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Old 09-29-05, 03:28 PM   #46
Kpt. Lehmann
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by sergbuto
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Originally Posted by Kpt. Lehmann
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Maybe. I do not know exactly. I have not looked at that.
Sergbuto, if you find a way to fix that and release it as a mod... I will swim to Sweden and mow your grass with scissors.
....While singing "Uber Alles" and wearing lederhosen.
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Old 09-29-05, 04:29 PM   #47
Letum
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*gets out 3d max*
Bloody good work - give me the plans and I will make any model u want
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Old 09-29-05, 07:03 PM   #48
Hunterbear
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Hi Sergbuto,

Thanks for the replys to all the questions.

Does anyone recommend a source for good 3 view drawings or decent 3 view photos for various ships of that era we can model for SH3. Most of the stuff I find on the net is not satisfactory to use. I guess I'll have to check out the local library for books.

Thank you again for this great piece of work!



Happy hunting!

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Old 09-29-05, 08:57 PM   #49
Incendiary Lemon
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Maybe just woot?

Anyone
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Old 09-30-05, 08:57 AM   #50
AG124
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There are a few diagrams and photos on this page which may be helpful to someone.

http://warships.web4u.cz/staty.php?language=E

No merchants here though.
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Old 09-30-05, 09:42 AM   #51
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Quote:
Originally Posted by Hunterbear
Does anyone recommend a source for good 3 view drawings or decent 3 view photos for various ships of that era we can model for SH3. Most of the stuff I find on the net is not satisfactory to use. I guess I'll have to check out the local library for books.
Quote:
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By the way, take a look to this site http://www.dreadnoughtproject.org/.
There is many 3D models and blueprints :|\
Check that out
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Old 09-30-05, 11:27 AM   #52
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Quote:
Originally Posted by Seeadler
Quote:
Originally Posted by sergbuto
The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.
That's the problem, I need for my historic subpens more than one texture map per model But I will give it a try with one tiled 1024x1024 texture this weekend
You can use a 2048 x 2048 texture or any size that you need.
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Old 09-30-05, 02:38 PM   #53
Argus
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Wow - that's giving SHIII a whole new perspective! Awesome work, sergbuto!
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Old 09-30-05, 06:27 PM   #54
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sergbuto thats brilliant, which tools do you use too import/export the models with by Sansal, and what 3d rendering package do you use??
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Old 09-30-05, 06:32 PM   #55
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Quote:
Originally Posted by Cpt Haddock
sergbuto, which tools do you use too import/export the models with by Sansal, and what 3d rendering package do you use??
Wings3D and Sansal's tool.
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Old 09-30-05, 07:08 PM   #56
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I'm stunnished I'll put my 3dsmax to work now!!!!
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Old 09-30-05, 09:18 PM   #57
Sansal
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http://rapidshare.de/files/5729597/Pack3D.jar.html

Copy in sh3 folder....tomorrow the manual
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Old 10-01-05, 06:15 AM   #58
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Quote:
Originally Posted by sergbuto
If I remember correctly the model has about 74000 polys.
Congrats for releasing the first model, but I assume you noticed in the "SH3 devs want mods" thread that it says:

Quote:
The developers have sent word through the Subsim.com grapevine that they are putting the call out to the mod community for high-quality mods and 3D models for possible inclusion in a future version of the game. Here are the restrictions for 3D models:

For ships and planes, these are the restrictions:

Battleships - 35,000 poly

Destroyers - 25,000 poly

Merchants:

- 10,000 poly - small

- 15,000 poly - medium

- 20,000 poly - large

Planes - 3,500-4,000 poly
In this context, 74000 is too much and will result in extreme framerate chugging with more than one or two on screen.

In my experience it's always better to create detail with texture-mapping and using the polys for basic structure.

Sorry if that sounds negative or anything! Just some people might not be aware of this.
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Old 10-01-05, 08:24 AM   #59
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Sure. Go ahead and follow Devs instructions on this matter, I do not mind. And I will follow experience, results of testing, what my computer can handle and what I like after all.

If people followed the Devs instructions to the letter for SH2 and DC at the time, the games would still have only crappy models.
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Old 10-01-05, 09:01 AM   #60
AG124
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Those poly counts from the Dev team do not seem reasonable to me - If a Battleship can have 35000, then shouldn't a freighter work with the same amount. They probably had different reasons fot those limits. I would prefer more detailed models, as long as they don't slow down my computer (the models in SH2 were not really detailed enough). Of course, I might not know what I'm talking about at all...

There were a couple of models from SH2, that I did like a little, such as the Troop Transport, Slow Cargo, and Oil Tanker. Can these be imported with Sansal's tool? Also, some of the others could have more details added and then be imported.
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