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#1 |
Grey Wolf
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As a small part of Divingduck and Mchalo's animated new interiors crew i am modelling the forward torpedo room that was sadly missing from the initial release of NewInteriors.
Still quite a bit of work to do but i thought id share progress so far... ![]() ![]() ![]() ![]() |
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#2 |
Elite Spam Hunter
Join Date: Dec 2009
Location: Flensburg / Germany
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Are these images really taken in SH3 ?
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#3 | |
Seaman
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![]() Ubisoft nervously smoking in aside..... Last edited by Gunter Prien; 09-01-11 at 01:58 PM. |
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#4 |
Rear Admiral
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AWESOME!!!!!
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#5 |
Eternal Patrol
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Just marvelous. Great work
![]() ![]() ![]() Greetings rowi58 |
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#6 |
Ocean Warrior
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Great!!! These are so realistic that they could pass as the real thing
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Irish1958 ![]() |
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#7 |
Weps
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OUTSTANDING
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Deep into that darkness peering, long I stood there wondering, fearing, Doubting, dreaming dreams no mortal ever dared to dream before... |
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#8 |
中国水兵
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Location: Berlin
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Undoubtedly a great work, because you have done and are doing.
But I wonder how the SH3 game engine can process the data and absorb. I'm thinking of the practice in collaboration with the interiors and the existing large-mods to the game engine now has been at its capacity limits. If it works then in practice with all the ... ... it's a huge thing! ![]() |
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#9 |
Silent Hunter
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I going to need more RAM!!!
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#10 |
Sea Lord
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Location: Deep down in Germany
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...once again...you blew it away, dude. amazing stuff. really. thanks a lot! cant wait for the final version. who would ever guess seeing the whole boat in sh3...
great. ![]()
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#11 |
Admiral
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TOP!!
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#12 | |
Grey Wolf
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![]() Quote:
Its a valid concern. The fore and aft rooms were omitted from the original release partly because i hadnt the time to model them but also i was worried that adding any more might bring the engine to its knees. Sh3s engine is fairly robust though, especially when you throw lots of geometry at it, just think how many polys it is dealing with in a busy harbour or convoy. Texture data was the biggest headache with the original mod with 300-400Mb of texture and lightmap data, since i can reuse textures from the first release of FM_NI i will only have to include additional lightmap textures in the new .dat. Im confident the New compartment would run happily with the interiors from the first mod, however ive not yet seen the performance impact of having animated crew in the new compartments, im pretty sure as a minimum though anyone running it will need to have the 4GB patch applied to their she.exe and of course plenty of ram! |
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#13 | |
Kaleun of U-3
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![]() Quote:
Wonderful work and the compartment look like the real thing ![]() And for the impact on performance so far i can tell you that a full interior like the IIA i did i mean the first one, when encountering a convoy was dropping the frame rate to it knees. That why i start optimizing all my interior and do instance object for each part i can repeat and move by hand in s3d editor i know it is tedious and boring work and it take forever but that is the only way to make everything work in a real time rendering environment without it the game will be prone to CTD when too many draw call will be made. You can trow a lot of polygon at the engine but there is a limit for the amount of draw call it can take to maintain real time rendering. The worst killer are the texture too many and the ram even with 4GB switch get saturated so as you can see it is a balanced and optimize approach if you want all the goodies rendering in real time. Also when a mod reach the edge of ram amount then you start seeing ctd. Best regards Hans |
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#14 |
Grey Wolf
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Awesome detail Flak Monkey.
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#15 |
Admiral
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Wonderful stuff FM!
Kudos for taking up the challenge again! ![]() As for the performance question, lets deal with it when we get there.
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