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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#2506 | |
Navy Seal
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This is amazing, always wanted this, yet another UBI oversight. Would great to incorporate into the pacific side. You are doing some amazing work! ![]() ![]() |
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#2507 | |
Sea Lord
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#2508 |
Pacific Aces Dev Team
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Actually the snorkel could be a great way of implementing in the old petrol boatds the foldable chimeny they had to use on the surface.
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One day I will return to sea ... |
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#2509 | |
Silent Hunter
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Unfortunately that method does not limit engine use if the stack isn't raised. Too bad I can't use the dive plane method for the crew on deck bc then they will be on deck automatically at all times when surfaced. If anyone knows how to implement different extensibles with different key combos, please let me know. ![]() |
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#2510 | |
Admiral
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![]() ![]() Just a thought... ![]() ![]() M. M.
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#2511 | |
Silent Hunter
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My plan is to have different key combos so you can simulate rescue parties, demolition parties, funerals for dead crew, etc. At the very least crew at attention will be included, probably using the snorkel slot. Tried and failed to get a crewman waving his cap added to the men on deck; however, I think I know where I went wrong and will try again this evening. In other news, finished adding new high-res bronze propellers to the submarine, plus propeller shafts and tail assembly, all looking nice. (Note the screenshots above don't show the props, they were not complete and very ugly at the time.) ![]() ![]() Conducted a stress test with about 40-50 men on deck in a mission with 10 high detailed battleships, plus heavy particle effects. No framerate problems! Lowering the poly count on tank openings tonight too. Also researching old photos etc to convert the U-31 model to U-23 Class, and then U-27 Class - very similar boats. |
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#2512 | |
Admiral
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![]() ![]() M. M.
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#2513 | |
Pacific Aces Dev Team
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![]() I think it will if your sub is never surfaced, the engine will only work when the snorkel is extended. Probably setting the minimum depth of the whole boat to be underwater can do that?
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One day I will return to sea ... |
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#2514 | |
Silent Hunter
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To you all, a few more screenshots will be posted later today. Various aspects going extremely well: -New crew page background has been created -Animated crew on deck for when you return to port -Researching the top aces list is going nicely; tonnage scores for the years 1914 and 1915 have been finished -Cleaned up the U-35 model based on photographic evidence. Corrected mis-textured areas. -Designed lower poly U-Boat tank openings that look better and have less performance cost. -Successfully implemented interior crew movement using rotation controllers! Confirmed it is theoretically possible to have crewmen randomly walking and performing tasks on the boat. I won't bother you with all the details but this is a supplement to the "official" method of placing crew used by the developers. Ducimus created a nice tutorial on how the official method is done: https://www.subsim.com/radioroom/sho....php?p=1513272 The catch is you are limited to the positions, movements, and accessories created by the SH4 developers. With new method, you simply insert an .obj with mesh controllers or rotation controllers to imitate body animation. Y ou can have crewmen dressed however you want doing whatever you want with any accessories you like. The main problem is skin textures are somewhat inferior to stock SH4 bodies, but in my opinion it is worth it! It makes SH4 a bit more like UBoat in a good way. Again, new screenshots coming today and hope to also start posting new videos in the near future - they will be the first videos since the Lusitania movie. |
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#2515 | |
Pooped from posting
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#2516 |
GLOBAL MODDING TERRORIST
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Maybe an early version of SH4 has that NAB file cause mine don't.
I guess I have to install the 1st release? |
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#2517 | |
Silent Hunter
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#2518 |
Silent Hunter
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Different paint schemes for player units.
![]() ![]() ![]() Propellers I designed and textured for the U-31 Class. ![]() ![]() U-31 Class underwater. Next work will be on more wiring, torpedo tube doors, and dive planes. ![]() ![]() ![]() ![]() Implemented new crewman running on deck of the battleship in a successful test. The figures are more detailed than the standard SH4 AI ship crew; they are based on the submarine crew models in part. As mentioned before, the idea is to have various characters spawn and take action on ships in emergency situations. ![]() Partially animated crew on deck for the player submarines. ![]() ![]() ![]() ![]() Stress testing with a squadron of highly detailed battleships & heavy particle effects. Got good framerates and the ships are not even fully optimized yet; I'll be using controllers in S3d so that small items and crewmen are not rendered on distant ships. ![]() ![]() |
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#2519 |
Frogman
![]() Join Date: Apr 2015
Location: Trieste/Siena Italy
Posts: 297
Downloads: 164
Uploads: 0
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Awsome work
![]() Can't wait to see screenshot of other units and new videos ![]()
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ALFA TAU!!! Rapidi Ed Invisibili-the campaign (an italian mod for SH4) |
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#2520 |
Admiral
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Ahoy, IamBecomeLife...
![]() Understandably curious, on that idea I had, concerning crew on deck... Any opportunity, to investigate & see if that idea I had on that worked...? ![]() Just wondering, as I hope you did have an opportunity to check & see if it did... & that it worked. ![]() ![]() ![]() M. M.
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