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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Sweet
This is going to save me "so much" work Without this tool I would not be able to do 3/4 of what I need to do to make my mod work the way I want them to Thank you again |
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#2 |
Stowaway
Posts: n/a
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Nice job!
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#3 |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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Looks like a great program. Thank you so much for all you do!!! I can imagine there will be a line waiting to download this. I am only a beginner and I can see the great help the viewer will be.
![]() ![]() Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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#4 |
Ace of the deep .
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Awesome dude , bring on the new ships peoples
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#5 |
Sonar Guy
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Applause. This looks incredible. I'm sure S3D will be part of the tools the devs will use to develope Sh5.
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#6 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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They have something very similar which makes life sooooo easy This tool will allow everybody the same chance the devs had Great piece of kit and well designed ( probably better too ) :rotfl: |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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When I have time I will certainly look at that more closely. I did open the harbor_kit (both US/GER) and all the houses, structures etc, are neatly layed out in line. I'd have to use the cfg files/city dats, etc., to allow for proper city building but at least now there's a framework. Similar for a zones editor... Hell, maybe in time even a particle engine (lol, uhm, maybe not... difficult
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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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#8 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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Oh Skawasjer,
I hope you don't spend too much time in thinking about further projects... WE WANT IT NOW! ![]() Eh sorry... It is very hard to wait for it after watching the vid. Especially your 'don't watch it' made me watching it. I love your 'one moment, what's that thing here for' styl although your know everything! ![]() keep this up too ![]()
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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:
![]() I will try to release it in a few hours, but I got caught up tonight doing some other things. In any way, it will be this weekend for sure, because next week, I'm off with my girl, son and tent ![]()
__________________
![]() 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 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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But by judging the shear amounts of data the game can handle over thousands of files, I can tell you it's most likely just split up the way it is now for easier file management and patching, but it may have been a single 4GB dat as well for that matter. There are some limitations on some arrays due to use of 16-bit datatypes (regarding models, animations), but you can work around those limitations by simply splitting the meshes up. The devs did so too ![]() The limits I do see are more related to what our GFX cards can handle. For instance, a full modeled interior sounds great, but I worry the game will blow up on the huge number of poly's it has to render... ![]() [edit] Just toggle on wireframe in an interior in S3D when you get the chance. I am by no means a skilled 3D programmer, but I got pretty good framerates, with textures and stuff. But wireframe mode means the zbuffer gets overloaded, and the GFX needs to check depth for each line over each line over each line (if any coder can tell me how to improve it, by all means!). FPS from 100+ in solid mode all the way down to 13... ![]()
__________________
![]() 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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#11 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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![]() Quote:
lol Was just saying they showed one in a pic Probably the Kashmir software that also does the ship dats etc ( but if it works on harbours I wont be complaining ) ![]() |
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#12 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
Uploads: 0
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nice nice very nice.
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#13 |
The Old Man
![]() Join Date: Mar 2007
Posts: 1,554
Downloads: 340
Uploads: 0
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I just recently figured out how to work the other one and he comes out with this....
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#14 |
Canadian Wolf
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Yeah I know this is an older thread, But S3D is still a very useful app
![]() Does anyone have working links to this? [TEC] How to work with the model viewer in S3D - VIDEO |
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#15 |
Officer
![]() Join Date: Jan 2008
Location: Herriman, Utah
Posts: 247
Downloads: 398
Uploads: 3
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http://s3d.skwas.com/downloads.aspx
Hope I entered this right. |
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