WOW... again the same thing? Since 2007 or 2008 year?
153 replicas about a simple problem. It's terrible...
... joke ...
This Nisgeis's thread always amused me.
Nisgeis does not understand the causes of eye problems... so he just deleted the eye animation controllers... so we see frozen zombie eyes in his mod.
I even gave him the name "
Mr. Frozen eyes".
Why?
Because:
In this part of the original game, there are two problems:
1)
Right: incorrect rendering of crew eyes in
exterior (on the
bridge and on the
deck).
2)
Left: incorrect angle positioning of the eyes after application "
TIME COMPRESSION"... if compression was equal or greater than the value of the parameter "
CharacterAnim" in
main.cfg file.
Below
left:
"Frozen Eyes" by Nisgeis ............. on right:
"Live Eyes" with corrected rendering!
When I encountered with the
first problem I at once realized that the reason is in incorrect shaders... I was lazy to fix global shaders so I applied (for each eye in
MARINE.dat file) old proven controller "
BumpMap" (SH3), which locally regulates rendering of the eyes... So the first problem is gone... it cost me five minutes total.
Small
video with my mod (Live eyes) in RFB 2.0... size ~ 8 MB :
http://www.mediafire.com/file/psqdxc...d/sh4_RFB2.mp4
The
second problem appears not only with the eyes, but and with the animated rudders on the bow of submarine of the submarinewith... I increased the value of the specified parameters in the
main.cfg and put a limit on the
maximum time compression.
main.cfg:
This helped ... but not at 100%... sometimes (rarely) there were glitches. In a game for such a situation, there is an easy way out... you need to give the command for the
redeployment of the crew (any command for spawn/respawn any sailor or crew)... and eyes will be on the spot.
P.S.
Old mod
Live eyes (only rendering fix) for stock game:
http://www.mediafire.com/file/aslezg...f/sh4_eyes.rar
Can be used with any mod.