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01-26-17, 08:41 AM | #1 | |
Stowaway
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01-26-17, 07:00 PM | #2 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
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I need it for Kendras reefs. My idea is to map a seamless rock texture on the diffuse channel (making its UV projection bigger than the texture space, so that the texture will be mapped n times on the object), and AO shadows and fouling on the AO channel. Once a get this peace of information I will be ready to hand over to Kendras |
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01-26-17, 07:23 PM | #3 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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On the web there are many heightmaps of real or fictive islands and mountains that with some resizing can be used as reefs in game. As we speak, I have one almost ready (see my post below) |
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01-26-17, 11:59 PM | #4 |
Village Idiot
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The Red flairs were done by TheDarkWraith/RacerBoy as I recall.
Check your mod installs.
__________________
I don't do Stupid. So don't ask. |
01-27-17, 03:02 AM | #5 | |
Stowaway
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01-27-17, 11:12 AM | #6 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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SHIV units use the unified render controlled where you can enable/disable bump, specular and ambient occlusion maps, but I doubt this is compatible with SHIII Here's a preview of the upcoming rocky reef; from top to bottom: a wireframe render, the model with diffuse textures mapped on it, and the same with AO shadows + underwater fouling textures. You should overlap the two textures mentally while I find a way to physically do it within a SHIII-compatible dat file: The mesh has a resolution of 6,794 faces and it is ca. 30 m high (from top to bottom) with a base of about 180x240 sqm, though the emerged part will be much smaller (how much depends on where you will put it in game). I have set the base vertices to have a 0 heigth, so that they will always lay on the seabed if you set "place on land" as true. |
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01-28-17, 07:45 AM | #7 |
Stowaway
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That looks good ! I have several things to say, but I need a computer to illustrate (writting from a cell phone).
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01-30-17, 10:46 AM | #8 | ||
Stowaway
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Next, I think that the base of your model should have near vertical sides near the bottom (70-80°), to improve the aspect of the stone emerging from the sea bed of the game (brown color on the pic). Quote:
Finally, about the texture, I don't like the green seaweeds everywhere on the stone. I would prefer some small zones of weed, and more green, or no weed at all ... |
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