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Old 02-11-2015, 12:24 PM   #16
nsomnia
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Quote:
Originally Posted by Chad View Post
Very cool, I'd like to help out where I can as a part-time member.
Feel free to read the git-hub readme, and this morning all my files got committed to the repo so all my reference info is in there. Im currently modelling the attack center and control room compartment using Blender.

Edit: Had to take a break from modeling so I start doing some basic UV unwraps.
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Old 02-12-2015, 05:52 PM   #17
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Got a character modeller going to create some sailors, officers and admiral Rickover so I can start making my intro/trailer.

Seperated every compartment into its own 3D .blend file for any future team members to work on instead of 1 huge file with all compartments. I'm really loving GitHub, even if I have no team-members on board yet.

Took a day off modelling so I got together with my graphic designer and we made some UI stuff.

Suprisingly this stuff takes longer than it would for me to model it in 3D. My photoshop skills arnt as good as they used to be but im getting my groove back.


Going to use this one anywhere a light can be turned on/off on the boat (yes its going to be that interactive, thats actually a very easy concept actually, basically a script that says on mouse click: toggle the light enabled/disabled (on/off) Also to get the siwtch in the off position... you just have to flip it! lol!



This one I'll probly use for the game UI in some places possibly, or maybe some more modern subs equipment cause its my favorite its slick.




This one with a nice normal map (makes a 2d image look like its 3D) will look real slick on ships equipment panels, need to fix up the text though, couldnt get a good look. And will have to make a 2nd one if I want an off-lit version.
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Old 02-13-2015, 03:02 PM   #18
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Played around with the DIFF (color) texture maps some more just to keep my mind fresh, I've been practicing my coding with practice projects to get back in shape so to speak. I realized if I cant sit down and write a few hundred to 1,000 lines of code to make a mostly functional map system.... I need more practice.

Got this result just messing around anyway, adding a railing around the stairwell opening. Not much changes though, those will come tomorrow (tonight im going to measure everything in the control room (below the attack center) and start adding equipment. Long weekend! Means 3 hours extra work time minimum.


Updated github alot.
Made a lowpoly valve handle that I can kitbash (re-use) over and over. 600 polys and could cut it down a little bit more if I wanted. I'm going to make sure the inital April 5th 0.01 alpha release includes negative tank blow/flood controls. Results: (this will look REALLY good with a normal map for such lo-poly)



Got my graphics tablet working again thank goodness. Was slowing me down because it was lagging. Just needed to restart the Wacom Tablet service.
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Old 02-14-2015, 12:56 AM   #19
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Small update, saving this post for the long-weekend frenzy im going to try to get as much done as possible. Im working backwords usually you make the game logic (code) first and then the pretty stuff (models/textures/shaders) but I gotta sell this to get some team members so I'm not basically all alone.

Got the radar and radio rooms setup with their doors tonight. I think I have the entire layout setup now just need to add equipment, hatches, watertight doors, lockers, periscope #1, helms/planesmen controls and the rest of the HPA air system controls and this compartment can be considered version 1.0 done. Then move onto the torpedo compartment or something.



Edit: Another small update. Edited the GitHub page majorly, added a ton of info to the wiki, updated the readme to include more game details, and added issue trackers for game logic that needs coding (towed arrays, waterfall displays, radar displays etc.)

As well I started what I was dreading.. modelling the control room for the planesmen until I sort through my pictures to get some better angles this is as far as I could get. They really used a weird system on 571.
I need to take a break from modelling, when youve modelled a quarter million polygons in a couple weeks it gets old. I'm going to spend tonight off and tommorrow I'm going to actually start a new Unity project from scratch and start recoding some of my U-Boat scripts and the water system for starters. I also found a great equation for thermalclines that tells you how fast sound travels through water based on depth, salinity, and temperature so I'm going to code a nice temperature indicator to be used either in a UI function or on a screen on the subs (or both)

I was playing Janes 688i hunter/killer today and just had to gaze in awe at how amazingly realistic they modelled this stuff... back in 1995/6/7. If I can get data displays even somewhere near that I'll be a happy man. Their waterfall displays are just beautiful.

