SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-02-07, 04:58 PM   #16
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

Well after studying litterally hundreds of K type variants I figure the shape is far longer than the one already created so im going for a slight diffrent look. Just some questions I have for you seasoned modders to help me out

1. whats the recommended poly limit per model
2. How would I export it using 3D max 8
3. Do the moving parts like the proppellars and weapons need to be modeled seperatly and hardpointed in or animated and saved as one model.

Anyhelp would be much appreciated
__________________
xxSWxxNinja is offline   Reply With Quote
Old 09-02-07, 05:29 PM   #17
JU_88
Silent Hunter
 
Join Date: Jan 2006
Location: UK
Posts: 3,816
Downloads: 11
Uploads: 0
Default

1) up to you but, keep it as low as you can, the player Uboats (i think) are about 50,000 polys in total - most of that is used on the conning towers. your average AI ship is about 10,000-ish polys (or faces in 3dmax)
For aircraft the devs recommended they are kept within 4,000, but they can be as high as ships with out causing any major problems. (so long as no one tries to re-create the battle of britain)

2) You would export it as a Wavefront *obj file from Max - and the skin must be in *TGA format. Also to import the Objs in to a DAt file you will need a free Java based program called Pack3d.

3) Propellers and weapons are added as seperate nodes (not my feild of expertise)
Propellers are just a single plane with animated TGA. You wont need to animate anything.

Last edited by JU_88; 09-02-07 at 05:40 PM.
JU_88 is offline   Reply With Quote
Old 09-02-07, 05:58 PM   #18
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

Why thank you very much that answered my questions nicely If anyone who knows how to attach the seperate nodes is willing to teach me it would be much appreciated

Id also like to know if its possible to code it into SH so that random textures can be used upon diffrent encounters. So that I can vary the textures slightly and give a few diffrent numbers to each maybe 5 seperate textures.
__________________

Last edited by xxSWxxNinja; 09-02-07 at 06:16 PM.
xxSWxxNinja is offline   Reply With Quote
Old 09-02-07, 09:44 PM   #19
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

Ok bin a bit busy today but I got a bit done heres the progress so far any feedback would be appreciated



__________________
xxSWxxNinja is offline   Reply With Quote
Old 09-03-07, 02:56 AM   #20
Venatore
Admiral
 
Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
Default

That looks bloody outstanding ! excellent work ! I just wish I knew how to do that ? instead of my little tiny mods
Venatore is offline   Reply With Quote
Old 09-03-07, 03:06 AM   #21
Woof1701
Commodore
 
Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
Default

Quote:
Originally Posted by xxSWxxNinja
Ok bin a bit busy today but I got a bit done heres the progress so far any feedback would be appreciated




Looks very nice. I especially like the details in the bow. When it comes to proportions the gondola looks a bit too massive. All real blimps and Zeppelin NT I've seen flying around had much smaller gondolas. But I know practically nothing about K-ships! Keep it up!
Woof1701 is offline   Reply With Quote
Old 09-03-07, 08:42 AM   #22
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

Yea I found a really nice closeup of the gondula section so im going to redo that part so far she's a tad over 7k polys so I reckon ill be well under the 10k mark which isnt bad for rounded surface. Still not sure how to add weapons and get them to work but im not upto that part yet..... baby steps
__________________
xxSWxxNinja is offline   Reply With Quote
Old 09-03-07, 12:06 PM   #23
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

Well I went back and ive rebuilt her virtually from scratch after finding a nice goody bag of pictures of one sat in a musuem mainly left to do is figure out the gun configuration then texture im not sure how to include crew into the model. Do you use set crew models built into the game or model them from scratch??

Anyways here she is so far comments welcome







I was also wondering if anyone has created a sonar bouy dropping mod as the K3 types and onwards all had MAD and Sonar bouy equipment aswell as the best radar equipment of the war. I wanna try and encorporate all that into it.
__________________
xxSWxxNinja is offline   Reply With Quote
Old 09-03-07, 01:32 PM   #24
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

where did you learn how to do this? That's awesome work . It took me DAYS just to make the pennants and halyard for my mod. What program are you using to do this 3D model?
TheDarkWraith is offline   Reply With Quote
Old 09-03-07, 02:04 PM   #25
xxSWxxNinja
Seaman
 
Join Date: Aug 2007
Posts: 35
Downloads: 9
Uploads: 0
Default

3D max 8 matey and im studying game development at university so its where i learnt most of it
__________________
xxSWxxNinja is offline   Reply With Quote
Old 09-03-07, 02:09 PM   #26
denis_469
Seasoned Skipper
 
Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
Uploads: 0
Default

Quote:
Originally Posted by xxSWxxNinja
3D max 8 matey and im studying game development at university so its where i learnt most of it
You would be excellent moder for community SH III
denis_469 is offline   Reply With Quote
Old 09-03-07, 09:51 PM   #27
gsc67
Swabbie
 
Join Date: Aug 2007
Posts: 11
Downloads: 0
Uploads: 0
Default Very nice !

That is very fine work my friend ! Please... keep it going. Someone wrote earlier in the post about copwrite protection of something... I would like to know what he was trying to refer to? I would suspect he was talking about the Air Ballon that was made already and the mod created... but not someone else making a new ship with a different design pattern of his own making.
__________________


The 12th Flotilla...Created by adults.. For adults( http://12thflotilla.proboards107.com/ ) A place where a mature captain can come and enjoy... Must be 21+ to be a member.
gsc67 is offline   Reply With Quote
Old 09-03-07, 11:27 PM   #28
Spruence M
Sonar Guy
 
Join Date: Apr 2007
Location: 14 Meters
Posts: 394
Downloads: 29
Uploads: 0
Default

Quote:
Originally Posted by xxSWxxNinja
3D max 8 matey and im studying game development at university so its where i learnt most of it
You the man. Looks nice, never really realized that they were used in WWII.
Spruence M is offline   Reply With Quote
Old 09-04-07, 01:11 AM   #29
JU_88
Silent Hunter
 
Join Date: Jan 2006
Location: UK
Posts: 3,816
Downloads: 11
Uploads: 0
Default

Quote:
Originally Posted by gsc67
That is very fine work my friend ! Please... keep it going. Someone wrote earlier in the post about copwrite protection of something... I would like to know what he was trying to refer to? I would suspect he was talking about the Air Ballon that was made already and the mod created... but not someone else making a new ship with a different design pattern of his own making.
Copywrite? who said that??, either they were kidding or talking crap. You cant copyrwite a mod.
If it was reference to the one in GWX 1.04 that certainly is NOT 'copywrited' theres pleanty of room in the game for more than one K-ship, and Ninjas one is looking great!
JU_88 is offline   Reply With Quote
Old 09-04-07, 09:04 AM   #30
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

IIRC twas Racerboy who said he added some form of copy protection to his mods
Exhaust smoke again IIRC
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:03 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.