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Old 07-06-08, 09:12 AM   #1
Gotmilk
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Default All Interiors mod

(quick note: sorry about my english. Its not my momma language)

Hello.

As most of you already know our member Skwasjer is going to release new S3D with model view support very soon. The new S3D has also a very easy way to manage camera bounding. So you wont get "camera out of sector" message if you move your camera out of the interior area.

This opens alot of new possibilities. In fact we can easily add new rooms. We can even model out EVERY room in submarine. And yes... this will be an "eye candy" mod at first. But i belive its a step further to realism. We have a lot of talented coders who can add little features later to new interiors. But first we should make new rooms.

I belive that submarine is your home. So i was kind of let down when i learned that there are only few rooms in your submarine when i bough SH4 last year. You should have freedom to walk in every room of your WW2 home. Even if those rooms do not have any purpose. You must have that freedom. It gives you more immersion. You must feel that you are in submarine not in a cheap movie set.

But enough of my babling. As soon as i learned that the new S3D will make adding interiors easy i started to model my own low poly ingame captain cabin. It is far from ready and its only a draft. Note that many 3d objects (coffee mug, books, pictures) are in the stock game. So we can reuse them. I made a few objects so you could see how the room should look in the end.

By the way. I am very sorry because i am new to modding. So these pictures the object interior is very very dark and you cant see anything. (i dont know how to apply light and texture on my new object) But i putted this picture as a proof that it is there Of course i had to put my model in centre of Command room because if i put it out i cannot move to it due the "camera out of sector" issue. Thanks to Skwasjer we wont have that problem with new S3D.





And this is the model you are really looking at righ now




I tried to keep this model as low poly as i could and trying to give it a good look. Of course there are lots of things to model in yet. But i did not want to take that model too far. I wanted to import it into a game and see how good the game engine can handle this model.

The good news is that there was 0 frame rate drop when i looked the model in game. But the mission took a tad bit longer to load.

My point is that now it is possible to add new rooms into subs. So we could bring together a little team. Especially those who know how to texture ingame model and put it so that the model is lighted properly.
(if you have some tutorial documentation about this stuff then let me know so i could learn it.) Also it would be cool if a few modellers would step up. Because we all have a life then i cannot give 8 hours a day to model interiors all day (i wish i could )

My ultimate goal is to model our every interior in submarine. This captain room is only a test. I am a big U boot fan. So i think that when i finish captain room then i start to model all U boot compartments first.

So here is my first step. I hope that i find some guys who are willing to help me out with this mod. I know it wont be easy. This mod would be completed by trial and error. But hell we will enjoy the ride. And i am sure that we are able to overcome any problems we may encouter with this mod.
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Old 07-06-08, 09:19 AM   #2
Sailor Steve
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Very good start, Gotmilk!

I've always spoken against having unnecessary rooms in the sub, because it ties up work time for the devs which could be spent on things we actually need.

But with the ability for others now available to do this, I see the possibility of unlimited modelling in the future. "No, I think So-And-So's engine room is better!":rotfl:

This is a great start. Keep it up, and you may become one of the greats.
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Old 07-06-08, 02:31 PM   #3
skwasjer
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Nice work! Looking forward to this
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Old 07-06-08, 02:44 PM   #4
haegemon
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Nice idea. I would love to sneek in the torpedo rooms or engine room.
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Old 07-06-08, 02:58 PM   #5
iambecomelife
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I'm not much of an interior modeler but if this project ever gets off the ground, let me know if you need some texturing done.
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Old 07-07-08, 03:36 AM   #6
Stary Wuj
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Impressive!

With Best Regards

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Old 07-07-08, 04:19 AM   #7
urfisch
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Quote:
Originally Posted by Mikhayl
Hi Gotmilk, good to see you're started
If you look in the u-boats interior .dat's you can also find lots of re-usable objects, especially in the RR.dat, with refreshed textures they would be just fine in a fleet boat I guess :hmm:
For the textures btw I think you can use the same way, when you're done with the model just re-use parts of the available stock textures from all interiors, lots of material here, no need to redo everything from scratch IMO.
hey mikhayl, thats a very interesting point!!! i havent given up the idea of additional compartments...but to create the open hatch showed up many problems of imported interiors. it was much work to get the black models lighter. and so i got on hold with my idea...but this opens new possibilities!!!

are you able to set up a tutorial for interior model import?
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Old 07-07-08, 05:05 AM   #8
Gotmilk
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Hello.

