SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-26-07, 07:53 AM | #16 |
Bosun
Join Date: Sep 2005
Location: Hamburg Germany
Posts: 61
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That is the hamer, i cant belive it...I have always dreamt of it, it will bring more atmosphere into the game. Thanks!
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01-26-07, 08:08 AM | #17 | |
Stowaway
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Quote:
Last edited by Onkel Neal; 03-12-08 at 01:09 PM. |
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01-26-07, 08:08 AM | #18 | |
Grey Wolf
Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
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01-26-07, 08:27 AM | #19 |
A-ganger
Join Date: May 2004
Posts: 79
Downloads: 5
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if i understand well what urfisch is saying, he managed to add the two compartments to thein game commandromm, but they remind dark as no light is defined into them. so he needs help on this point ^^!
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01-26-07, 08:38 AM | #20 |
Watch
Join Date: Nov 2006
Posts: 24
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Hi
I think this is an attempt to find someone who´ll do the real work. Modelling is fun for every one. But who wants to do the work nobody will/can ever see, the coding? Filax |
01-26-07, 08:40 AM | #21 | |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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Quote:
anyway. if someone could help me in getting the room repacked with its textures, please mail! public(at)stilbureau(dot)com thx a lot! |
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01-26-07, 08:43 AM | #22 |
Canadian Wolf
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Thanks for your efforts on this Hopefully somebody will come forward to help.
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01-26-07, 08:46 AM | #23 |
Lucky Jack
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There shouldnt be any problems impleding the two new compartments to the game. The interior of the sub is just an 3d model, right? And it doesnt matter what you add to the model as long as you dont mess with the original things already in it, right? So, you could take an interior model of a huge church and connect it to the sub interior model and it should work. The interior model of the sub is basically just for eyecandy.
But the tricky part is to make the compartments functional, adding crew members, dials etc. |
01-26-07, 08:51 AM | #24 | |
Commodore
Join Date: Apr 2005
Posts: 641
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Pablo |
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01-26-07, 08:57 AM | #25 |
Ocean Warrior
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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Outstanding work!
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
01-26-07, 09:03 AM | #26 |
Admiral
Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 199
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Yep it is outstanding work,
the problem here i think it's not what he can do, but what it's hardcoded in SHIII and what This hardcoded Data lets him implement!...:hmm: |
01-26-07, 09:07 AM | #27 |
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
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I am a litlle confused. I can already go into the radio compartment on my sub. Why is he doing it again?
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01-26-07, 09:10 AM | #28 | |
Navy Seal
Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
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Rocking work, now pray to the SH3 Gods that this can actually be added.
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01-26-07, 09:13 AM | #29 | ||
Grey Wolf
Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
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Quote:
Sorry....too much time in Type II's! |
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01-26-07, 09:14 AM | #30 |
Stowaway
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Don't get me wrong. I'm all for this working, but I don't think it's gonna be so easy to implement it into the game. I believe some modders tried this before, but a lot of the game is hard-coded, so it couldn't be done. And it's a lot more than just dials that need to be added... it's also adding extra cameras and such, which might also be hard-coded. I guess what I am trying to say is that all of us modders have (at one time or another) run into brick walls and dead ends due to so much of the game being hard-coded.
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