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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
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stuff to do today:
1.Bake lightmaps, computer is chugging away on that one now. 2. About a million little edits to the geometry, a quirk with sh3s engine, if you want an object to have hard edges you need to seperate off those faces, ie a cube with hard edges in sh3 would be 6 seperate objects, one for each face, if the cube were left as a single mesh sh3 would "soften" its normals giving it an odd appearance. So thats what im going to be doing all day, oh and hopefully baking some of the physics driven animation from maya into keyframes... +DD, in that animation, the whole engine is animated, it has a bit of vibration (not easy to see in that vid though) but for ease i thought for the game, of having only the animated push rods/rockers and loose the vibration of the whole block. Last edited by flakmonkey; 01-05-10 at 06:57 AM. |
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#17 |
Planesman
![]() Join Date: Jan 2009
Location: Canada
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All I have to say is WOW!!!
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#18 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin,
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Regards, DD
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#19 | |
Grey Wolf
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Could sh3s mesh animation be used for the springs? Theirs is the only geometry does actaully deform as they stretch/squash, right now in maya its done with a simple joint system, rigging the springs like a character albeit one with only 1 joint. +its a good few hours since my last post, that lightmap i was baking is now at 52% complete, im guessing thats the only thing i`ll be getting done all day then! |
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#20 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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It doesn´t matter what method of animation you use in any 3d programme. I´ll just need all frames of the animation, exported to *.obj format, using the same name, numbered in an ascending order. The rest is a matter of S3D and my hex editor.
Whenever you purchase a new rig, make sure to find a distinct place for your old pc to be used for the sole purpose of rendering. Do not give it away! ![]() Regards, DD
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#21 |
Grey Wolf
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Yup, its my old dusty xp machine thats doing all the work on this one, pIII 1.2GHz woo!
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#22 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Good then. Glad to see you´re not condemned to spend your time off the computer when you need to do some renders.
![]() Anyway, I´m standing by to give it a try. Btw, the new sig looks great. I hope it´s not your own living room in this pic. ![]()
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#23 |
Elite Spam Hunter
Join Date: Dec 2009
Location: Flensburg / Germany
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Well, I read this thread just when you started it two days ago. And I thought: "That would be something for DD and Tomi", because I saw all the work made by them on ubi.com forum...
Nice, you found each other to do this incredible, hopefully playable thing... 5 stars + and keep on doing it, make it real! |
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#24 |
Grey Wolf
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hit a slight snag, after some 6 hours computing a massive lightmap for the entire room, this is what i got ...
![]() As you can see even at 4096*4096 theres not enough resolution to give acceptable shadows, not to say anything about that horrible maya problem of not rendering the light map all the way to the poly edges, giving everything a sort of outlined look,, well theres an entire day down the tubes ![]() Im not sure of a way round this one, even if i break up the room into say 10 lightmaps there will still be the problem with all the mapping edges being unshaded/black. Oh well tomorrow is a new day and right now i need sleep ![]() |
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#25 |
Hellas
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absolutely fantastic project ,Flakmonkey ! Bravo !
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#26 |
Ace of the Deep
![]() Join Date: Jan 2007
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This is a project i only dreamed of. Followed always the great tomi mods and
thought why in the world aren`t made such a great mods for sh3. Great work and don`t give up !! ![]()
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#27 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin FM,
Quote:
Regards, DD
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#28 |
Frogman
![]() Join Date: Sep 2005
Posts: 307
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Oh please make this happen...PLEASE!!!
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#29 | |
Grey Wolf
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I think it was just because i was trying to fit the entire scenes worth of geometry into a single uv map. Space is finite after all, the more stuff you try to have in a single map, the smaller each allocated part of the final texture will be for each bit of geometry, an example would be that with the whole scene in a single map the coffee cup took up less than 4 pixels on a 4096texture, which clearly wasnt enough to show any significant details. As for the poly seams showing, sadly that was a stock problem with my version of maya, it was fixed in subsequent versions with an option when baking a texture to fill edge seams with a kind of bleed effect. + your right that 4096 texture came out at 48Mb, thats a big heap of data to shift on a rig with only 512Mb ram! |
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#30 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Hmm, I´m not sure. The typeVII uses less than 10 lightmaps, some at 1024x1024, most at 512x512, IIRC. Your 4096x4096 could accomodate 16 1024s. So, this should be well enough.
Anyway, you got pm.
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