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Old 01-17-09, 02:21 AM   #436
LukeFF
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Quote:
Originally Posted by Sledgehammer427
hmmm. you DO know the GWX crew likes to tease us all right? They'll say they just got a guy in on the project, but then they will be mum about it. and believe me, work is progressing, thats GWX dude
More that just GWX is working on the engine room animations, FYI.
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Old 01-17-09, 06:53 AM   #437
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Quote:
Originally Posted by LukeFF
Quote:
Originally Posted by Sledgehammer427
hmmm. you DO know the GWX crew likes to tease us all right? They'll say they just got a guy in on the project, but then they will be mum about it. and believe me, work is progressing, thats GWX dude
More that just GWX is working on the engine room animations, FYI.
Let's just say.....there is a joint effort ongoing at present that will surely be of benefit to the whole community.
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Old 01-17-09, 09:30 PM   #438
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A humble comment...wonderful.
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Old 01-18-09, 03:52 AM   #439
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Quote:
Originally Posted by Sledgehammer427
Quote:
Originally Posted by Archive1
I also recall that there was some earlier mention of the original point of the thread, the torpedo room, being transferred to the GWX team. Does anyone have any followup on the progress of a fully developed torpedo room? Although specific information may be closely held by the GWX group, it would be nice to at least know that that work is actually progressing too.
hmmm. you DO know the GWX crew likes to tease us all right? They'll say they just got a guy in on the project, but then they will be mum about it. and believe me, work is progressing, thats GWX dude
Then why do they not post progress reports on their work ? You make it sound kindo like a secret society, if they took it over, let them say so, it's the "I leave everyone hanging and wondering" part I don't like much.

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Old 01-18-09, 04:08 AM   #440
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Seriously, the GWX team should start a game studio and make this their fulltime jobs, I'd be sure to buy some stock in that company...
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Old 01-18-09, 08:52 AM   #441
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Grmpf... How anyone suddenly thinks GWX is the driving force behind this mod is beyond me...

Lack of progress reports, well, that's up to Tomi. He's pretty busy in RL the past weeks as I understand, but work is progressing. I'm sure he will post new screenshots when he feels like it.

As far as the animation is concerned. I have made it possible for the engine to stop running when stopped or submerged. I have some more ideas to give the engine room true ambience (fog/smoke/audio).

Tomi told me he would send the fully textured room in a week or so. Then I will build the new DAT but this will take a couple of weeks.

PS: Be advised that this mod will make a big impact on your system resources due to the high poly modelling, texturing and stacked on top all the animations...
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Old 01-18-09, 10:10 AM   #442
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Hello , please can you tell me which kind of hardware is necessary to run a smooth game with this new textures added to the game ? , thank you
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Old 01-18-09, 10:55 AM   #443
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I hope there will not be open hatches to the engine room. If the rooms are disconnected maybe the fps-inpact will not be that great. Because in real life the only open hatches during normal watch where the mainhatches of the controlroom. thogh the hatches to the torpedo and engineroom can be closed, and we can move to the room with clicking on the hatch like in stock.
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Old 01-18-09, 12:13 PM   #444
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I can't say much about hardware required other than that you need a modern pc (and not a bottom line one). With both the torp room and engine room, the number of vertices almost quadruples (Tomi may or may not need to reduce/optimize the meshes a bit), and the number of texture memory required for the interior is probably 3x compared to stock. The animations sofar don't seem to have a very big impact on fps - I noticed a drop of about 3 fps for one engine - but this also depends on your GFX card and overal system performance. It could be more for others.

Whether or not the hatch is opened or not will not make a very big difference. The game unfortunately is limiting us in the ability to clip out objects from rendering. The only option I have is to use 3 different dats (or at least, that's what I know now) allowing for their own camera sector (outside that sector, nothing gets drawn, but most uboats already use these 3 dats). I will see what works best...
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Old 01-18-09, 12:43 PM   #445
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Thank you very much Skwasjer
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Old 01-18-09, 04:42 PM   #446
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Quote:
Originally Posted by tonschk
Thank you very much Skwasjer

..... Thanks Skwasjer !!


And this is for my Frends !!!

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Old 01-18-09, 04:49 PM   #447
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A work of art
Very very nice Tomi

Now can my rig handle it in game :hmm:
Bloody well hope so
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Old 01-18-09, 07:01 PM   #448
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Awesome work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

But, aber Tomi aus München , sag wird es dieses wirklich beeindruckende Werk auch für SHIII geben oder für SHIV oder GWX IV...??...sag???
Ansonsten wie auch immer...DU/ihr seid die Besten und DU/ihr wisst auch warum......

Be the force with you all!!!
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Old 01-18-09, 07:11 PM   #449
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Quote:
Originally Posted by bigboywooly
Now can my rig handle it in game :hmm:
Bloody well hope so
That's the question... :hmm:
Certainly not all will play the game with this mod enabled due to their low (medium too ?) specs computer.
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Old 01-18-09, 07:20 PM   #450
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surely...thats right...the PC must be up to date...:hmm:...but whatever...i will push my PC for this "revolution-detail" of a PC-subsim....UBIsoft...UBIsoft...sleep well...and see what others has started...thanks all members of this awesome project!!!!!!!
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