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ZeeWolf
08-18-08, 11:57 PM
UPDATE: This is a AI ship, meaning it can not be played.

Download the re-worked HMS Hood now

http://files.filefront.com/ZWs+HMS+HOOD+MOD7z/;11573618;/fileinfo.html

I've just finished porting the HMS Hood in SH4. This model, if you are familiar
with it in SH3 had one of the worst flicker problems. Good news I completely
eliminated it. The problem is an issue that must be addressed in a 3d modeling
tutorial. I am confident once this particular issue is dealt with the quality
of new models will increase.
However the flicker in the Bismark will take me a little longer to correct although
it also is a modeling issue and not a texture mapping anomaly.

-ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/SH4_UBOAT026.jpg

The HMS Hood is finished I will be uploading it soon
-ZeeWolf

http://i327.photobucket.com/albums/k442/autopilot_2008/SH4_UBOAT029.jpg

http://i327.photobucket.com/albums/k442/autopilot_2008/SH4_UBOAT034.jpg

csengoi
08-19-08, 01:40 PM
Great news!

I have this question:
Are those additional ships used in OM? I mean if I add them, will they automatically and dynamically spawned? Or Lurker has to include them to work?

Orion2012
08-19-08, 03:25 PM
Great news!

I have this question:
Are those additional ships used in OM? I mean if I add them, will they automatically and dynamically spawned? Or Lurker has to include them to work?

I'm not the authority on these type of things, but I'd think it would needed to be added into the mission generator from OM and possibly others things. I don't think you can just enable it and see it.

ZeeWolf
08-19-08, 06:32 PM
Great news!

I have this question:
Are those additional ships used in OM? I mean if I add them, will they automatically and dynamically spawned? Or Lurker has to include them to work?

Yes they will !:up:

-ZeeWolf

ivank
08-22-08, 08:30 AM
when will this ship be released?

ZeeWolf
08-22-08, 10:05 AM
when will this ship be released?



Today! :D

http://files.filefront.com/ZWs+HMS+HOOD+MOD7z/;11573618;/fileinfo.html

ZeeWolf

pozine
08-23-08, 08:53 PM
wow really nice :up:


but when i am playing the playable BB bismark, the hood seem to have no guns

http://img115.imageshack.us/img115/5621/hoodkd8.jpg

ZeeWolf
08-23-08, 09:46 PM
wow really nice :up:


but when i am playing the playable BB bismark, the hood seem to have no guns

http://img115.imageshack.us/img115/5621/hoodkd8.jpg

Don't worry all you need is guns.dat guns.sim and guns.zon. I use the ones
from lurkers_hlb3's Operation Monsun.

They go in the Data/Library directory.:up:

-ZeeWolf

pozine
08-25-08, 02:38 PM
thanks man it looks better now!:up:

ZeeWolf
08-25-08, 06:02 PM
thanks man it looks better now!:up:


Be careful out there pozine:rotfl:

-ZeeWolf

FWD-29
09-03-08, 01:33 PM
Hi there all new to this and catching up with everything, surface ship mods hold a great interest in me.

However, how do I get the Hood to appear as choice for a mission? I'm all v1.5 upgraded but not sure which mission I need to get the Hood to appear.

Thanks.

ZeeWolf
09-03-08, 02:25 PM
Hi there all new to this and catching up with everything, surface ship mods hold a great interest in me.

However, how do I get the Hood to appear as choice for a mission? I'm all v1.5 upgraded but not sure which mission I need to get the Hood to appear.

Thanks.

Hi FWD-29,
You will have to learn how to create your own missions. One way to learn
this is to edit existing missions in the Data/SingleMissions directory.
You will find the HMS Hood in the Tools Panel on the right click the Sea
tab to see the roster and then British, you'll see the BC HMS Hood. Then
you just drag and drop it in your scene close to your U-boat. Make sure
you click around until you find out how to add way points and speed to
your hood.

Hope this helps

-ZeeWolf

Ishigami
09-03-08, 03:55 PM
I think that he thinks that your ported Hood is a playable unit which it isn't.
It's an AI unit.

ivank
09-03-08, 04:10 PM
could I make it playable? and include it in my Royal Navy Mod?

FWD-29
09-04-08, 04:15 AM
I think that he thinks that your ported Hood is a playable unit which it isn't.
It's an AI unit.

I did.


But thanks for the info on how to inlcude it.

ivank
10-20-08, 03:57 PM
ZeeWolf may I use this in my Surface Warfare Super Mod?

ZeeWolf
10-21-08, 11:51 AM
ZeeWolf may I use this in my Surface Warfare Super Mod?

Yes you can ivank. Don't forget to give me some credit though.:)

-ZeeWolf

ivank
10-21-08, 03:47 PM
ZeeWolf may I use this in my Surface Warfare Super Mod?

