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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
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(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 ![]() 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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#2 |
Eternal Patrol
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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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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Nice work! Looking forward to this
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#4 |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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Nice idea. I would love to sneek in the torpedo rooms or engine room.
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#5 |
Silent Hunter
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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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#6 |
Lieutenant
![]() Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
Downloads: 36
Uploads: 0
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Impressive!
![]() With Best Regards Stary Wuj |
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#7 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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![]() Quote:
are you able to set up a tutorial for interior model import?
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#8 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
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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 ![]() @ 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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#9 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
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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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#10 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
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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 ![]() Have a nice day. |
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#11 |
Lucky Jack
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Wow, just wow. Nice work!
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#12 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
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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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#13 | |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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When this is ready all say: A nice ok. [....3...;... 2....;.....1].... , but I want this too:!
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#14 |
Mr. Bad Wolf
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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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#15 |
Navy Seal
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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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