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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
Uploads: 10
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"Build it and they will come"
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#17 |
Navy Seal
![]() Join Date: Apr 2008
Location: Banana Republic of Germany
Posts: 6,170
Downloads: 62
Uploads: 0
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Wetwarev7 has converted the captain's bunk from SHIII to SHIV.
But it seems not to be available anymore. http://www.subsim.com/radioroom/showthread.php?t=114979 |
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#18 |
Officer
![]() Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
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great news captian america hope you can get it done
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#19 |
Watch Officer
![]() Join Date: Apr 2007
Location: Timbuktoo
Posts: 331
Downloads: 8
Uploads: 0
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I think anything that adds immersion is great
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#20 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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__________________
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#21 | |
Lieutenant
![]() Join Date: Mar 2006
Location: Deep River, CT
Posts: 255
Downloads: 1
Uploads: 0
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Frank |
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#22 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Lets all remember that unlike sh3, sh4 is completely driven by that bar at the bottom of the screen. So the existing interiors already do not add much to gameplay but tons to immersion. Thanks to the work of various people that is slightly changing now.
However, where I do agree with the opposing view is that if a new interior were to be added it should have some basic functionality like the existing interiors otherwise it's just wasted polygons. That said, the following are my reasons why the officers quarters was chosen as the best choice for this. I. The captain's cabin is located in there (doh). II. It's directly connected to fore of the control room. i.e. its not another room several compartments fore or aft of the CR. To click on a door to be magically teleported several compartments away would kill the continuity of travel inside the sub. III. Functionality. Yes it would be awesome to model for example the engine rooms. But it would just be a static room. I can't add anything new other than what the game mechanics already provide for us. What other room could be modeled? Aft of the CR is the crew galley and crew quarters. I can't add a working kitchen and the crew's quarters are just a bunch of beds. The only other option would be the torp rooms but that conflicts with number II. in my list and besides the captain of the boat wouldn't hang out in there. ![]() I am a man of my word...yesterday I took the pics of the officer's quarters as promised. I'll post a new thread very soon with losts of pics once I finish up a couple of mods I'm working on. Upon my visit I realized that there is a good amount of existing functionality that could be implemented. Depth gauge above captain's bed: ![]() Compass above captain's desk: ![]() Additional gauges in hallway adjacent from the wardroom: ![]() Other things that quickly come to mind... Clickable objects for the following: - Gramophone and/or radio - Log book - Ship ID book So imo, I choose the OQ's as the best option. Sure its not necessary, but at least we'll have an additional place to spend those hours between hunts to listen to our music collections or whatever else our role playing hearts desire. Edit: Imageshack craps out sometimes so it may appear as if the pics are not there but the links work. Last edited by Captain America; 06-16-08 at 02:03 PM. |
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#23 |
Samurai Navy
![]() Join Date: Feb 2008
Location: In an octopus's garden
Posts: 565
Downloads: 99
Uploads: 0
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#24 |
Officer
![]() Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
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#25 |
Loader
![]() Join Date: Mar 2006
Location: Houston, TX
Posts: 89
Downloads: 34
Uploads: 0
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I also think this is an excellent idea. I remember before the game was released that the devs originally intended to included more compartments but it was not possible on their deadline.
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#26 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#27 | |
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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__________________
Member of the Subsim Zombie Army |
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#28 |
Rear Admiral
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This litttle bit of work, is a tremendous undertaking i think. I really hope you can pull it off and get it working Captain America, ive always wanted more interior rendering. If i had my way, the entire boat would be rendered, or at the least, one compartment past the control room, both for and aft. (ie, two additional compartments total), but, thats just me dreaming about things i wish was orginally done when the game was in development.
I can also however, see Luke's point in his argument. Case in point is the alarm klaxon "switches" i added in the conning tower in last version of TM. I wanted a more immersive interior, it didnt matter if id acutally use them or not. Infact while i was positioning and working those switchs in, i knew damn well id never use them, but did it anyway. For two reasons: 1. Functioning interior. I hate the static interior in SH4. Im so nit picky about this, that If i had my way, everything would be useable in 3d, right down to the TDC like it did in SH3. Even if i didnt use it in 3d, i want it there anyway, which leads me to reason number 2: 2. Immersion. This is a big hook that keeps you playing. To be sucked into the enviorment. The game has to be believable, and the closer it is to the game having a "life of it's own" the more immersive it is to where no one will look at it and say, "this game has no soul". I said just that when i first started modding for Sh4. I just didn't want to admit it openly. I look at the interiors now after all the work ive done in them (alot of trial and error stuff that nobody will ever see is part of this), and its alot better then before, it has a soul now i think, but still a bit too static for my taste. My desire to improve immersion in the submarines interior is handicapped by controllers that worked fine in SH3, but dont in SH4. Kinda ticks me off. Anyway, a captains cabin. Will everyone use it? Nope. Could the game use it? Most definatly. |
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#29 | ||
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Control Room Klaxon switches ![]() ![]() You know these are soooo getting added to the CR. TM definately gave this game a soul and is the primary reason why I even thought about starting this. |
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#30 |
Rear Admiral
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^ He makes a good point.
Now, i don't know much about 3d modeling (wish i did, but not patient enough to learn), Anything ive done that resembles that (klaxons), was only accomplished because i could take a "lego block" approach, thanks to the robust functionality of S3D. But this much i do know.... What will more likely have to happen, is the existing control room will have to be elongated. When i said this was a huge undertaking, i was thinking about diving ducks open hatch mod in sh3. I think he ran into the same problem. While it looks like theres two rooms with the hatch open, its acutally just ONE room. |
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