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08-14-17, 08:29 PM | #541 | |
CTD - it's not just a job
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P.S.: Last edited by propbeanie; 08-14-17 at 08:44 PM. Reason: Went around the corner to a new page!... |
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08-15-17, 04:24 AM | #542 | ||||
Weps
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Location: SW France
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BTW I still haven't found the old admiralty chart symbol for lights (pre-metric chart). I had a book, "Bay of Biscay Pilot" but it's been buried somewhere under all my childrens' Uni stuff Internet is not much help. Quote:
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Regards, MLF
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Je pense donc je fuis! |
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08-15-17, 05:22 AM | #543 | |||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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As far as I am concerned, but I am pretty sure Kendras has no problem either, starting from now you and the other SHIV 'reverse-engineers' have full permissions granted on this mod. In fact, I wish the best parts of all the mods released so far for either of the SH games to be merged together one nice day, and to be adapted for all the games of the series Quote:
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Should this last attempt fail, what would be the best wind direction for the "fixed wind"? A northerly wind maybe? Quote:
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Back to work now |
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08-15-17, 05:07 PM | #544 | ||
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
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The hard line was still apparent with DepthBias set to 5, so increased to 6 and no line. I will continue testing tomorrow as it's been a long day Quote:
regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-15-17 at 05:28 PM. |
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08-16-17, 03:25 AM | #545 |
Weps
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Location: SW France
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Hi gap,
I've PM'd you. Regards, MLF
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08-16-17, 06:28 AM | #546 | ||||
Navy Seal
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I know the Wikipedia article about La Plate, but I think it got its focal plane wrong. My model is base instead on data from The Lighthouse Directory, where it is stated: Quote:
Model's proportions are base on several picture available on the web. Had I scaled the model based on the focal plane stated by Wikipedia, or had I considered the 19m figure as relative to the original lantern position, railings and ladders would have been too short/narrow. At the current scale, those elements look more or less in proportion with the current standars. |
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08-16-17, 07:25 AM | #547 | ||
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
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I increased DepthBias to 20 and the effect was terrible. So put back to 6 and reasonably OK. It's very difficult to test and come to a certain conclusion on a base that changes each time the mission is loaded Quote:
The photographs show that, compared with La Veille at 33m, your 19m would be much more accurate. Very confusing though, hence my PM. regards, MLF
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08-16-17, 10:05 AM | #548 |
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08-16-17, 11:49 AM | #549 |
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V12 - p11
Here V12 with Patch 11 : http://www.mediafire.com/file/zid19a..._-_Patch_11.7z
Please don't care about materials.dat modified directly inside. When we are satisfied with the graphics effects, we will put the modifications in Lighthouse_FX.dat. Else, I have to reload the game after each modification I've made into this file, and it's a huge waste of time and patience ... The medium and large splash effects' parameters could be a little randomized. The large splash texture might be improved. Only the large splash is (and should be) affected by wind. About the new foam effect, we have to replace the experimental texture, but the idea is there ... About the Depth bias controller, we should always set it at zero, else it's useless (IMO) and there are side effects. Good tests ! |
08-16-17, 12:37 PM | #550 |
Stowaway
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By the way, in order to have sea with huge waves, open data\scene.dat, go to Sky > EnvSim : Wind > WavesProperties > 3 > Scale, and change the values to : 15 - 0.8 - 15 - 1.
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08-16-17, 01:22 PM | #551 |
Weps
Join Date: Sep 2002
Location: SW France
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Initial tests with sea as set in scene.dat (date 03/02/2008).
The spray doesn't seem to follow the wind see screenshots (u-boat heading south). Overall effect improving all the time though I really like the way the spray hangs in the air. Can you make the base of the spray denser, thinning out towards the top - a wave crashing, thrown into the air and caught by the wind, type of thing? All looks nice and wet though! Like the concept behind the foam but in rough sea wouldn't see ripple effect I wouldn't have thought - wouldn't foam be the result of a crashing wave landing back in the sea? Will test more later, increasing wave height as suggested but time to eat regards, MLF
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Je pense donc je fuis! Last edited by MLF; 08-16-17 at 01:55 PM. |
08-16-17, 02:08 PM | #552 |
Weps
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Location: SW France
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Increased wave size as suggested, but no difference as far as initial findings.
I don't see any of the lines that gap and I were trying to eliminate with DepthBias,so you are right, methinks, re this controller. All in all looking really good, but still missing the full fury of a storm IMO Worst scene scenario:- http://twistedsifter.com/videos/huge...ses-in-france/ The sea appears to wrap the lighthouse with a cloak, and reluctantly let it go, leaving behind a mist of regret - how poetic is that? Amazing what food does!!!!! regards, MLF
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08-16-17, 02:15 PM | #553 | |||
Stowaway
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Salut MLF, merci d'avoir testé ce patch !
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08-16-17, 02:22 PM | #554 | |
Stowaway
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Not bad ! |
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08-17-17, 08:07 AM | #555 | ||||||||||||
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I wanted to save time by uploading patch 11. Now, here a more detailed answer to your discussions :
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To answer your question, this new effect (vapourized water) should be added only with the generator used for the highest waves. Let me create this effect, I only need a correct texture for it (I will try with white smoke). Quote:
Not the easiest thing to create. Please test patch 11, which contains a new method to create foam, with an 'experimental' texture. Once again, a nice texture is needed for it. May I ask you to create these textures, I know you're very skilled (among other things) in creating textures. Quote:
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