3D modelling

Post mods you have finished or are working on here.

Moderators: Balthagor, Legend, Moderators

Post Reply
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

Imo they look really good. I`m not sure how much detail will be visible in game though. Have you tried any of them in game so far?

Many of us here have been wishing for years for some modern infantrymen (special forces in particular) that use western weapons and not kalashnikovs.
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

I have not tested them in-game yet. I might at some point and if they look okay they will be released (in a different pose naturally).

I can try and make some sort of commando at some point carrying say a G36 or G416. I do kind of want to give infantry more attention.
Just keep in mind that if I am not happy with it I will not be releasing it and with infantry chances of that happening is far greater than vehicles.

I might also redo the JSDF infantry. Parts of the model is okay but creating a green base version is not exactly going to be easy and in that case I might just redo it from scratch and get an overall better result.
I am outright discarding my older infantry models as they are not exactly great (yes I had more than those 3).
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

Next update: 8 new meshes and 1 updated. The textures can still do with a bit of tweaking and that might happen over the next few weeks but I think they should be serviceable.
Due to time constraints I have not extensively tested these but they should work. The scales etc. should also be within reason.
Image
Download

Changelog:
Added Shkh Dana SPH (ID1760), Texture: dana_tx.dds; Variants: None

Added SA-2 Guideline (ID1762), Texture: SA2_tx.dds; Variants: None

Added SA-2 Guideline on T-55 chassis (ID1763), Texture:SA2T55_tx.dds; Variants: None

Added Cougar 6X6 MRAP (ID1768), Texture: couga_tx.dds; Variants: None but tan version called "cougar_tan.dds" can be found in download

Added Tupulev Tu-16 (ID1860), Texture: tu16_tx.dds; Variants: C,R

Added Chengdu J-20 (ID1869), Texture: J20_tx.dds; Variants: C

Added Chengdu J-10 (ID1870), Texture: J10FJ_tx.dds; Variants: C

Added Sukhoi Su-34 (ID1871), Texture: su34_tx.dds; Variants: R

Updated T-90MS mesh as I found an error in the bustle rack.
The scale of the new T-90MS mesh is identical to the old one (it is exported from the same source scene) but I have had to change the picnums entry to get the turret to function properly again.
Either replace the existing entry with the one provided or update it from
1754, 2, 1, 0, ,...
to
1754, 2, 0, 1,,...
and the game should not mix up the chassis and turret of the tank.
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

Thank you very much! Would it be possible to post the unedited renders of the units too so that anyone who wants to (me) can make some old style ugbits?
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

sure. I did actually think about doing it at some point but then I forgot in the rush to actually get them done.

link

They are somewhat of a mess in terms of size though
Belmondo
Corporal
Posts: 6
Joined: Jul 25 2017
Human: Yes

Re: 3D modelling

Post by Belmondo »

Nerei wrote:Here is the first iteration of the next update. It should be fully functional but I do not offer any guarantees.
If there are any issues let me know.
download
Assuming I have not messed anything up which lets face it is entirely possible the zip should contain the following models:
sorry.how to install your model???

[Edit by moderator: Shortened quote for easier reading]
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

Nerei wrote:sure. I did actually think about doing it at some point but then I forgot in the rush to actually get them done.
They are somewhat of a mess in terms of size though
Thank you very much! I`ll sort them out, no problem.

EDIT: I`m gonna be greedy and ask for one more thing during the same day. Could you please upload a Russian Su-34 texture minus the stars? I like it much better than the generic one and older versions of SR only allow one texture for everyone...

How complicated do you think towed guns (artillery) would be to make? I don`t have a plan or anything. Just noticed that we only have 4 graphics (in SR2020/SRCW) for all of them. If it`s really simple it might be worth to eventually consider adding something more distinctive looking. Not that I presently have a clear idea on that. :D
Belmondo wrote: sorry.how to install your model???
Nerei`s work is included in the main game regularly as far as I understand. Most of it is already in SRU and I can only imagine that the most recent stuff will get there too eventually.
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

Belmondo wrote:
Nerei wrote:Here is the first iteration of the next update. It should be fully functional but I do not offer any guarantees.
If there are any issues let me know.
download
Assuming I have not messed anything up which lets face it is entirely possible the zip should contain the following models:
sorry.how to install your model???

[Edit by moderator: Shortened quote for easier reading]
This looks more complex than it really is. Once you have done it a few times the majority of it will be waiting for the game to recache or finding the units you want to edit.