Yes you can ivank. Don't forget to give me some credit though.:)

-ZeeWolf

Thank you and I never thought of not giving you credit

Orion2012
10-21-08, 06:49 PM
Would you care to go into more detail on what was done to resolve the issue??

Webster
10-21-08, 10:17 PM
Would you care to go into more detail on what was done to resolve the issue??

he did in the original post, he said it needed to be explained in a 3d tutorial so you can understand how its done.

just watch the forums for his tutorial thread

ZeeWolf
10-22-08, 08:15 PM
Would you care to go into more detail on what was done to resolve the issue??

I was waiting to see if there was any interest, being always busy
with something.
To make the solution basic, I separated close opposing faces. That
had the most immediate results.

Do you use any 3d software?

-ZeeWolf

Orion2012
10-22-08, 11:42 PM
Would you care to go into more detail on what was done to resolve the issue??
I was waiting to see if there was any interest, being always busy
with something.
To make the solution basic, I separated close opposing faces. That
had the most immediate results.

Do you use any 3d software?

-ZeeWolf

3DS Max

sergbuto
10-23-08, 01:33 AM
Would you care to go into more detail on what was done to resolve the issue??

I was waiting to see if there was any interest, being always busy
with something.
To make the solution basic, I separated close opposing faces. That
had the most immediate results.

Do you use any 3d software?

-ZeeWolf
Yes, this is important because 3D models need to be scaled down by 10 from their real sizes before importing them to SH4 which may create such a problem.

ZeeWolf
10-23-08, 11:29 AM
Would you care to go into more detail on what was done to resolve the issue??
I was waiting to see if there was any interest, being always busy
with something.
To make the solution basic, I separated close opposing faces. That
had the most immediate results.

Do you use any 3d software?

-ZeeWolf

3DS Max

I am not proficient in the latest MAX, but I would
recommenced the "Planer Face" option that is an
add-on in my Max 2.5. I would use it on INDIVIDUAL
quads only. this would help in rendering and smoothing
effects.
Are you familiar with this option or capability and
what it actually dose to the vertices?

-ZeeWolf

ZeeWolf
10-23-08, 11:39 AM
Would you care to go into more detail on what was done to resolve the issue??

I was waiting to see if there was any interest, being always busy
with something.
To make the solution basic, I separated close opposing faces. That
had the most immediate results.

Do you use any 3d software?

-ZeeWolf
Yes, this is important because 3D models need to be scaled down by 10 from their real sizes before importing them to SH4 which may create such a problem.

That is true but also mention the fact that once properly
sized you need to do a negative one scale (-1) on the
X axis to both flip the faces and mirror the prototype.
And do this process on newly created models only.

-ZeeWolf

sergbuto
12-02-08, 04:58 PM
Tried revised Hood out. Indeed, the flicking problem is not there. For better appearance, she still needs occlusion and bump options applied. I guess the fake occlusion map would do.

Any expansion of the Royal Navy fleet in SH4 would be always quite of use.


HMS Audacity

http://img504.imageshack.us/img504/5827/audacityxb4.jpg

lurker_hlb3
12-02-08, 06:56 PM
Tried revised Hood out. Indeed, the flicking problem is not there. For better appearance, she still needs occlusion and bump options applied. I guess the fake occlusion map would do.

Any expansion of the Royal Navy fleet in SH4 would be always quite of use.


HMS Audacity

http://img504.imageshack.us/img504/5827/audacityxb4.jpg


Are you planning to release this, also to same for an aircraft I saw here ?

http://www.subsim.com/radioroom/showpost.php?p=987050&postcount=49

sergbuto
12-03-08, 04:52 AM
lurker,

You have PM.

cheese123
12-03-08, 11:27 PM
This is great work many thanks!:rock:

Also, if it's not too much trouble could you also do the Battlecruiser Repulse? It has flickering problems too.

Thanks again-cheese

sergbuto
12-04-08, 03:32 PM
Repulse would be useful too. Hopefully, ZeeWolf is still interested.

skwasjer
12-04-08, 04:31 PM
That is true but also mention the fact that once properly
sized you need to do a negative one scale (-1) on the
X axis to both flip the faces and mirror the prototype.
And do this process on newly created models only.

-ZeeWolf
This depends on the (3D studio-)export settings and (S3D-)import settings. With the right combination of settings, no flip is needed.

On the flickering, are we talking Z-fighting here? Because some flicker issues can also be related to the texture minification and magnification filter that the GFX card is told to use (per material/texture). I've seen crazy flickerings just because of this myself. The next S3D will allow setting these parameters (per material).

sergbuto
12-05-08, 06:46 AM
Yes, those are usually when looking at a ship from larger distances. However, Hood had a flickering problem even at close-up viewing, if I remember correctly.