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08-16-17, 11:49 AM | #1 |
Stowaway
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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 | #2 |
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 | #3 |
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 | #4 |
Weps
Join Date: Sep 2002
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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Je pense donc je fuis! |
08-16-17, 02:22 PM | #5 | |
Stowaway
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Not bad ! |
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08-17-17, 08:07 AM | #6 | ||||||||||||
Stowaway
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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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08-17-17, 02:44 PM | #7 |
Stowaway
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V12 - p12
Here patch 12 :
- a bigger splash effect for stormy conditions. - the experimental foam texture has been replaced with a basic texture used by SH3. This foam effect is more visible in calm sea. Flickering effect due to the waves, not looking very nice ... What do you think ? If it was only me, I would not add any foam effect. http://www.mediafire.com/file/7qm552..._-_Patch_12.7z |
08-16-17, 02:15 PM | #8 | |||
Stowaway
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Salut MLF, merci d'avoir testé ce patch !
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