![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
Great YoB !!
Sorry it is a bit better !!
![]() . ![]() . ![]() . ![]() Goo !! Goo !!flakmonkey, flakmonkey, flakmonkey, flakmonkey, flakmonkey . ![]() . ![]() Last edited by Tomi_099; 01-06-10 at 09:20 PM. |
![]() |
![]() |
![]() |
#32 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
fwiw, I have the coils as mesh animation, so if you want it, just shout...
I would recommend as less mesh animations as possible (too GPU heavy as each frame every vertex must be interpolated). Preferably use keyframe animations (matrix transforms) for rockers and arms. As far as splitting the entire mesh up, this is definately recommended too. One big mesh will hurt performance... BADLY. It won't fit in the game anyway as index buffer that the game uses is 16 bit (65K indices). This is a limit of DAT-format (as well as older GPU cards). I recommend splitting meshes up by material type, but also type of geometry. The hull, one object. All sorts of cabinets, one or more objects (if they are spaced apart far away, another seperation may help performance) Pipes, etc, one or more objects, glass, one or more objects, and so on... Just like the devs did. Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance. I do have another more expanded post regarding this somewhere. Search my profile. If you want the game to be able to render highly detailed interiors, you will have to put some thought into importing it. NB: I like how it all looks ![]() NB2: Tomi, I will reply to you tomorrow!
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
![]() |
![]() |
![]() |
#33 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
Quote:
![]() Textures, use 1024K over 2048K or even 4096K. Better use a few more smaller textures, than one large one. A large one is easier, but a few more small ones is better performance. ![]() .................... @Skwasjer !! NB2: Tomi, I will reply to you tomorrow![/QUOTE] ... ![]() ![]() |
|
![]() |
![]() |
![]() |
#34 |
Grey Wolf
![]() |
![]()
Well its as dark as a coal miners armpit and some of the textures are screwed but its a start....
+Its just taken me a good 40min before i realised s3d doesnt use degrees for its object rotations, i was setting a rotation of what i thought was 90 degrees and then getting very confused when everything was coming out at odd angles! Told you i could be thick at times ![]() The base of the room is in game(walls/floor etc...) ![]() ![]() ![]() I think i need to go back and tweak the brightness of the lightmap, Just crank your monitor brightness up a bit ![]() |
![]() |
![]() |
![]() |
#35 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
![]()
Some suggestions
If you have a model with many small parts and the same ID you, they should make a part ( Group ) . But do not overdo it or you do not get it with the S3D in the SH folder imported because the dataset is too large. If you do not have your model built according to the SH set so the size and the axes. Should you import the next room as an example of the original SH) (headquarters. So the roof with the exterior walls are sufficient. If you is about S3D Importierst It is shown in the right people great. Then you resize your model on the size of the Imported original model. Grup the entire model, and closes it at that time on the original. So moving and resizing. In the case of missing you the Rooms space . So you need an original print of Real VIIC (side view), resize The drawing to your office (in 3D Max, Maya) And slide your model into the correct position (length width, scaling) referenz is SH Original Room Now you have everything in a view, drawing, original SH headquarters and created your Model. And your heart located in the headquarters is located (x0, y0, z0) The problem is that your center (x0, y0, z0) is always on the model. That is when you import your model with S3D in SH folders Is it always X0, y0, z0, but not in the right one position as in your model (3D Max, Maya) So you go in the Maya build in the prog x0, y0, z0 a small ball ( svere ) So you points where your center is, go to your part of what you would want to export And Positionierst about the Maya, the Gismo your model on the sphere center. Now this is exactly Located where it should be. Now, export and import with S3D to SH folder. -------------- --------------------------- Einige Vorschläge Wenn du ein Modell hast mit vielen kleinen Teilen und der gleichen ID solltest du sie zu einen Teil machen. Aber nicht übertreiben sonst bekommst du es nicht mit den S3D in die SH Ordner importiert weil die Datenmenge zu groß ist. Wenn du dein Modell nicht nach dem SH Vorgaben gebaut hast also der Größe und den Achsen. Solltest du als Beispiel den Nebenraum von Original SH importieren ( Zentrale ). Also Das Dach mit der Außenwände