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06-08-12, 09:13 AM | #76 | |
Sparky
Join Date: Jan 2010
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06-08-12, 09:16 AM | #77 | |
Sparky
Join Date: Jan 2010
Posts: 152
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If they were made realistically we would have had to render hundreds of thousands of plants to cover the seabed and that wasn't plausible in order to keep decent performance. The same was done for land, where trees are 2x-6x bigger than in reality...just a trick to be able to render fewer trees/plants. |
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06-08-12, 09:29 AM | #78 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
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For adding more variety of plants ,i don't need to add meshes ,But just relocate the UVW of the texture (The texture used as 128*1024 format and use the same location of the texture and i have make one in 1024*1024 to have more place )
and for one plant is just ~12 faces used
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok Last edited by BIGREG; 06-08-12 at 09:42 AM. |
06-08-12, 09:54 AM | #79 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Salut Bigreg,
tu peux lire mes annotations dans ton texte: This is what I can do for the seabed: - Add more varieties of plants - Improving the quality of textures If you like them, you can use as well the HD seaplant textures contained in Dynamic Environment. I noticed that some of the textures contained in stock (and DynEnv's) seabed01.dds, are never used in game. Maybe because there are 9 different textures for only 3 meshes . - Add small animals (seahorse seastar ...) meshes attached to plants In the last few days I've downloaded many royalty free meshes for seahorses, seastars, seashells, etc. I can't remember from wich websites I got all of them, but if you need them just PM me, and I'll send them to you. - Add fishes (static) same as above or use a part of the plants (there are three distinctive meshes) -> replaced by fishes, and animation possible via the. Sim (I tried with a rotation, and this like, has a shoal of fishes) This one would be the last chance. I remember Stoianm had used the same workaround for rendering fishes in game, but they were looking a bit weird: trasparent, rippling, etc. Before applying this method, why don't you do a test with an existing animated dat unit, like a dolphin or a whale? If I didn't misunderstand one of the last posts by Pintea, he said that though without warranties of succes, it could be worth carrying such a test. |
06-08-12, 10:28 AM | #80 | |||
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Hi Gap
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For the textures use,yes 9 "pictures" per meshes ,but meshes contain many plants and i can make one by one (size,"picture" used) But is a big work for a man alone But "impossible",it's not french ) Quote:
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For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) . For the U-boat it's not a problem, we have the UPC files , But for seabed ...?
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok Last edited by BIGREG; 06-08-12 at 10:47 AM. |
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06-08-12, 11:13 AM | #81 |
Black Magic
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You would need to assign the bone's ID in the GR2 file to the DAT object's parent ID (which is probably 0x0 now). You can get the bone's ID by opening the GR2 file in Goblin, selecting the bone, and then right clicking the bone and selecting edit controllers. The ID is displayed in the top of the window (remember Intel hex little endian rules when reading the ID!)
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06-08-12, 11:18 AM | #82 | |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Why, I did not thought
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
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06-08-12, 11:48 AM | #83 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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As said before, feel free to use DynEnv seaplants textures. North Atlantic and Mediterranean versions are by me, whereas tropical version is by Entherberge. Nevetheless I think he, as me and Stoianm, got no problem either to give you his permission. Also don't exitate to get in touch with me, if you need me to alleviate part of your graphical work. weird, I ever thought that "impossible" was a term of the french dictionary as well Quote:
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06-08-12, 12:53 PM | #84 | |||
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Downloads: 155
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
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06-08-12, 01:06 PM | #85 | |
Black Magic
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0400000064000000 That byte prefix means object the next 4 bytes define the size of the object chunk: 040000006400000042000000 The next 8 bytes is the object's ID. The next 8 bytes after that is it's parent ID. The next 8 bytes after that is the 3D model ID |
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06-08-12, 01:25 PM | #86 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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Thank TDW
I will try to attach a. DAT, but it is not guaranteed But,first I'll redo already plants and rocks and do you think ,that get not take to many resource (CPU/GPU/RAM)
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
06-08-12, 03:04 PM | #87 | |
Black Magic
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Still working on the maps. Currently adding the ability to define the maps when you create the new material. |
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06-08-12, 04:31 PM | #88 |
Ace of the deep .
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Make the rocks half the size . Get rid of the plants and add the fish .
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06-08-12, 04:32 PM | #89 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
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I am currently in the UVW
I try to arrange the plants by size, with of course the proper ratio: size image/mesh (faces) Sharply or greatly-> "Vivement" , that you manage to correct the maps problem
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
06-08-12, 05:50 PM | #90 |
Black Magic
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Still working on it. Just finished up the UI (actually changed the existing add material UI to accomodate being able to define maps). Now have to add the code for handling adding of maps to a material
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