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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
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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 ![]()
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#17 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,816
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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. |
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#18 |
Seaman
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Why thank you very much that answered my questions nicely
![]() ![]() 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.
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![]() Last edited by xxSWxxNinja; 09-02-07 at 06:16 PM. |
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#19 |
Seaman
![]() Join Date: Aug 2007
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Ok bin a bit busy today but I got a bit done heres the progress so far any feedback would be appreciated
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#20 |
Admiral
![]() Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
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That looks bloody outstanding ! excellent work ! I just wish I knew how to do that ? instead of my little tiny mods
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#21 | |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
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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! |
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#22 |
Seaman
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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
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#23 |
Seaman
![]() Join Date: Aug 2007
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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
![]() 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.
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#24 |
Black Magic
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where did you learn how to do this? That's awesome work
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#25 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
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3D max 8 matey and im studying game development at university so its where i learnt most of it
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#26 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
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#27 |
Swabbie
![]() Join Date: Aug 2007
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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.
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#28 | |
Sonar Guy
![]() Join Date: Apr 2007
Location: 14 Meters
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#29 | |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
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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! ![]() |
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#30 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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IIRC twas Racerboy who said he added some form of copy protection to his mods
Exhaust smoke again IIRC |
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