The beveled squares are all going to become indicators (depth, rudder, course etc)
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Old 02-15-2015, 10:26 AM   #20
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Looking good
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Old 02-15-2015, 04:43 PM   #21
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Today I was going to do some coding and make a simple thermocline detector... I realized my coding skills are not up to par for this scope of project so I'm either going to have to find/hire a coder, or its going to take longer as I learn to code more. I did make a mk-14 torpedo to change things up. Will post pics when I finish the diffuse texture map.

Edit: I should say what I mean by this is that while the core game fundamentals will be there from my efforts on my old u-boat hobby project and new efforts, thinks like proper waterfall displays and radar screens and modern (post 1970 technology) wont be implemented for a longgg time. I'm realizing im a better modeller than programmer.
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Old 02-15-2015, 10:47 PM   #22
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A volunteer character modeller is working on an officer and sailor for me heres his WIP.




Got the mk 14 torpedo textured up with a color and bump map... visable seams so I'll have to redo it or mirror one half. It'll work for now though. The screws also were just copied from an old fan I had modeled for an interor scene so I'll have to spend some time modelling the actual torps screws when the time comes. Didn't even bother to color texture them.


Then added a quick specularity texture to see how it would ingame.


Realized im either going to have to scale everything down by at least 4x (working with 1k textures) or use enormous textures, since I'm modelling everything to real world specs IE this torpedo is 21" wide and 20' 6" long.
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Old 02-16-2015, 10:26 AM   #23
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Perhaps that's where I can help.

I don't know the systems well enough to be able to recreate on the fly, but given proper guidance and requirements, I can help with the coding.

But first I would like to start with something easy, a thermocline detector could work.

From my understanding, it returns the largest gap in temperature at depth x. Do we want the depth to be random everytime, based on location in the world, seasonal?

The possibilities are endless, and so could the complexity of the sim, but let's narrow it down to what you're envisioning and I will help along the way.
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Old 02-16-2015, 10:26 AM   #24
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Btw, I have dabbled in some 3d modeling but far below the skill of your character modeler and yourself. Those models look great.
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Old 02-16-2015, 11:03 AM   #25
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Well this is.. how.. freaking... far.. I got all... freaking.. day yesterday. AT least for code that worked and I didnt even get the function to return the speed. Trying to graph it I got no where and I tried every asset I owned that might be able to do it, Vectrosity, GraphMaker, A* pathfinding, and even just using unitys own LineRenderer functions none were clear enough to me. I mean it works it would be easy enough to detect a change in temperature at a certain depth/temp by either changeing the equation to use depth and speed of sound (I havnt even graphed various depths yet I think its a fairly linear plot except around 100-300 feet (30-100m) so could just read from a text file that already has all the data every 10 ft. There really is no variable here, its just simple math. I went and confused myself the day I started with a goal, and ended up with a first day computer sciences class calculator.

Could go something like

Code:
//calll this function every 60 seconds using Time.time or Time.sincelevelstarted
void function speedSoundOneMinuteAgo(float depth,  float temp)
{
//same equation goes in here
}

void Compare()
{
if (speedSoundOneMinuteAgo(currentDepth, currentTemp) - SpeedSound(currentDepth, currentTemp) > 200)
ReportFavorableSonarConditions()
}
Of course you could solve for temp by using the known speed of sound in water which is easily found on wikipedia, also why not just write the data for every 25feet into a .txt file and read from it was it my other idea, no sense constantly calculating it, I just wanted a "screen" that showed it, one more of my outlandish ideas.

