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03-18-15, 01:19 PM | #1 |
A-ganger
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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 |
03-18-15, 01:48 PM | #2 |
Canadian Wolf
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03-19-15, 11:37 AM | #3 |
A-ganger
Join Date: Feb 2015
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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. |
03-20-15, 04:57 AM | #4 |
Village Idiot
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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. |
03-20-15, 05:22 AM | #5 |
Growing Old Disgracefully
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03-20-15, 06:36 AM | #6 |
Stowaway
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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. |
03-20-15, 07:11 AM | #7 |
Village Idiot
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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. |
03-21-15, 10:16 AM | #8 |
Commander
Join Date: Nov 2010
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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.
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03-21-15, 03:04 PM | #9 |
Stowaway
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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. |
03-21-15, 06:15 PM | #10 |
Commander
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... 120 000 polys imported as ONE SINGLE mesh?
Or broken up into several submodels? |
03-22-15, 02:33 AM | #11 |
Stowaway
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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...)
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03-26-15, 05:50 PM | #12 |
Commander
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... 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. |
03-26-15, 07:44 PM | #13 | |
Silent Hunter
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03-27-15, 10:29 AM | #14 |
Watch
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Welcome to Subsim and good luck in your future modding projects.
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03-27-15, 01:06 PM | #15 |
Commander
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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). |
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