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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Pacific Aces Dev Team
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Having learned a good deal of modeling in the last years, I was wondering about the specifics of SH4 submarine models, in case I had some time to crank out one. Can someone help with these questions?
1- What is the desirable amount of polygons for the hull and for the conning tower? (I know guns, rudder, periscopes etc are separate objects as well as the conning tower) 2.- How many textures can a model have linked to, and what is the proper size for them? 3.- Do textures accept alpha channels f.e. for railing or holes? 4.- If I provide a model in 3Ds or Ligthtwave format complete with textures, would anyone be able to port it into SH4 adding the animations for torpedo doors, peris, rudder, screws, etc? Now I'm not saying I will start modeling something tomorrow, but I want to know how the models should be, so I can gauge the work needed and see if I find the time for it. ![]()
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One day I will return to sea ... |
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#2 | |
Silent Hunter
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2) I haven't found a limit on the number of textures yet; I've had ships work fine with about 5-6 different textures. The largest textures I use have been 2048 x 2048. For some reason terrain textures bigger than 512 x 512 crash the game, but ship textures bigger than that are fine. 3) Yes, I have created my own damage layers using alpha channels. 4) I work with Wings3d; I know you can convert 3ds to obj in wings3d for S3d editor to use; not sure about other formats. Can't tell you much about animations; I'm not good at them. |
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#3 |
Pacific Aces Dev Team
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Thanks! I was starting to think that nobody had interest in more/improved 3D models for Sh4 subs
![]() 33000 is way higher than what I had in mind, so I'm good on that ![]() The more so if I can use alpha channels for rigging and such ![]()
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One day I will return to sea ... |
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#4 |
CTD - it's not just a job
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Anything you can deliver Hitman, and I volunteer s7rikeback to help you!...
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"...and bollocks to the naysayers" - Jimbuna |
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#5 |
Silent Hunter
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Also not sure if you know this, but every item you import using S3d Editor must ALWAYS ALWAYS be triangulated. If a model has four sided polygons it will not import. As a beginner I spent months wondering why my models wouldn't import.
![]() Another thing - with S3d Editor every model must have UV coordinates to be imported. One trick I use is to create several basic cubes, cylinders, & spheres, texture them, and then use them as the basis for every part of the model in wings3d. When the model is finished I can always touch up the textures so they are more fitting for a complex ship model. |
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#6 |
Pacific Aces Dev Team
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My program (Zmodelr) is old but works with triangles yes, and I make the models fully textured. I have been willing to do something already for a long time and I think I already mentioned it to strike and prop, but I am busy with many things (Real life and modding for racing games) and don't find the time. So what I want to do is get the info and when I find a proper moment, be able to start straightaway and not lose a moment, probably this summer during my vacation.
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One day I will return to sea ... |
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