SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-29-11, 06:10 PM   #1
richardphat
Seasoned Skipper
 
Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
Default 8.8cm Flak 41 munition

So I haven't bothered searching this. You may slap me if this is already in game and or with a mod

Anyways, so I working with few project now. I just made a shell model for the flak 41.

And I had this idea, if I could tweak it and have it use in game.

Basically if it is interesting to scale it a bit and turn it into a vulgar "8.8cm L/45" munition and have them displayed in the uboat or have them held in a sailor's arm .

  • Note that, I am rubbish and clueless at making 3D model for gaming.
My experience at modeling is only for creating piece and assembly for engineering, yet I am still a beginner.
So I am uneducated when it comes to this.

On the other hand, I have heard there are some type for polygon:triangle, rectangle, etc.
So I don't know which type silent hunter 3 and 4 supports.
  • Also, how much polygon each shell should have? Because I have the option to export with good quality with tons of poly as well as making a less good looking for the cost of fewer poly.
  • If someone is willing to help me, but I have 0 clue on texturing. The current picture contains material rendered, so that won`t work with the gaming. The worse case I can do, is sending you guys couple of files and ask you to texture
  • Last thing,
    They are made of 5 parts. I don't know when it is the good time to use several components or just a unique one for gaming.
richardphat is offline   Reply With Quote
Old 04-29-11, 06:39 PM   #2
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Stay with as low a poly model as the Game will render and still look good.
You may need to detach faces to avoid weird renderings.
SH Engines try to smooth things that you may not want smoothed.
As this is a small object, keep the texture around 512 x 512 or less.
I'd try to use textures that already exist in Game to save overhead.
Don't put them in the dat but call them.

You are welcome to PM me if you need more help.
  Reply With Quote
Old 04-29-11, 08:36 PM   #3
richardphat
Seasoned Skipper
 
Join Date: Apr 2008
Location: Canada
Posts: 682
Downloads: 17
Uploads: 0
Default

I'll reduce first the poly as first step.

Good stuff to knows. This might become more challenging as expected.
richardphat is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:21 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.