First off I recommend making backups of files before installing. You might break something
Second I recommend finding an alternative to notepad. You will be editing large files and that program is utter garbage. Notepad++ is a decent alternative but there are others.

If you are installing into SR:U you only need the July and August packages. The one linked to in the quote is already included (July has also been submitted for inclusion and August will sometime this month).

Download June/base package - Already included in SR:U
Download July package
Download August Package
The files should be installed in this order. Otherwise there will be issues.


Included in the download are UGBITS files, a picnums.txt text file and a folder called meshes containing models and textures.

To install copy the UGBITS files into the graphics folder found in your SR root folder. Replace files when asked.

Next you want to append the lines found in the picnums.txt file to the default.picnums file found in graphics/meshes. This is just a plain text document with a different filename extension so you can open it with just about any text editor.
Note: There will be updates in subsequent patches to older entries so I recommend inserting them in numerical order and replacing older entries if the new document includes such entries.
Also subsequent picnum files will not include all entires so you need to go through them all.

The .dds textures and .x model files found in the meshes folder should be pasted into graphics/meshes. Again there will be patched files in later updates so override when asked to do so.


This is the basic installation of these files however you still need to enable them in-game.

Open the File Default.unit found in maps/data. Again this is just a plain text document so any text editor can open it. It is however a massive file with thousands of lines so if you use notepad it will hang a lot and likely drive you insane.
This document controls unit stats including what graphics the game associates with a unit. Each line controls a unit.
Note: This information is encoded in save games so these will not change in ongoing games.

As an example here is how to replace the default graphics used by the Tu-16 badger G with the model included in the August package.
By default the start of the entry looks like this. The value of interest is the one highlighted in red.
12225, "Tu-16K-11-16 Badger-G", 12, 86, 69, , 3, 4...
Replace this value with the ID's provided in this thread. In this case the value 1860
12225, "Tu-16K-11-16 Badger-G", 12, 1860, 69, , 3, 4...
Repeat this with all units where you want to replace the graphics.


All information used in sandboxes etc however is already stored in cache files so we need to recache the files.
Cache files are stored in the cache folder found in the SR:U root folder. Remove the cache file for the sandbox you want to recache (e.g. 2020 global crisis is GC2020.sav and 36 sandbox is SR1936.sav).
If you have removed the cache file (e.g. GC2020.sav) and start the sandbox/campaign/scenario that calls on it the game will recache. This can take several minutes.
If in doubt about what file to remove try removing the files you think it might be. If the game appears to hang you have found the right file.

When the game returns to the main menu caching is done.
The cached file can be found in documents/my games/Supreme ruler ultimate/savegame (or something like that it might vary with what version of windows you use and I am writing from memory)
The file will be named CACHED [name of the scenario/sandbox/campaign].sav. Rename it to have the same name as the cache file you removed from the cache folder and place it in the SR:U cache folder.
When you start it next time the new graphics should be used by the game.
Again keep in mind that this will only work with new games.

I might rewrite this at some point and put it in the first post of this thread.
MK4 wrote:
Nerei wrote:sure. I did actually think about doing it at some point but then I forgot in the rush to actually get them done.
They are somewhat of a mess in terms of size though
Thank you very much! I`ll sort them out, no problem.

EDIT: I`m gonna be greedy and ask for one more thing during the same day. Could you please upload a Russian Su-34 texture minus the stars? I like it much better than the generic one and older versions of SR only allow one texture for everyone...

How complicated do you think towed guns (artillery) would be to make? I don`t have a plan or anything. Just noticed that we only have 4 graphics (in SR2020/SRCW) for all of them. If it`s really simple it might be worth to eventually consider adding something more distinctive looking. Not that I presently have a clear idea on that. :D
Belmondo wrote: sorry.how to install your model???
Nerei`s work is included in the main game regularly as far as I understand. Most of it is already in SRU and I can only imagine that the most recent stuff will get there too eventually.
Removing the roundels is really just turning off a few photoshop layers which takes something like 30 seconds including saving the file to dropbox
download link

Towed artillery should be fairly simple as long as I can find decent reference material to work with. There are however generally speaking less of this than for say tanks.
With reference material I mean flat ideally non-persptive multi view projections not pictures from angles and with noticeable perspective like this one

Basically this one is good and this one is not. Higher resolution is naturally also better.

