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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mr. Bad Wolf
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Personally, I don't care of realism (battlestations), but an auto-closure by giving the order to go to bs would be nice...
![]() Anyway, nice work ![]()
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#2 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#3 |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#4 | |
Pooped from posting
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#5 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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so hows it coming along? with the In-game testing? have you gotten that far yet?
sorry for the questions, I would really like to see this for RFB
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#6 | |
Pooped from posting
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#7 | |
Rear Admiral
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In my understanding of open hatch style mods, the two interior rooms are joined into one model. So from a technical sense, all the game is really loading in this case, is one big control room dat with the conning tower intergrated into it. Now here's the thing. I don't know if CA is using his interior as a "tack on" to the control room or not. What i mean is, since he's been working on closeable doors, i suspect he's combined his interior to the control room into one seemless model. We'll have to ask him i guess. I honestly don't know, im just making that assumption. At any rate, he's been using my control room for TMO 1.8X (beta) as a base because i have all clickable 3d controls in there. Throttle, rudder, depth, speed, etc, all controls interactive and clickable. So, it's my fear that when all is said and done, we'll be with two, if not 3 different interiors to choose from where the end user has to sacrifice one cool item, in order to get another cool item. At this point, what happends to the interiors is out of my hands. So i just thought id express the concern. If his work is still being placed as a child node of the CR parent object seperate from the CR model, then there's nothing to worry about i guess. |
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#8 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#9 | |
Pooped from posting
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work like this is not the problem but remodelling the hatch openings and doing the texture adjustments so that it looks somewhat professional is a lot of work. it's not a big thing to put all the available rooms together in one file when they are finished ![]() |
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#10 |
Seasoned Skipper
![]() Join Date: Nov 2008
Location: Colorado and California
Posts: 726
Downloads: 358
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we are getting closer and closer to an entire boat ...this is great to see. thank you for doing it.
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Erlaubnis an Bord zu kommen.
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#11 | |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Vickers, have you ever thought about just repositioning the CT compartment within its own dat file so that it lines up with the CR when rendered in the game? This is the approach I wanted to take with the OQ compartment. I wanted to use the German RR dat file and just have both compartments line up. I had to abandon this idea because Ducimus informed on how the files are processed by the game which would have resulted in all of the sensors being messed up. EDIT: Sorry, I forgot one important detail. I also had to modify the control room compartment model (Druck_LM1) to cut out the hole for the OQ compartment hatch. Last edited by Captain America; 11-09-09 at 12:27 PM. Reason: Left out one important detail... |
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#12 |
Engineer
![]() Join Date: Apr 2005
Location: Shang Gri La
Posts: 219
Downloads: 61
Uploads: 0
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Wow!!!
Now this is cool. Add a lanyard to pull down the hatch as one descends for closing....
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#13 | ||
Pooped from posting
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between the compartments. i could go through it into the tower, but no open hatch ![]() Quote:
edit: i've done many improvements to the compartments over the time, mostly smoothed and rounded off the instruments (there where just too much edges), this means of course many more polygons in every room but so far no performance problems. Last edited by vickers03; 11-08-09 at 06:51 AM. |
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