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Old 11-17-11, 01:47 AM   #496
Theta Sigma
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This thread makes me drool too much.
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Old 11-18-11, 12:48 PM   #497
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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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Old 12-08-11, 02:08 PM   #498
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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.
What indie sims are we talking about?
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Old 12-08-11, 09:45 PM   #499
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yup, they are all mine.......you'll need to replace that Akula you have in your sim with this one.

Spook, gimme that sub model! >

Also, why does virtual sailor show refraction underwater? O_o
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Old 12-09-11, 11:52 PM   #500
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Spook, gimme that sub model! >

Also, why does virtual sailor show refraction underwater? O_o
what do you want it for?

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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Old 12-10-11, 01:01 AM   #501
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what do you want it for?

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
I meant the 3D model itself... ;>

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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Old 12-11-11, 11:47 PM   #502
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Originally Posted by magicstix View Post
I meant the 3D model itself... ;>

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...
Hey magicstix.

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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Old 12-11-11, 11:55 PM   #503
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those subs are mine, why someone put a logo on them is beyond me, but those are for Dr Sids sim and I released them for Virtual Sailor, thats where these screen shots are from...
Hey spook.

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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Old 12-12-11, 07:06 PM   #504
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Originally Posted by Fleet Command CC View Post
Hey magicstix.

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.
Right now I'm just working on a 3D engine in DX11 and need test models. I can only load 3DS format at the moment, but I'm working on adding FBX and OpenFlight support as well. Ultimately though, I fear I'll have to design my own model format since none of what I've seen out there is particularly good for games.

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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Old 12-12-11, 11:51 PM   #505
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Originally Posted by magicstix View Post
Right now I'm just working on a 3D engine in DX11 and need test models. I can only load 3DS format at the moment, but I'm working on adding FBX and OpenFlight support as well. Ultimately though, I fear I'll have to design my own model format since none of what I've seen out there is particularly good for games.

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.
Oh right cool sound very interesting, I've got some very basic models that might be of help to you they are all in the .3ds format, let me know your email address and I will send them to you.
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Old 12-13-11, 09:31 AM   #506
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Hey spook.

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?
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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Old 12-13-11, 09:38 AM   #507
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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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Old 12-13-11, 07:31 PM   #508
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Originally Posted by Dr.Sid View Post
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.
DX11 lets you do on the card LOD and tesselation with geometry shaders...

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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Old 12-17-11, 12:00 PM   #509
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Originally Posted by spook View Post
my models are in the 70,000poly and up area, not really meant to be used in a game/sim with multiple assets...
Oh right cool they are a bit to high for what I was looking for, may I ask have you done any at a lower quality?
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Old 12-17-11, 12:06 PM   #510
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70.000 is nothing these days.
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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