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-   -   Type 7A for SH3? (https://www.subsim.com/radioroom/showthread.php?t=217926)

Jeff-Groves 02-01-15 05:23 PM

Quote:

Originally Posted by Fahnenbohn (Post 2283308)
Yes. But is there an improvment with the FPS in game when all SHD 3D objects are deleted ? :hmmm:

I would think only loading times would be affected.
Say you have 100 ships with 10 SHD-objects.
That's 1000 things that need checked and then ignored?
What if they are not ignored but loaded into memory?
And what about those 1000 ID's?
Take a Unit and copy that ID for one of it's SHD- node and use it elsewhere.
Does it crash?

Jeff-Groves 02-01-15 05:42 PM

Quote:

Originally Posted by drakkhen20 (Post 2283434)
I cant remember but it sounds familiar. I just remember the PMs which I still have for some reason telling me about the animations of the mines actually coming out of the tubes on top instead of magically appearing at the back of the Uboat.

I kind of recall some posts about it.
Using a modded torp to recreate the mines?
Moving the launch points of torps is quite easy with S3D now days.

drakkhen20 02-02-15 10:00 PM

Quote:

Originally Posted by Jeff-Groves (Post 2283696)
I kind of recall some posts about it.
Using a modded torp to recreate the mines?
Moving the launch points of torps is quite easy with S3D now days.

yes this sounds like it. I do believe the other issues were working it into actually having missions where you would go lay mines and such as they did back then. but as I stated before. if your interested in making it that would be cool. if not its cool too. I was just wondering.:up:

Jeff-Groves 02-14-15 01:27 PM

Spent a long 2 weeks out on the road working.
Today I'm getting the last parts imported and placed.
Rear inner torpedo door is in place and the animation corrected.
Rear Outer door is in process now.
:up:

Hitman 02-14-15 01:39 PM

Pics or it didnt happen :woot:

Just teasing :arrgh!:

Keep the great work maestro :salute::rock:

Jeff-Groves 02-14-15 03:10 PM

Quote:

Originally Posted by Hitman (Post 2287561)
Pics or it didnt happen :woot:

Here's an early shot with all but the front torpedo doors adjusted. The rear door animations are done.
http://i108.photobucket.com/albums/n...k.jpg~original

There's some UV work to do and all the Nodes for where torpedo's/bubbles/sounds/wakes/blah blah blah spawn not to mention the Turm yet.
:huh:

All the holes in the hull are real so if someone wants to add the water effects stuff feel free as I'd never get around to it myself.

Hitman 02-14-15 05:53 PM

Yay great one :rock:

álvaro 02-14-15 06:13 PM

@ Jeff-Groves

I say"oleeee" as we say in my land. This work looks good ... :up:

Fubar2Niner 02-15-15 05:35 AM

Looking really nice Jeff :yeah:

Best regards.

Fubar2Niner

Jeff-Groves 02-15-15 12:20 PM

Once I get a few more things adjusted I'll put up an early version you can check out.

It'll have a lot of things out of place and such but you still get to fire the neat rear tube.
:D

Fraps video of rear torpedo doors going up to YouTube now.

Jeff-Groves 02-15-15 02:31 PM

Video Uploaded.

https://www.youtube.com/watch?v=l1zHqaDjM8Q

Here's an early test version you can Download.

https://www.mediafire.com/?lk79guewcukiddq

Front outer Torpedo doors not imported nor adjusted.

Also a lot of stuff to do yet but it's enuff to see the potential.
I've only tested in a single mission with the 1939 VIIB, Airship Escort.

Fubar2Niner 02-15-15 05:48 PM

Mein Gott.......

Bloody genius !!!
Nice one Jeff. :salute:

Best regards.
Fubar2Niner

álvaro 02-15-15 08:23 PM

@ Jeff-Groves

Great job, thank you very much :up::salute:

Jeff-Groves 02-15-15 08:50 PM

Still a ton of work to do but I think it's pretty Cool.
:D

sublynx 02-16-15 12:03 AM

Very cool indeed!


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