I could port some of my old models into the sim to see what she can take but I was wondering if there had been any experience with upper limit & still maintain playability on most systems.
Longknife is offline   Reply With Quote
Old 03-20-15, 04:57 AM   #4
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,422
Downloads: 131
Uploads: 0


Default

Depends on what you consider 'most systems'.
As all models are broken into parts? You can just break down a model to parts and get a big file.
I seem to recall a 32K or 64K limit for each part but I'm crazy so don't trust me too much on this.
Jeff-Groves is offline   Reply With Quote
Old 03-20-15, 05:22 AM   #5
THEBERBSTER
Growing Old Disgracefully
 
THEBERBSTER's Avatar
 
Join Date: Dec 2012
Location: Hythe - Southampton
Posts: 9,607
Downloads: 1132
Uploads: 0


Default

A Warm Welcome To The Subsim Community > Longknife
You Will Always Find Someone Here To Help You
New To Silent Hunter <> Need Help <> Click On My Thread Link.
Subsim <> How To Donate <> See The Benefits <> Support The Community
http://www.subsim.com/radioroom/showthread.php?p=2033119%23post2033119
THEBERBSTER is offline   Reply With Quote
Old 03-20-15, 06:36 AM   #6
jhapprich
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

there is no limit to the game engine. biggest thing i implementet was a 250.000`single mesh. what really uses up cpu ressources are particle generators such as stern or bow waves(eg. using Karle94`s surface mods.

Last edited by jhapprich; 03-20-15 at 08:15 AM.
  Reply With Quote
Old 03-20-15, 07:11 AM   #7
Jeff-Groves
Village Idiot
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,422
Downloads: 131
Uploads: 0


Default

What was the size of the largest single mesh imported?
Not over all parts in a dat but a single mesh such as the hull.

If one goes back through skwasjer's threads on S3D?
I'm thinking it was talked about when Collada was discussed.

Last edited by Jeff-Groves; 03-20-15 at 07:24 AM.
Jeff-Groves is offline   Reply With Quote
Old 03-21-15, 10:16 AM   #8
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

S3D can import meshes up to ca. 60 000 polys. The number of maximum vertices is also in that range. Had to break up models into smaller chunks after edge splitting and subsequent increase in vertices.
the_frog is offline   Reply With Quote
Old 03-21-15, 03:04 PM   #9
jhapprich
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Nope, 60.000 is definitively not the limit (i am handling a 74k mesh in s3d in this moment). As mentioned before i already worked on a 250k single mesh (carrier model) in s3d

Last edited by jhapprich; 03-22-15 at 02:34 AM.
  Reply With Quote
Old 03-21-15, 06:15 PM   #10
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

... 120 000 polys imported as ONE SINGLE mesh?
Or broken up into several submodels?
the_frog is offline   Reply With Quote
Old 03-22-15, 02:33 AM   #11
jhapprich
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

i wrote it before.... YES A SINGLE MESH. and i dont think thats the limit either( but i would ask myself if a model of more than 200k makes sense in the game, you wont see any more detail...)
  Reply With Quote
Old 03-26-15, 05:50 PM   #12
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

... did a number of tests with several meshes. Import of meshes with either > ca. 65 000 vertices or > ca. 100 000 faces causes S3D to fail, with a messages appearing stating the model has either too many vertices or too many faces.

Seems on my (likely underpowered) machine handling large meshes in S3d is not possible. Most models require subdivision anyway, so not much of an issue.
the_frog is offline   Reply With Quote
Old 03-26-15, 07:44 PM   #13
iambecomelife
Silent Hunter
 
Join Date: Apr 2005
Posts: 4,624
Downloads: 297
Uploads: 0


Default

Quote:
Originally Posted by the_frog View Post
... did a number of tests with several meshes. Import of meshes with either > ca. 65 000 vertices or > ca. 100 000 faces causes S3D to fail, with a messages appearing stating the model has either too many vertices or too many faces.

Seems on my (likely underpowered) machine handling large meshes in S3d is not possible. Most models require subdivision anyway, so not much of an issue.
Got the same issue working on the "Lusitania" - over a certain number of vertices S3d crashes. It doesn't bother me because I need to separate her into destructible parts anyway, but I'm wondering why it works for you.
iambecomelife is offline   Reply With Quote
Old 03-27-15, 10:29 AM   #14
nrnstraswa
Watch
 
Join Date: Mar 2015
Location: Wisconsin, USA
Posts: 25
Downloads: 10
Uploads: 0
Default

Welcome to Subsim and good luck in your future modding projects.
__________________
"When in doubt, win the War."
nrnstraswa is offline   Reply With Quote
Old 03-27-15, 01:06 PM   #15
the_frog
Commander
 
Join Date: Nov 2010
Posts: 456
Downloads: 17
Uploads: 0
Default

IMBL,
thanks for confirming the too-much-vertices-cause-S3D-to-crash observation.
I am not very fond of many destructible parts; I dislike exploding vents and flying masts. However, breaking up a model into smaller pieces allows for easier handling of reflections, and also for using several repeated instances of certain items (which gives somewhat smaller *.dat fies).
the_frog is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:48 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.