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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Stowaway
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#47 |
Navy Seal
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Yep, real or fictive
![]() Let me know if you find any which might fit our purposes, otherwise I will see if I can generate any using Photoshop |
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#48 |
Village Idiot
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Take into account that the terrain in SH3 is pretty much a guess and limited by how it is created and edited.
Wonder why the Kiel Canal is not perfect? It's the limits of the Game Engine. You can not change that. For every 3D model you create, depending on where you place it? You will need to make more. I can see editing of the terrain as a partial fix. Just gonna depend on where you put them.
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#49 | ||
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#50 | |
Stowaway
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![]() What do you mean ? A larger light halo ? More realistic color (not blue) ? I already improved it a bit for myself, because my U-Boot was no more enlighted even if I was still in the light halo (texture applied on the sea surface) ... or it was the contrary, I don't remember. ![]() Last edited by Kendras; 01-25-17 at 08:24 AM. |
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#51 | |
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#52 | |
Navy Seal
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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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#53 | |
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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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#54 |
Village Idiot
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The Red flairs were done by TheDarkWraith/RacerBoy as I recall.
Check your mod installs.
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#55 | |
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#56 | |
Navy Seal
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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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#57 |
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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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#58 | ||
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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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#59 |
Navy Seal
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Hi Kendras, in my opinion for the best look of the reefs, their on land property should be set to true and, unlike your picture, they should be placed where the seabed is almost flat (alternatively you can make the terrain below them flat using Terrain Editor). I am pretty sure that some models disappearing under the soil when placed on land is due to some errors from your part. Something I have noticed is that SHIII objects are not placed in game directly, but they are assembled together in dummy files through placement nodes. The absolute position of those nodes and that of the 3D model might dictate at which heigth each object is placed on land.
At this moment I am not focusing on the shape of the reefs or on the stepness of their base, and I have little control over them. Matter of factly I didnt actually model the reock that your comment refers to. I made Blender to displace the y coordinates of the vertices in a plane mesh, on the base of a greyscale heigthmap. I have control over the heigth scaling factor though (though extreme values look a bit weird) and I can decide which heigthmap to use of course. Maybe you can help me by looking on the web for heigthmaps whose caracteristics you think fit our needs, and by linking them here. Where needed I can do some manual adjustements, but honestly I wouldn't like wasting too much time on some generic and pretty random rock models ;-) Lastly, the seaweeds are not covering the whole model. If you look closely at the last picture, the top part of the reef is free from them. Seaweed distrkbution is in patches and it follows roughly model's heigths, with fouling gradually fading out until it totally disappears at a certain heigth. I can easily modify this heigth, make the fading zone more or less sharp, make fouling colour and other caracteristics to change with the heigth, and make them to look more or less sparse ![]() |
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#60 |
Navy Seal
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here's a first version of the rocky reef that I been working on:
http://www.mediafire.com/file/3cyw0d...eefs_shoals.7z Please drop the dat file in the Library folder (or straight into the Terrain/Locations folder? ![]() Omitting aesthetic considerations regarding the quality of the textures or the shape of the mesh, which can be addressed in a second stage, atm I am mostly interested into technical aspects. More specifically:
If the answer to the three questions above is yes, I am ready proceeding to the next step and listening to any other remark you might have ![]() |
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