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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
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hello there
what is the tool used to design the 3d models? Thanks Cheers |
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#2 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
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"3D Studio Max" normally there is many but thats what I used.
http://usa.autodesk.com/adsk/servlet...112&id=5659302 In theory I guess one could use "Alias" (what we use at work) but never heard ppl used that for game modding. "Maya" is also very good made by Autodesk as well. http://usa.autodesk.com/adsk/servlet...112&id=7635018 I guess there is other "free" software out there but... |
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#3 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
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Many thanks for the links
The autodesk options seem a bit over the budget :hmm: specially when is for a hobby ![]() |
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#4 |
Sea Lord
![]() Join Date: Feb 2007
Location: A Swede in Frankfurt am Main
Posts: 1,897
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I am sure there is free stuff...but 3D MAX is what most ppl use i think.
Did a quick search and found this. http://www.3dcgi.com/learn/free/free-3d.htm |
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#5 |
Mate
![]() Join Date: Apr 2007
Posts: 54
Downloads: 3
Uploads: 1
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SHIV uses .obj files packed into a .dat and most 3d modelling software programs should be able to open these .obj files natively or by using a plugin. You need to extract the .obj files from the .dat first using one of the tools floating around (search these forums for Sensals pack3d tool).
I use wings3d myself, because it's free. |
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#6 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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Cheers to both
I'll be looking into this. My aim is to add a few missing subs to the game but I wonder what tools exist and how difficult will be its integration into SH4 (1st timer on this) ![]() |
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#7 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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Subs are not a great choice at the moment because they can only be used as stationary objects. even giving them waypoints and a speed will see them slow to a complete stop. At some point the AI stuff will be figured out just as it was for SH3 but even then they function more like surface vessels than subs. It's one of the real oversights by the devs. Such a shame.
That said, if you want to make new Sub models - Great stuff! the more the merrier! It just might be a while before we can actually use them for something other than eye candy. |
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#8 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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:hmm:
would useless even for player use? |
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#9 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
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I don't remember anyone even making New playables for Sh3 but I don't see why not - of course, you would have to model the interior stations too and, if wanting to make IJN subs, model japanses crewmen.
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#10 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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![]() Quote:
to make a mod to change an existing sh4 sub into what you want. then you might have an easier time of it than if you were trying to put a whole additional new sub. MM |
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#11 |
Swabbie
![]() Join Date: Apr 2007
Posts: 10
Downloads: 0
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Ever Tried Blender3d?
It is free modeling tool, opensource GPLed(licence of the linux world) so you can do whatever you want with the source. It has many features of Maya and 3dsMax but is lacking on some proffesional feats but we aren't making Pixar movie here.
![]() check www.blender.org its documentation was rather lacking a year ago but that may be different now. It is strongly polygon oriented rather then curve, but extrude surfaces and nurbs are there to some extent. It has also animation IKbones and walk cycles and so on. It has many features unseen in other software. It is quite complicated though. It has also its own game engine. May be good for testing models but the SH3 is surely different from it, havent tested it until now. I cant comment because I am no profesional. Its free its small its loaded with features. It knows Wavefront/OBJ format. What can I say from other peoples comments it may be better than older 3dMax versions and it is free as in free speach and as in free bear and peanuts ![]() |
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#12 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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Extra to the ones mentioned here, anything from Right Hemisphere is always a good option.
Deep Exploration - http://www.righthemisphere.com/produ...xp/de_cad.html Deep Paint/Deep UV - http://www.righthemisphere.com/produ..._UV/index.html IIRC they also make a program called Unmap which takes your 3d model and actually builds the UV map for you. Very Cool and easy. Also, you will want to be able to view/edit your model without having to run/open your game everytime (PITA), Deep Exploration will do this as will Photoshop CS3. ![]() These are not free but it gives you an idea of the proggies that you'll need and their functionality.
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