Code:
using UnityEngine;
using System.Collections;

/*This script prints to the console the speed of sound in feet per second taking in two arguments temperate in f and depth in feet. ie. SpeedSound(32.0f,521.5f); will tell you the speed of sound in ft/s in the ocean at 521 feet 6 inches deep with a water temp of 32 f */

public class EquationTest : MonoBehaviour 
{
    //Global Variables
    public float soundSpeed;

    // Use this for initialization
    void Start () 
    {
        SpeedSound(32.0f, 1.0f);
        Debug.Log(SpeedSound);
    }

    void SpeedSound(float temp, float depth)
    {
        //Speed of sound in feet per second = this equation. temp is in F. Depth is in feet. Assumes average salinity of 35 ppt.
        soundSpeed = (4388 + (11.25f * temp) + (0.0182f * depth));
    }
}
I'm spending the day doing something more productive... optimizing the under/above water system and getting it commited to GitHub properly.
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Old 02-16-2015, 06:25 PM   #26
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I can see why WotA has been in development for so long. Even with the variety of water systems I have to play (including the 500$ Triton asset, plus the word of a half dozen community projects all mashed together or tried seperatly) with I cant even get SH3 style physics. I've got basic kelvin wake effects and the boat puts up a wake (the boat in this case just being an elongated capsule for testing), and my water shader looks nice but thats about it. Without a huge dev team your just not going to get decent results even in years time, this is so much larger in scope than any game I've built before (I think this is why all indie subsims peter out, less than 25-50 people each a specialist doing everything during a 1-2 year dev cycle). Losing hope in anything more than a pilotable Nautilus.

It breaks down to I can make it pretty, but not fun, and thats not worth it.
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Old 02-17-2015, 06:49 PM   #27
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I'm going to throw something together quick for you guys to play with before I throw it back in the hobby bin. Expect an edit with a download tonight.

Edit: Played with it all day and got my cylinder turning like a u-boat and surface water physics half decent but it didn't build properly its not rendering my water shader.
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Old 02-18-2015, 05:00 AM   #28
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Maybe you should try your hand at a less ambitious project if you are not an experienced game developer. Even comparably 'simple' titles like mobile games tend to be much harder to design and finish that you may think. The most important thing is to see a project through to the end and actually finish it.
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Old 02-18-2015, 09:28 AM   #29
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Heard that one all over the net and its true. I've played with your standard hack n slashes, fps's and 2d scrolling shooters and platform'ers my 3d and realistic physics experience is indeed light though.. a construction vehicle "sandbox" sandbox game and then I was working on getting a good water system going witth a uboat. Its definitly true but I aim high, see what I can come up with the next time I had a decent version running fine a while ago but I deleted the project only lost my scripts water system is stilll intact try try again. Edit: Oh and I forgot the first game I ever "made" in Unity was a simple track lap time racer.


Spent most of yesterday trying to get the center of mass of a rigidbody edit-able in an editor window during runtime but it kept reverting. Found out after many hours you have to set it via script, so did that then had to make a script to display the center of mass. The things you never think of...

Consider it another project to check in on from time to time I'm not abandoning it, just learning more first as I go.
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Old 02-18-2015, 12:21 PM   #30
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Since I couldnt get the build to render properly I took a short video.



Screenshot:




It was a mis-mash kit-bash of my old scripts, my new scripts, some premade scripts, and some scripts from completely different projects all together.

I'm leaving it off here until my coding skills are up to par and/or I find a coding partner.

The problem is over the last 6 months I spent 100% of my time building up my website and YouTube channels income so that I could work from home. In that time I spent probly no more than 4 hours coding, and the rest of my time modelling/gaming/recording videos, so I lost everything I had learned about coding basically.

[Aside: I got into game development because I learned the basics of Blender years ago, which I became interested in because Sketchup led me there somewhere in the mid to late 2000's, and so I wanted to take my modelling knowledge and apply it to something "cool and fun"]

I'm more or less starting fresh. Gonna read C# 5.0 for dummies for the 3rd time (although its sooo basic at first I dont even think it gets into classes till like page 200, the first hundred pages are about data types and strings.... I want to skip over it but I always tell people in my videos "this might be review but theres no such thing as bad review or wasted review time") and slowly start watching my plethora C# coding courses I've purchased.

Project Status: On the sideline/on hold until I learn more programming and find a co-creator with programming experience.
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