I have already considered doing an 8in M115 howitzer at some point but as with all things it is finding the time.
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

I`ve been struggling to make some sense of the Sukhoi line and this also resulted in the need to make some adjustments to the F-15 and F-16 lines so it will take a day or so before I can actually test the new graphics in game, but I`m very enthusiastic to get there. :-) Btw, the values of the vanilla F-15I are actually modelled on the F-15C and not the F-15E as it should and this makes it pretty much worthless against ground targets.

I know it`s early and things might change, but have you thought about what batch of units you want to make this month?
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

I am not entirely sure. The Type 03, Patriot, Su-27 and Strykers are fairly certain. Other than that I might get around to finishing the mi-28 and the infantry. I might also give making a HK416 carrying soldier a try.
For the remaining time I plan to take something from the short-list I made a few months ago and/or some of the incomplete models that have been left in limbo.
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

I`ve spent a couple minutes to compile the existing three lists of unit IDs in one place and here is the result (hopefully it will help a few people):

EDIT: the list should now be up to date as of the January 2018 release.
1536 Akagi
1537 Akizuki
1538 Fubuki
1539 Fuso
1540 Hiryu
1541 I-15 Otsu gata
1542 I-201 Sentaka
1543 Kaga
1544 kongo
1545 Minekaze
1546 Sendai
1547 shimakaze
1548 shokaku
1549 taiho
1550 Type A
1551 Yamato

1585 Ki-10

1587 KI-27

1589 KI-43 Hayabusa

1591 KI-45 Toryu

1594 Ki-67 Hiryu

1597 Ki-201 Karyu

1603 J2M Raiden

1608 E16A Zuiun

1614 G-10N1 Fugaki

1624 F-2
1625 F-3
1626 F-15
1627 F-4 Phantom II
1628 KC-767
1629 E767
1630 Kawasaki C-1
1631 Type 73 truck
1632 Type 87 ARV
1633 Komatsu light armoured vehicle

1635 Type 16 Mobile combat Vehicle
1636 Type 60 APC
1637 Type 96 Wheeled APC
1638 Type 89 IFV
1639 Type 61 MBT
1640 Type 74 MBT
1641 Type 90 MBT
1642 Type 10 MBT
1643 Type 87 SPAAG

1645 Type 99 SPH
1646 M-270 MLRS
1647 UH-1 Huey
1648 AH-64
1649 AH-1S
1650 OH-1
1651 CH-46
1652 CH-47
1653 UH-60J

1655 P-3 Orion
1656 Kawasaki P-1

1658 SH-60J
1659 Generic Stealth Fighter
1660 DDH-183 Izumo
1661 DD-110 Takanami
1662 DDG-173 Kongo
1663 DDH-181 Hyuga
1664 S501 Soryu
1665 S590 Oyashio
1666 S573 Yoshio

1668 DDH-143 Shirane
1669 DDG-171 Hatakaze
1670 DE-229 Abukuma
1671 DD-122 Hatsuyuki
1672 DD-101 Murasame
1673 LST 4003 Kunisaki
1674 DDG-177 Atago
1675 Supercarrier
1676 Guided Missile Battleship

1678 DD 151 Asagiri
1679 DD-115 Akizuki

1681 Hayabusa class FAC

1689 Kirov

1693 Delta III

1736 M1A1 Abrams

1738 M41 Walker Bulldog
1739 M48A2 Patton

1741 M1A2 TUSK II Abrams

1744 K1A1
1745 K2 Black Panther

1747 AMX-56 Leclerc

1749 S-300
1750 T-55

1752 T-72

1754 T-90MS
1755 Leopard 2

1760 Shkh Dana SPH
1761 M110
1762 SA-2 Guideline
1763 SA-2 Guideline on T-55 chassis
1764 M1126 ICV
1765 M1126 MGS
1766 MIM-104 PAC-3 Patriot M902 semi trailer and Type 73 heavy truck
1767 Type 03 Chū-SAM
1768 Cougar 6X6 MRAP
1769 T-72B

