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Old 06-17-07, 06:16 PM   #1
Maverick30
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Default VII attack periscope housing

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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Old 06-17-07, 11:32 PM   #2
DivingDuck
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Moin,

it is. Be patient.

Regards,
DD
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Old 06-17-07, 11:45 PM   #3
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OOOOH, teasing again DD, I wait with patience!
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Old 06-18-07, 03:50 AM   #4
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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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Old 06-18-07, 11:40 AM   #5
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Quote:
Originally Posted by flakmonkey
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black

what it should look like...
Looks good FM

RDP
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Old 06-19-07, 05:34 AM   #6
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Moin,

@FM:
looking great. Your screenie was made ingame or from maya?
Quote:
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black
Is it really black, or is the texture just pretty dark/foggy? Can you see the darkened texture when walking closer? When creating a new model without any lightmap nodes attached, a normal texture can be applied. But any additional info as light and shadow will be lost. You´ll have to hex edit a new texture node into the *.dat. A selfilluminated map may serve the same purpose as well. But in case you take damage and the lights go out, the well will stay lit, looking strange.

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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Old 11-29-07, 06:20 AM   #7
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Quote:
Originally Posted by flakmonkey
already tried, i imported the model just fine however i couldnt edit the lightmap so it just appeared black

what it should look like...
Why so it is beautiful? Can structures new have put?
PS: excuse me me for bad english.
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Old 11-29-07, 06:35 AM   #8
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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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Old 06-18-07, 11:27 AM   #9
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Quote:
Originally Posted by Maverick30
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.
I've been asking for this for years (well, at least one-and-a-half). It's nice to see someone as competent as these two are trying to do something about it.
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Old 06-25-07, 09:09 AM   #10
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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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Old 06-25-07, 09:23 AM   #11
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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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Old 06-25-07, 09:37 AM   #12
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Im not on my home pc right now so can`t, i`ll upload tomorrow.....
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Old 06-25-07, 03:58 PM   #13
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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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Old 06-25-07, 07:01 PM   #14
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im really running out of patience!



this progress is so exiting!

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