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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jan 2007
Location: Portugal
Posts: 27
Downloads: 18
Uploads: 0
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It is possible to put the attack periscope housing of the IX sub into the command room of the VII sub? I think that should give great realism to the interior of the VII.
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#2 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
it is. Be patient. Regards, DD
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#3 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,704
Downloads: 171
Uploads: 0
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OOOOH, teasing again DD,
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Sub captains go down with their ship! |
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#4 |
Grey Wolf
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already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black
![]() what it should look like... ![]() |
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#5 | |
Canadian Wolf
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#6 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@FM: looking great. Your screenie was made ingame or from maya? Quote:
I´ve ported the typeIX periscope housing, including ligthmap. But as the model itself differs from the typeVII, it doesn´t look right in this environment. I´m trying to make my own lightmap next. It´s no problem to import but to apply to the right faces. Besides the CR.dat increases by about 4MB in size. Regards, DD
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#7 | |
Watch
![]() Join Date: Oct 2007
Location: Russland
Posts: 22
Downloads: 16
Uploads: 0
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PS: excuse me me for bad english. |
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#8 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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That is not from the game. That is a 3D render / model.
Diving Duck is trying to make this for SH3. ![]()
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#9 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#10 |
Grey Wolf
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I have no idea what all those numbers mean, this TMAP thing goes way over my head
![]() If you want to have a crack at importing my model, ive uploaded it to http://www.savefile.com/files/839600 in .obj and .mb format. It uses the druck_7 texture (which ive included in the rar), also included a couple of blueprint pics to help with placement within the command room. If you use it, you may have to reverse the surface normals as maya saves .obj files differently to 3dsmax (the 3d app sh3 was made with). |
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#11 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
thank you FM, just downloaded it. Can you render a lightmap/shadowmap to texture? I´don´t have the whole model at hand. So it would be easier if you did. Regards, DD
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#12 |
Grey Wolf
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Im not on my home pc right now so can`t, i`ll upload tomorrow.....
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#13 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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PS: many interior models also have a "NORM" section (trailing the TMAP), which contains the normals for the model. Pack3D doesn't export this either. Without this information, shading and curves are not as accurate ingame compared to in your 3D editor, because the engine will calculate normals based on adjacency (let's not get into this...). This may not give the expected results when using low/medium-poly objects, especially for curves...
Many larger models (viewed only from a distance), iow. pretty much all exterior models don't have this data included in the game as shading from far distances is not required to be so accurate to still look good. As some of you may know or not know, a tool to help you with all these problems is in the works. Maybe DD succeeds doing this manually (I hope so!), but just remain patient for my tool otherwise. Him and me are on close contact on these issues, so it's only a matter of time before I can release my tool. |
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#14 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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im really running out of patience!
![]() this progress is so exiting! ![]()
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