1771 CV9040B
1772 CV9040 AAV
1773 T-90A

1789 Type XXI submarine
1790 horse carriage

1795 Cheng Kung class frigate
1796 USS Spruance
1797 USS Forrestal

1800 USS Nimitz
1801 USS Gerald R. Ford
1802 Midway class aircraft carrier

1810 Ohio class SSBN

1812 Virginia class SSN
1813 Seawolf class SSN
1814 Cheyenne class SSN
1815 Skipjack class SSN
1816 Astute class SSN

1826 Strike cruiser concept

1828 San Antonio Class LPD
1829 Type 214/Son Won-Il class submarine

1836 F-15E Strike Eagle

1838 F-100
1839 F-104 Starfighter

1841 B-36
1842 B-58 Hustler
1843 NATF

1850 Mi-28
1851 KA-27
1852 Mig-15

1856 Tu-126
1857 Tu-95
1858 A-50
1859 Il-76
1860 Tupolev Tu-16
1861 Eurocopter Tigre

1864 FW-ta 400
1865 Dassault Rafale
1866 Airbus A400M Atlas

1868 An-124
1869 Chengdu J-20
1870 Chengdu J-10
1871 Sukhoi Su-34

1873 Su-27
1874 Mirage 2000C
1875 AW/EH/MCH-101
1876 AH-1Z Viper

1900 Polikarpov I-15

1987 mk17 nuclear bomb
1988 mk8 nuclear bomb
1989 mk7 nuclear bomb
1990 mk3 nuclear bomb
1991 mk1 nuclear bomb
1992 GBU43 MOAB
1993 AGM84 Harpoon
1994 SSM1B anti-ship missile
1995 ASM2 anti-ship missile
1996 ASM3 anti-ship missile
1997 LGM-30 Minuteman
1998 LGM-118a Peacekeeper
1999 UGM-133 trident II
Last edited by MK4 on Jan 22 2018, edited 3 times in total.
MK4
Colonel
Posts: 488
Joined: Oct 08 2011
Human: Yes

Re: 3D modelling

Post by MK4 »

Not that I`m proposing any of these for now, but I thought to bring it to your attention:
http://www.janes.com/article/72874/firs ... from_rss=1
Apparently the Krab is the K9 chassis with the AS90M Braveheart turret:
https://en.wikipedia.org/wiki/AHS_Krab
I`m thinking that if you make the K9 and you eventually make the AS90 too maybe you can plan ahead to make a combination of these serving as the Krab. If it`an easy thing I mean.
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

It should always be possible to create a hybrid unit of these two (or any other unit really). If I plan for it and make the UV maps compatible (e.g. turrets and chassis in the same place on both maps) it should also be quite easy to make a version that supports regional textures without it requiring any extra work.
Belmondo
Corporal
Posts: 6
Joined: Jul 25 2017
Human: Yes

Re: 3D modelling

Post by Belmondo »

Nerei wrote:
Belmondo wrote:
Nerei wrote:Here is the first iteration of the next update. It should be fully functional but I do not offer any guarantees.
If there are any issues let me know.
download
Assuming I have not messed anything up which lets face it is entirely possible the zip should contain the following models:
sorry.how to install your model???

[Edit by moderator: Shortened quote for easier reading]
This looks more complex than it really is. Once you have done it a few times the majority of it will be waiting for the game to recache or finding the units you want to edit.

First off I recommend making backups of files before installing. You might break something
Second I recommend finding an alternative to notepad. You will be editing large files and that program is utter garbage. Notepad++ is a decent alternative but there are others.

If you are installing into SR:U you only need the July and August packages. The one linked to in the quote is already included (July has also been submitted for inclusion and August will sometime this month).

Download June/base package - Already included in SR:U
Download July package
Download August Package
The files should be installed in this order. Otherwise there will be issues.


Included in the download are UGBITS files, a picnums.txt text file and a folder called meshes containing models and textures.

To install copy the UGBITS files into the graphics folder found in your SR root folder. Replace files when asked.

Next you want to append the lines found in the picnums.txt file to the default.picnums file found in graphics/meshes. This is just a plain text document with a different filename extension so you can open it with just about any text editor.
Note: There will be updates in subsequent patches to older entries so I recommend inserting them in numerical order and replacing older entries if the new document includes such entries.
Also subsequent picnum files will not include all entires so you need to go through them all.

The .dds textures and .x model files found in the meshes folder should be pasted into graphics/meshes. Again there will be patched files in later updates so override when asked to do so.


This is the basic installation of these files however you still need to enable them in-game.

Open the File Default.unit found in maps/data. Again this is just a plain text document so any text editor can open it. It is however a massive file with thousands of lines so if you use notepad it will hang a lot and likely drive you insane.
This document controls unit stats including what graphics the game associates with a unit. Each line controls a unit.
Note: This information is encoded in save games so these will not change in ongoing games.

As an example here is how to replace the default graphics used by the Tu-16 badger G with the model included in the August package.
By default the start of the entry looks like this. The value of interest is the one highlighted in red.
12225, "Tu-16K-11-16 Badger-G", 12, 86, 69, , 3, 4...
Replace this value with the ID's provided in this thread. In this case the value 1860
12225, "Tu-16K-11-16 Badger-G", 12, 1860, 69, , 3, 4...
Repeat this with all units where you want to replace the graphics.