Thank you for kind words, tips and support. I will give my best to try invest at least 1 hour of interior modelling per day. Also i keep this thread updated with new pictures and progress. The start may be slow because i must learn to use S3D properly. Trying out all the issues with lighting and texturing.

When i get home from work i try our the new S3D editor Also i am going to look into those light nodes what Mikhayl mentioned about.


@ urfisch

I dont know if this helps but i used this tutorial to get my object imported into game.
http://www.subsim.com/radioroom/showthread.php?t=135177


Also does anyone own good U boat interior reference images? Right now i am collecting all my reference from "Das Boot" movie :rotfl:
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Old 07-07-08, 05:33 AM   #9
skwasjer
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Quote:
Originally Posted by Mikhayl
You also need to delete the "interiorillumination" controller attached to the main node (you can put it back later). With this controller active, every model without 2nd texture channel + lightmap texture will appear totally black.
Another way that doesn't require the removal of the controller: create a full white texture for the AO-map (RGB channel of O01). Similarly the specular map: create a grayscale copy of the diffuse map, paste it in the Alpha channel of the O01 texture, and voila, you have a working texture and the model will be lit correctly (although specular highlighting is obviously not good, and no true AO shading etc).

You however would need uv2 data but it doesn't have to be 'correct' so to speak. This can be done by either copying the main obj, and rename it to ...-uv2.obj (basically you create fake uv2 data) and use the import with OBJ as uvmap support files. Or you could use the Unwrap modifier and create 'fake' data for the 2nd channel by simply generating a new uv map from the 1st channel. The specular map uses the uv data of the diffuse map so that's no problem here.

Later, when it's time to work on the AO map, you can export the actual correct uv2 data, and replace the AO texture with the newly baked texture.
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Old 07-07-08, 02:01 PM   #10
Gotmilk
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Hello Mikhayl. Thank you for your tutorial. There are lot of things that need to be learn about texturing. So it is gonna take some time for me to get uset to it. I am new to S3D but i start to see how this program works.

I deleted the illumination node and the model became white. I attached my model to main room node. But i think it is better to do like you did. Make seperate room node so it would be easily manageable. And you are right. There are tons of interior models that you can import and make your own objects library. You then can import those nodes and place it in interior. A very easy work.

So the modelling is the easiest part. The hard thing is to put it all together with texturing and proper lighting. So basicly you only need to model a tube and fill it with already used interior objects. Of course you can model new ones too. Like the safe in my captain room. What i like about this editor is that it is very easy to add objects. You can easily add your family picture on the wall.

Here are two pictures of my test interior. I will use it to learn about the S3D and try to figure all out using trial and error.








BTW Mikhayl your work is great Keep modelling that U boat. Maybe we should connect our forces. Model seperate compartments and get interiors done quicker :rotfl:


Have a nice day.
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Old 07-07-08, 02:26 PM   #11
AVGWarhawk
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Wow, just wow. Nice work!
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Old 07-07-08, 04:11 PM   #12
martes86
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Have I ever told you I love you guys?

I'd definitely have an orgasm if I could have free roam around the whole sub interiors of all the types we currently have.

Cheers
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Old 07-07-08, 05:11 PM   #13
Xantrokoles
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Quote:
Originally Posted by haegemon
Nice idea. I would love to sneek in the torpedo rooms or engine room.
I KNEWED IT!!!:rotfl:

When this is ready all say: A nice ok. [....3...;... 2....;.....1].... , but I want this too:!
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Old 07-07-08, 05:18 PM   #14
Carotio
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Very impressive if interiors can be made for both fleet boats as uboats
Even more impressive, if you guys can/will populate the new rooms too

My sincerest congratulations with some good work to all
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Old 07-07-08, 05:28 PM   #15
Rockin Robbins
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Bah, humbug!

Not my cup of tea. In fact, I am offended by submarine interior work. It makes the game too realistic. Before, I could go right from the control room to the after torpedo room. Now you are going to make me go through three other compartments. If I get lost I will be upset.

So go for it. Offend me! Offend me! What's next?
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