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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
![]() ![]() @all, as S3D evolves, it doesn't only become more complex for me to maintain, but obviously I also keep strugling keeping it as easy as possible to use for you. Some say it's very easy, but most of them have witnessed the development from day one. For newcomers, it IS still a complex tool even if it was for the game structure itself. You can potentially break the game easier with S3D than with a hex editor, because more people can play around with it, who would otherwise be scared away by a hex editor. That said, I do intend to work on actual documentation in the future but my biggest problem is I am a developer, not a writer. And from personal experience, no developer should write documentation of their own software. They simply are too close to the product to be able to write good documentation. I am also no real modder, so for me it's hard to make examples as I don't have any real material to work with. Still, I do intend to write more down. I am pretty sure there are even a couple of features or tricks most of you aren't even aware of. However, I also hope some of the more 'experienced' users can use some of their time to help others out by writing up some tutorials/basics, walkthroughs (for example import/export in the different 3D studio's, I've only covered Max myself), webcasts, etc. perhaps based on one of their own (mini)mods.
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![]() 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 |
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