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Old 04-20-08, 11:03 AM   #181
Madox58
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by privateer
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl
But where is the .mtl file?
(your link above only have the .obj file):hmm:
Just rename iambecomelife's original mtl file from his last link.
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Old 04-20-08, 11:22 AM   #182
Rubini
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Quote:
Originally Posted by privateer
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by privateer
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl
But where is the .mtl file?
(your link above only have the .obj file):hmm:
Just rename iambecomelife's original mtl file from his last link.
I already tried this and don´t worked again. This error now:

"Index was out of range. Must be non-negative and less than the size of the collection. Parameter name : index"
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Old 04-20-08, 05:09 PM   #183
skwasjer
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Whoops? :rotfl:

I will take a look. I'm sure I screwed up somewhere
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Old 04-20-08, 05:21 PM   #184
i_b_spectre
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Rubini:

Love the work you IAMBL, Privateer and others are doing . I installed the Lifeboats download from the first post of this thread and am very impressed. One thing I wanted to pass along (I don't know if it's common or peculiar to my system), but the bodies floating face-down appear to hover in heavy wave states. I feel sure this will not be seen in smooth sea states, but here's what it looks like in 15m/s seas:



The crates, barrels and life raft seem to generally stay in contact with the water's surface whereas the bodies rise above in large swells. Please don't think this is a criticism, I could never do what you guys are doing to enhance the game. I spent considerable time admiring the water streams on the mission from which this screenshot was taken. Looking forward to more of your handy work!
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Old 04-20-08, 05:44 PM   #185
skwasjer
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Privateer, yours contains an uv index '32769' which does not exist although I think I see what you are trying (0x8001?). Are unmapped vertices allowed in game as uint16 maxvalue? (0xFFFF)

I don't know what to do here, whether I am at fault here or not. Let me know so I can fix this behavior if needed.
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Old 04-20-08, 05:57 PM   #186
Madox58
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I took iambecomelife's file, imported into 3DS Max then just exported it.
Something was done wrong with his files somewhere.
I have sinse done a number of exports and imports with the 8.1 version
with no problems.

If I re-UV iambecomelife's file I can also import with no problem.
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Old 04-20-08, 05:57 PM   #187
Rubini
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Quote:
Originally Posted by i_b_spectre
Rubini:

Love the work you IAMBL, Privateer and others are doing . I installed the Lifeboats download from the first post of this thread and am very impressed. One thing I wanted to pass along (I don't know if it's common or peculiar to my system), but the bodies floating face-down appear to hover in heavy wave states. I feel sure this will not be seen in smooth sea states, but here's what it looks like in 15m/s seas:



The crates, barrels and life raft seem to generally stay in contact with the water's surface whereas the bodies rise above in large swells. Please don't think this is a criticism, I could never do what you guys are doing to enhance the game. I spent considerable time admiring the water streams on the mission from which this screenshot was taken. Looking forward to more of your handy work!
Thanks by the feedback mate!

No, this isn´t present only in your system, this is really a bug, but a SH3 engine hardcoded one, not that we can do to fix it. Sh3 don´t have good control over floating objects, mainly in big waves. If you read carefully the first post you will see that i already made some comments about this behaviour.

Any small object heavy this problem easily noticiable, the major ones also have the problem but it´s not so much noticiable. The unique thing that we can do is just only uses medium/big debris...and this is one of the feedbacks that i´m waiting...what you guys think that is better: bodies and small debris into water but living with this stock bug in big waves or just don´t use the small ones in the end??:hmm: What are your opinion?
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Old 04-20-08, 06:20 PM   #188
Uber Gruber
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My tuppence worth.....i'd rather only see objects that adhered to wave physics as seeing objects floating in the air is a bit of an immersion killer...IMHO.
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Old 04-20-08, 06:34 PM   #189
skwasjer
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Quote:
Originally Posted by privateer
I took iambecomelife's file, imported into 3DS Max then just exported it.
Something was done wrong with his files somewhere.
I have sinse done a number of exports and imports with the 8.1 version
with no problems.

If I re-UV iambecomelife's file I can also import with no problem.
Ok thanks, I'll trap the error and provide a better warning though... The code is still too fresh and error handling isn't really what it should yet.
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Old 04-20-08, 06:35 PM   #190
i_b_spectre
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Quote:
Originally Posted by Rubini
If you read carefully the first post you will see that i already made some comments about this behaviour.
So sorry, I missed that part in my haste to try the mod after upgrading to 2.1

Quote:
Originally Posted by Rubini
Any small object heavy this problem easily noticiable, the major ones also have the problem but it´s not so much noticiable. The unique thing that we can do is just only uses medium/big debris...and this is one of the feedbacks that i´m waiting...what you guys think that is better: bodies and small debris into water but living with this stock bug in big waves or just don´t use the small ones in the end??:hmm: What are your opinion?
I'd vote for staying with the medium/big debris. The life raft/life boat sized objects, especially if populated with survivors, would work just fine IMHO without the hard coded bug associated with the small debris.
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Old 04-20-08, 07:33 PM   #191
Shakatan
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Hi!
That lifeboats with crew looks awesome! I can't wait for final version with at least simple animation (for example only moving heads)!
By the way I found alternative way to use your great boats:

Is that possible to add a single pontoon boat with cargo to every milkcow?

Thats another idea, but i don't belive it one day comes true:



If the images are too big, tell me and i resize them.
Pictures are from: http://www.preisroboter.de/ergebnis8036851.html
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Old 04-20-08, 08:35 PM   #192
Rubini
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Quote:
Originally Posted by Uber Gruber
My tuppence worth.....i'd rather only see objects that adhered to wave physics as seeing objects floating in the air is a bit of an immersion killer...IMHO.

I agree and understand.
Just don´t forget that even the lifeboats (or even our uboats) have the same problem in big waves. I also noticed that the oilslick at surface have the same problem. It´s a stok problem as i said.... FYI, I spent my last to days free time just looking for this issue without any solution.

I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter. I think that you saw some posts ago how the guys want a dead/survivor crew into water...I will try for last the underwater floating object controller. Another idea to try to maintain the dead sailors is to put then under water, so only eventually you wil see then at water level.:hmm:
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Old 04-20-08, 08:37 PM   #193
Rubini
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Quote:
Originally Posted by skwasjer
Ok thanks, I'll trap the error and provide a better warning though... The code is still too fresh and error handling isn't really what it should yet.
Thanks to look at this issue skwasjer!
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Old 04-20-08, 09:28 PM   #194
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Quote:
I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter.
Great mod Rubini, I would prefer not to see dead bodies in the water, I can understand that it is more realistic but for some reason, even though a game, I like to think that all have survived my attacks, just the ship sunk (tonnage), but that's just me!
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Old 04-20-08, 11:24 PM   #195
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Quote:
Originally Posted by Reece
Quote:
I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter.
Great mod Rubini, I would prefer not to see dead bodies in the water, I can understand that it is more realistic but for some reason, even though a game, I like to think that all have survived my attacks, just the ship sunk (tonnage), but that's just me!
Maybe you could model only "empty" orange life jackets floating on water?

Sorry for poor english
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