All information used in sandboxes etc however is already stored in cache files so we need to recache the files.
Cache files are stored in the cache folder found in the SR:U root folder. Remove the cache file for the sandbox you want to recache (e.g. 2020 global crisis is GC2020.sav and 36 sandbox is SR1936.sav).
If you have removed the cache file (e.g. GC2020.sav) and start the sandbox/campaign/scenario that calls on it the game will recache. This can take several minutes.
If in doubt about what file to remove try removing the files you think it might be. If the game appears to hang you have found the right file.

When the game returns to the main menu caching is done.
The cached file can be found in documents/my games/Supreme ruler ultimate/savegame (or something like that it might vary with what version of windows you use and I am writing from memory)
The file will be named CACHED [name of the scenario/sandbox/campaign].sav. Rename it to have the same name as the cache file you removed from the cache folder and place it in the SR:U cache folder.
When you start it next time the new graphics should be used by the game.
Again keep in mind that this will only work with new games.

I might rewrite this at some point and put it in the first post of this thread.
MK4 wrote:
Nerei wrote:sure. I did actually think about doing it at some point but then I forgot in the rush to actually get them done.
They are somewhat of a mess in terms of size though
Thank you very much! I`ll sort them out, no problem.

EDIT: I`m gonna be greedy and ask for one more thing during the same day. Could you please upload a Russian Su-34 texture minus the stars? I like it much better than the generic one and older versions of SR only allow one texture for everyone...

How complicated do you think towed guns (artillery) would be to make? I don`t have a plan or anything. Just noticed that we only have 4 graphics (in SR2020/SRCW) for all of them. If it`s really simple it might be worth to eventually consider adding something more distinctive looking. Not that I presently have a clear idea on that. :D
Belmondo wrote: sorry.how to install your model???
Nerei`s work is included in the main game regularly as far as I understand. Most of it is already in SRU and I can only imagine that the most recent stuff will get there too eventually.
Removing the roundels is really just turning off a few photoshop layers which takes something like 30 seconds including saving the file to dropbox
download link

Towed artillery should be fairly simple as long as I can find decent reference material to work with. There are however generally speaking less of this than for say tanks.
With reference material I mean flat ideally non-persptive multi view projections not pictures from angles and with noticeable perspective like this one

Basically this one is good and this one is not. Higher resolution is naturally also better.

I have already considered doing an 8in M115 howitzer at some point but as with all things it is finding the time.
I apologize for the English translation I from Russia,I write through the translator.They are not displayed!!!!Just an empty space.Game SRU version 9.0.73.Established like this:for Example sa-2 :UNIT####.X and files #####.copy dds to the folder Graphics/Meshes.IN DEFAULT.PICNUMS using notepad++ just inserts 1762, 2, 1, 0, , -1, -1, -1, 0, 0, 0, 0, 0, -1, 0, -1, 0, 0, 0, 0, 0, 14........,save.Then the Folder Maps/DATA open DEFAULT.UNIT,find gun sa-2 and change the number in 1762.
1. New models appear, you need to start a new game.
2. Create the cache file in a "nutshell":
1) Delete the folder with the save "Supreme Ruler Ultimate"
I have it located here C:\Users\user\Documents\My Games\
2) Deleted the cache file to the address - D:\Games\Supreme Ruler Ultimate v9.0.19\Cache
If you want to play in the Cold War the deleted file ColdWar.SAV If you want to play in the company World2020,
the deleted file W2020.SAV, etc.
3) Go in game, select the relevant campaign and click START. All type game hangs...
wait until she gets back to the main menu. Then we come out.
4) Go to the address - C:\Users\user\Documents\My Games\Supreme Ruler Ultimate\Savegame finds a cache file,
copy it to Cache the game folder and rename as it was - ColdWar.SAV or W2020.SAV, etc.}}}}}}}}
You do not have the required permissions to view the files attached to this post.
Nerei
General
Posts: 1354
Joined: Jan 11 2016
Human: Yes

Re: 3D modelling

Post by Nerei »

Patch 9.0.75 raised the maximum supported mesh and UGBIT range from 999 and 1024 respectively to 4096. The core of the problem is I use range 1536 to 1999.

Your version of the game is basically too old so really the simplest solution is to patch your game.
You can naturally also experiment with renaming files to use this shorter range but patching will be quite a bit easier.
Post Reply

Return to “Modding Show & Tell”