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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Pacific Aces Dev Team
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MS Flightsim was designed during the development that later it is possible for a customer to add external model content in a relativ easy way, like many developers did it with First Person Shooter MP games.
These developers/publishers created during the development already a special SDK or modtools for the public. Ubisoft did it with the Silent Hunter series the other way, they never published or modified their inhouse SH tools for the public. They suggested to publish with SH3 a modtool for creating own 3D ports, but never release this toolset.
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#2 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
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Indeed, SH4 was never developped as a mods-friendly game. So EVERYTHING that is modded here for SH4 had to be entirely figured out by the community: no SDK(=Software Development Kit).
Regarding your question, it's due to lack of 3d model importer (to SH4 format). However, Skwas is working hard on it in his Silent 3ditor and I believe it's on the verge of working. Now, i don't know for other modders but i've found a way to import 3d model into SH4 vs. some slight SH4's rendering engine capabilities lost (in fact, rendered like in SH3: light react less precisely on the model, no SH4 caustics, etc.) If you wanna see what i mean, go check my mod "historical 4 bladed props" (see link below in my signature) |
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#3 |
The Old Man
![]() Join Date: Dec 2007
Location: Stink Drunk in Trinidad
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Man, I'd love to incorporate my 3D models into SH4. I use lightwave and 3DS Max. But my models are high-polygon numbered so it probably won't run anyway without blowing up someone's PC.
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"Silence means death. Stand on your feet. Inner fear your worst enemy."- Sepultura. ![]() My Silent Hunter 5 mantra is this......"Torpedo missed, sir!" ![]() A P-400 is a P-40 with a Zero after it. ![]() A proud member of the Wikipedia Haters Club |
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#4 | ||
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
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![]() You don't care about using high iterations for smoothing meshes when it's not to be rendered in real-time, isn't it ![]() What have you been modelling? Quote:
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#5 | |
Pacific Aces Dev Team
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#6 | ||
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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![]() Quote:
![]() The Balao hull (that is, without conning tower and deck guns) for example is made of 28524 polygons. It's already quite a high resolution but you would generally be way above that for a "movie-like" rendering. |
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#7 | |
Pacific Aces Dev Team
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#8 |
Stowaway
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Makeing the models is as easy as for Flight Sim or any other game
for that matter. What happens with SH4 is the problem of TMAPs. Where SH3 is very forgiveing of no TMAPs, SH4 does not forgive!! There are some very talented people working to solve this. I have seen some of thier early work, exchanged information with them, and tested somethings. It will be solved. I'm VERY confident of this! ![]() |
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#9 | |
Seasoned Skipper
![]() Join Date: Sep 2006
Location: Russia
Posts: 700
Downloads: 136
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