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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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While modding my own torpedo skins, the MOST important lesson that I learned, from a modding standpoint, is...
Now listen up all you modders out there; this is VERY important. ...Don't rush to release a mod, no matter if everyone is pesterring you for it. Do a good job. Then look it over. Then after that, look it over again... Play test your own stuff, over and over and over... That way, by tomorrow, you won't have to release v5.7. If you're truly not done, don't release... Okay, rant over.. sorry for the off-topic-ness... ![]()
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#2 | ||
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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![]() I will also add that aft crane. If all works properly, it is an easy task, so stay tuned ![]() |
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#3 |
Watch
![]() Join Date: Mar 2005
Posts: 17
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It would be very cool if modellers got together and compiled a list of 3D models to be produced for import-a la IL-2...
Me want more juicy targets!!! ![]() ![]() |
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#4 |
Admiral
![]() Join Date: May 2005
Location: Bay Area, California, USA
Posts: 2,377
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Here's a suggestion. Make it so that the Flottenbegleiter supports multiple random skins, much like most of the merchants in SH3. If you don't know how, maybe you could ask Sergbuto for some help. I would help, but I don't know how to edit that, as it has something to do with the .DAT files...
Or better yet, ask Sergbuto why he doesn't make ALL of our ships support multiple random skins?? :hmm:
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#5 |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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i already thought of different skins and i also thought of two Flottenbegleiter with different skins, armament and so on...
![]() What do you think about one ship for fighting roles with the already given armament and a seond ship with reduced armament for "other" duties? I can also implement different objects like other cranes and /or masts.... At the moment i have problems with pack3d and java on my computer. Don't know why... ![]() |
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#6 |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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OKay here is the Flottenbegleiter with that crane and a better 2nd funnel. Unfortunately, the importing does not work properly, but i think i will get this working the next days.
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#7 | |
XO
![]() Join Date: Apr 2005
Location: Ft. Lauderdale, FL
Posts: 413
Downloads: 29
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Looks great ![]() Good Luck |
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#8 |
Stowaway
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Commander1980
Question - That SS. Is that how wings 3d looks normaly or is it due to you enlarging the SS. If its the later fine, but if its the former, holy crap thats bad!!. Its so blury I'd get a headache in very short order using wings3d thats for sure. Good luck on ur import. |
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#9 |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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#10 |
Stowaway
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Damn!! And here I thought Milkshape was bad. How the hell can u use such a limited 3D program ?????
Makes me glad I use Max ![]() |
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#11 |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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it is easy to understand and it's for free
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#12 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Hey Commander1980;
I'm including this in IuB for future use if you don't mind? A plan for IuB is for it to become a 'base' for well tested expansions, and so all new units that meet the quality standard would be available, with a good SCR by Rubini and others to include them. Anyway, my advice is to have only one Flottenbegleiter - you might want to upgrade its aa armament as the war goes on though. This just makes it easier for modders to use. Cover all the main types of ships first.. Another good German ship waiting to be made would be those floating AA platforms, if you can find an appropriate hull. Cheers oRGy |
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#13 |
Swabbie
![]() Join Date: Apr 2005
Posts: 6
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I have to chime in here about Wings3D. The interface is deceivingly simple, but it is truly an extremely powerful and intuitive poly modeller.
It doesn't do rendering, and texture mapping is somewhat limited, but enough for game models IMHO. But bear in mind many proffesional 3D artists with access to excellent tools choose to model in Wings3D, then export somewhere to finish and render their stuff. It's worth a look, try it (a free and very small download) and check a few tutorials. |
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#14 | |
Engineer
![]() Join Date: Jun 2005
Location: Germany
Posts: 218
Downloads: 7
Uploads: 0
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![]() Quote:
![]() ![]() A floating aa-platform, or better a "Vorpostenboot" is also one of my projects. I think i will use a modified tug boat. http://www.german-navy.de/kriegsmari...oot/index.html |
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#15 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Cool.
Oh; forgot to mention - Blender3d is an open-source 3d modeler that is somewhat respected (but its interface takes getting used to.) Vorpostenboot sounds great. ![]() Eventually getting the full roster of naval ships in the game for everything would not only be extremely immersive but also be a valuable pedagogical tool. My main concern though is that any new (custom modelled) units would be visually consistent with the current "SH3 Look" as well as historically accurate. |
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