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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#496 |
Seabed Comber
Join Date: Aug 2005
Location: NorthEast
Posts: 349
Downloads: 99
Uploads: 0
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This thread makes me drool too much.
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#497 |
Commodore
![]() Join Date: Sep 2006
Location: Germany
Posts: 609
Downloads: 36
Uploads: 0
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yup...and since the Sonalysts guys seem to be submerged, the only option for the future seems to be indie sims.
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#498 |
Ocean Warrior
![]() Join Date: Mar 2004
Location: USA
Posts: 2,552
Downloads: 33
Uploads: 0
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#499 |
Captain
![]() Join Date: Aug 2011
Location: Nuclear submarine under the North Pole
Posts: 482
Downloads: 1
Uploads: 0
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#500 | |
Swabbie
![]() Join Date: Jun 2005
Posts: 11
Downloads: 1
Uploads: 0
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if you want it for VS, you can get it here: http://www.3d-shipmeshes.com/ not sure what ya mean by refraction under water tho.....unless you mean the wavyness under water, if so, VS doesnt do that, I added it with photoshop because I like the way it looks sometimes |
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#501 | |
Captain
![]() Join Date: Aug 2011
Location: Nuclear submarine under the North Pole
Posts: 482
Downloads: 1
Uploads: 0
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I'm working on a 3D engine and need some test models, though really what I'd need are surface models first, like a DDG-51 and a seahawk... |
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#502 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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I've got some models in the .3ds file format, that I got from this web site. http://www.3dcadbrowser.com/default.aspx I would be willing to share them if you let me know what your going to do with them. PM me your email address. ![]()
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#503 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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May I ask what the ploys and verts are of these models, also would you be willing to share them so I can add them to Fleet Command and Empire Earth 2 and GCB\GCB2? ![]()
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#504 | |
Captain
![]() Join Date: Aug 2011
Location: Nuclear submarine under the North Pole
Posts: 482
Downloads: 1
Uploads: 0
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The ultimate goal from a gaming aspect, however, would be to write a theatre-level sim game that allows players to take command of various assets in the theatre to accomplish goals set by the campaign. For example, a player might choose to fly an SH-60 and do ASW, or fly a fighter from a carrier to bomb targets. Each vehicle would have several positions where appropriate, i.e. you could have a submarine vehicle with sonar operators, a TMA, guy, and a captain, etc, but to get to a position, the player would have to qualify for it on another position (for example you wouldn't be able to just command a sub, you'd have to qualify on sonar, TMA, etc...). Any non-human controlled assets would be controlled by AI (so as to keep the concentration of assets realistic), and there'd be a realistic, set number of assets for the campaign. Once one side accomplishes all of its goals or runs out of enough assets to make war, the campaign would end and a new one would start. |
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#505 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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Britannia Rule Waves (Yet right not now ![]() ASrock 4Core1600P35-Wifi, Intel Core 2 Extreme X6800 2.93GHz, 4GB OCZ PC2-6400 ATI CrossFire Edition, Sapphire 2600XT 256MB GDDR4 PCI-E, 500GB Sansumg SATAII HDD 16MB Cache, XP |
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#506 |
Swabbie
![]() Join Date: Jun 2005
Posts: 11
Downloads: 1
Uploads: 0
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my models are in the 70,000poly and up area, not really meant to be used in a game/sim with multiple assets...
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#507 |
The Old Man
![]() Join Date: May 2005
Location: Czech Republic
Posts: 1,458
Downloads: 6
Uploads: 0
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70.000 is nothing these days. Also even with more models, they are usually not close to each other, so you can use simplified models at a distance, or at least switch of some 'detail' parts. As usually the communication between GFX and CPU is the slowest part of the process, it's sometimes faster just to draw the highres object which was drawn last frame, then upload new lowres model into GFX.
My sim does not solve LOD at all at the moment, and so far it remains pretty low on my todo list. There does not seem to be need for that.
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#508 | |
Captain
![]() Join Date: Aug 2011
Location: Nuclear submarine under the North Pole
Posts: 482
Downloads: 1
Uploads: 0
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There should never be a reason to download models to the card after game initialization unless maybe you're doing destructible geometry on the CPU. |
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#509 | |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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Britannia Rule Waves (Yet right not now ![]() ASrock 4Core1600P35-Wifi, Intel Core 2 Extreme X6800 2.93GHz, 4GB OCZ PC2-6400 ATI CrossFire Edition, Sapphire 2600XT 256MB GDDR4 PCI-E, 500GB Sansumg SATAII HDD 16MB Cache, XP |
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#510 |
Engineer
![]() Join Date: Sep 2008
Location: UK
Posts: 219
Downloads: 15
Uploads: 3
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I've got a lot of models over a 300000 polys and some over 1000000 and they where made around ten years ago.
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