sind genügend .Wenn du das Über S3D Importierst wird Es in der Richtigen Größe dargestellt. Danach Skalierst du dein Modell auf die Größe des Importierten Original Modells . Gruppierst den gesamtes Modell und Schließt es an das Original an. Also Skalieren und verschieben. In den Fall fehlen dir die Mittelräume. Also brauchst du eine Original Print von Echten VIIC ( Seitenansicht ) , Skalierst Die Zeichnung an deine Zentrale ( in 3D-Max , Maya ) Und Schiebst dein Modell in die Richtige Position ( Länge Breite , Skalieren ) Nun Hast du alles in einer Ansicht , - Zeichnung , Original SH Zentrale , und dein erstelltes Modell. Und dein Mittelpunkt das sich in der Zentrale befindet (x0,y0,z0 ) Das Problem ist das deine Mitte (x0,y0,z0 ) immer an den Modell ist . Das ist wenn du dein Modell importierst mit S3D in SH Ordner Ist es immer X0,y0,z0 , aber nicht in der Richtigen Position wie in dein Modell (3D-Max , Maya ) Also gehst du in das Maya Prog setzt in der x0,y0,z0 eine kleine Kugel So weist du wo deine Mitte ist, gehst zu dein Teil das was du exportieren möchtest Und Positionierst über das Maya das Gismo deines Modells auf die Kugel Mitte. Jetzt ist das genau da Positioniert wo es sein soll . Nun Export und Import mit S3D zu SH Ordner. Last edited by Tomi_099; 01-08-10 at 07:08 AM. |
![]() |
![]() |
![]() |
#36 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]() Quote:
![]()
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
|
![]() |
![]() |
![]() |
#37 |
Grey Wolf
![]() |
![]()
This is going to be on hold a week or so, its driving me mad not being able properly export obj+mtl files (thankyou very much maya!) so im going to bite the rather expensive bullet and buy 3dsmax, its about time i replaced my somewhat aged maya4.0 anyway.
Dont fret, i havent given up! |
![]() |
![]() |
![]() |
#38 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
![]() Quote:
May , o May ...Maya4.0 .. ![]() ################################################ The Autodesk® Maya® 2010 30-day trial is a fully functional version of Maya 3D modeling, animation, http://usa.autodesk.com/adsk/servlet...&siteID=123112 ################################################## ################ ################################################## ###################### |
|
![]() |
![]() |
![]() |
#39 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
![]() Quote:
Thank you for your trust, I hope not only that fakmonkey give up so quickly! ![]() |
|
![]() |
![]() |
![]() |
#40 |
Grey Wolf
![]() |
![]()
Well 3dsmax 2010 finally arrived today all shiny and new, having never used max before it all seems a bit alien! I cant even find the import file menu!!
Oh well now ive got a way to actually export obj files properly i can get on with the rest of the diesel room, never fear i havent given up ![]() |
![]() |
![]() |
![]() |
#41 |
Pacific Aces Dev Team
|
![]()
This look terrific, but a question: Are the officer's quarters going to be in the intermediate space, or are you going from control room directly to the engine room?
![]()
__________________
One day I will return to sea ... |
![]() |
![]() |
![]() |
#42 |
Grey Wolf
![]() |
![]()
For the time being youll go straight from the control room to the diesel room, eventually though it would be nice to model the quarters and galley to fill the gap.
|
![]() |
![]() |
![]() |
#43 |
Grey Wolf
![]() |
![]()
A couple of updates...
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it. At the moment some areas are still a bit too dark/washed out, i went back and re made all my lightmaps with global illumination and final gather but im still working out the kinks with my new software so they didnt all turn out as i hoped (i might just edit the maps in photoshop rather than re-render them). For now im not bothering with animations, im just focusing on getting everything looking right in game first. I`ll probably start pestering DivingDuck in the next week or so with that ![]() +My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way! So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time. Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!! piccys... ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#44 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
![]()
Look !!
I think you have no shedows on your mod !! Video (omni light ) http://www.dma.ufg.ac.at/app/link/So...ik/module/9878 Specular / Diffuse http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118 Import OBJ/mtl - Lightmap / UV-map http://174.133.66.250/radioroom/show...5&postcount=46 . Last edited by Tomi_099; 01-15-10 at 10:19 AM. |
![]() |
![]() |
![]() |
#45 | ||||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]() Quote:
![]() Quote:
Quote:
![]() Quote:
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
||||
![]() |
![]() |
![]() |
|
|