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Old 06-08-12, 09:13 AM   #76
Pintea
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Originally Posted by BIGREG View Post
This is what I can do for the seabed:

- Add more varieties of plants
- Improving the quality of textures
- Add small animals (seahorse seastar ...) meshes attached to plants/rocks
- 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)

Voila
That sounds great, but be careful about the triangle count since it may affect performance seriously. The plants are multiplied quite a bit in order to make the bottom look good.
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Old 06-08-12, 09:16 AM   #77
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If it were me I would scale the plants and rocks down so they look realistic. Right now the plants look like gigantic kelp beds scattered about and the rocks looks like underwater mountains compared to the units in game
Yeah the reason for that is to give a bigger seabed coverage with plants and rocks.

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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Old 06-08-12, 09:29 AM   #78
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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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Last edited by BIGREG; 06-08-12 at 09:42 AM.
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Old 06-08-12, 09:54 AM   #79
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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.
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Old 06-08-12, 10:28 AM   #80
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Hi Gap

Quote:
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 .
Yes,i get take a look in Dyn Env
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:
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.
Dito i have more 2.5 GO 3D objects now (food,weapons,etc,etc,ect...) and same with textures Here a good site : http://www.turbosquid.com/Search/3D-...sort_column=A5

Quote:
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.
This is not a chance i have try,and that work fine (just i wait the next TDW editor (for attribute the maps)
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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Last edited by BIGREG; 06-08-12 at 10:47 AM.
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Old 06-08-12, 11:13 AM   #81
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Originally Posted by BIGREG View Post
This is not a chance i have try,and that work fine (just i wait the next TDW editor (for attribute the maps)
For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) .
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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Old 06-08-12, 11:18 AM   #82
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Why, I did not thought

Quote:
(remember Intel hex little endian rules when reading the ID!)
Yes that remenber me the needles...
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Old 06-08-12, 11:48 AM   #83
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Quote:
Originally Posted by BIGREG View Post
Hi Gap

Yes,i get take a look in Dyn Env
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
Good, I can't wait to see the new plants.
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.

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Originally Posted by BIGREG View Post
But "impossible",it's not french )
weird, I ever thought that "impossible" was a term of the french dictionary as well

Quote:
Originally Posted by BIGREG View Post
Dito i have more 2.5 GO 3D objects now (food,weapons,etc,etc,ect...) and same with textures Here a good site : http://www.turbosquid.com/Search/3D-...sort_column=A5
yep, I know that website. Did you have a look at this one too: http://model.3dcool.net

Quote:
Originally Posted by BIGREG View Post
This is not a chance i have try,and that work fine (just i wait the next TDW editor (for attribute the maps)
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 ...?
I see TDW replied already to your question
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Old 06-08-12, 12:53 PM   #84
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weird, I ever thought that "impossible" was a term of the french dictionary as well
No it's just a recurrent typo error

Quote:
yep, I know that website. Did you have a look at this one too: http://model.3dcool.net
Merci

Quote:
I see TDW replied already to your question
as always ,But i have no experience with the .DAT file and even less with animations It'll be necessary that I learn on the pile
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Old 06-08-12, 01:06 PM   #85
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Originally Posted by BIGREG View Post
But i have no experience with the .DAT file and even less with animations
DAT files are a snap compared to GR2 files Objects are defined by (as viewed in Hex editor):

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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Old 06-08-12, 01:25 PM   #86
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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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Old 06-08-12, 03:04 PM   #87
TheDarkWraith
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Originally Posted by BIGREG View Post
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)
As long as you keep the vertice count low you should be ok It's going to have an impact on FPS no matter what because you are adding vertices. Now it's how many times those added vertices are rendered is the key

Still working on the maps. Currently adding the ability to define the maps when you create the new material.
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Old 06-08-12, 04:31 PM   #88
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Make the rocks half the size . Get rid of the plants and add the fish .
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Old 06-08-12, 04:32 PM   #89
BIGREG
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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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Old 06-08-12, 05:50 PM   #90
TheDarkWraith
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Sharply or greatly-> "Vivement" , that you manage to correct the maps problem
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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