Red Ocktober
06-23-2009, 05:50 PM
Skate class submarine getting ready for the game engine...
http://home.att.net/~subbase2/3DRADSkateSub1.jpg
preliminary textures and bumpmaps in place... this is the basic shape without details...
feedback and critique on the general appearance (and whatever else you may see fit to critique) is welcomed...
please forgive the jaggies... i had to scale down the image a bit...
also... i need some opinions...
after lots of testing i've decided on not modelling the entire sub, but just the bridge, deck, control room (helm, dive, nav, attack, scope, radar, radio, stations, etc) and officers quarters (cpt qtrs, ward room)...
it's not that i wouldn't like a free roam of the entire sub, but it's killing me all the modelling and texturing and positioning and coding required to get it all into the game... the Type XXIII uboat was chosen for the first game because it was small, but even getting that done from bow to stern was a chore and a half... the follow up games will have more than one sub to transition to for each country... and at least two countries in the early release... doing all entire subs necessary would kill me... sorry...
also... from playing around with the type XXIII in the game, i've come to the conclusion that roaming the entire sub might be a lil redundant... what i've found is that a good deal of immersion can be gained from just enabling the player to climb up and down from the bridge and into the control spaces, and moving around in the control room and roaming to the forward habitation spaces...
i've decided to leave out the torpedo room, jr habitation spaces, and the engine rooms and spaces (that one was a tough one as i had worked out the manuevering room panel in the US diesel subs, and had written up the entire logic for an engineering officer and it was quite a bit of fun even in it's semi completed form)... but... having to get to the engineering spaces usually required moving through other areas which required extensive models to be included...
plus...
in nucs, being an engineering officer wasn't as much fun as in the diesel boats... all the engineering officer to do that was basically monitor the pile, and control the motor (as compared to switching from diesel power to batteries, charging, and actually controlling the motors)...
ahhh... maybe i'm missing something... opinions please...
also... in another week i'm going to start an official portal on the board... the game is getting that close to being a reality (finally)... and i'm going to need lots of feedback and testing, so...
thx
--Mike
http://home.att.net/~subbase2/3DRADSkateSub1.jpg
preliminary textures and bumpmaps in place... this is the basic shape without details...
feedback and critique on the general appearance (and whatever else you may see fit to critique) is welcomed...
please forgive the jaggies... i had to scale down the image a bit...
also... i need some opinions...
after lots of testing i've decided on not modelling the entire sub, but just the bridge, deck, control room (helm, dive, nav, attack, scope, radar, radio, stations, etc) and officers quarters (cpt qtrs, ward room)...
it's not that i wouldn't like a free roam of the entire sub, but it's killing me all the modelling and texturing and positioning and coding required to get it all into the game... the Type XXIII uboat was chosen for the first game because it was small, but even getting that done from bow to stern was a chore and a half... the follow up games will have more than one sub to transition to for each country... and at least two countries in the early release... doing all entire subs necessary would kill me... sorry...
also... from playing around with the type XXIII in the game, i've come to the conclusion that roaming the entire sub might be a lil redundant... what i've found is that a good deal of immersion can be gained from just enabling the player to climb up and down from the bridge and into the control spaces, and moving around in the control room and roaming to the forward habitation spaces...
i've decided to leave out the torpedo room, jr habitation spaces, and the engine rooms and spaces (that one was a tough one as i had worked out the manuevering room panel in the US diesel subs, and had written up the entire logic for an engineering officer and it was quite a bit of fun even in it's semi completed form)... but... having to get to the engineering spaces usually required moving through other areas which required extensive models to be included...
plus...
in nucs, being an engineering officer wasn't as much fun as in the diesel boats... all the engineering officer to do that was basically monitor the pile, and control the motor (as compared to switching from diesel power to batteries, charging, and actually controlling the motors)...
ahhh... maybe i'm missing something... opinions please...
also... in another week i'm going to start an official portal on the board... the game is getting that close to being a reality (finally)... and i'm going to need lots of feedback and testing, so...
thx
--Mike