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Vikinger
11-28-06, 02:50 PM
Hi.

I did some experiment whit the seafloor mod that original was made by Tankeriv and that comes whit GW mod also.

The seafloor part that illustriate the sand bottom was to boring in my opinion so i tryed to live things up a bit and create a little more dramatic seafloor.

I just look for your opinion in this and if people like it i will try to upload it somewhere for DL.

GW seafloor mod comes in 2 parts. The stone sea floor and the sand seafloor. The stone sea floor is an amazing job so i didnt want to change anything there but i was not happy whit the look of the sand seafloor.

Changes i did was to add a lot more different sea weed and also some rocks.
I worked from real life pictures and took different part of sea weed and copied them into the texture and same whit the stones. Then i shaded the hole area around the seaweed/stones to create a feeling of 3d. ( i dont count all small adjustments i did as well)

But iam quite happy whit the result.

I give you some texture shoots and 1 screenshoot so you can se the difference and then tell me what you think.

1. Is from Tankeriv seafloor that was part of GW 1.0

http://img480.imageshack.us/img480/9343/seafloor1lk0.jpg


2. Next one is from GW mod 1.1 where they have done some minor changes to it and it was this one i used to my mod.

http://img119.imageshack.us/img119/4082/seafloor2vj8.jpg


3. And this is is the result from my mod , taken from nearly same angle/spot as the second shoot.

http://img119.imageshack.us/img119/1462/seafloor3th9.jpg



4. And this is how it looks ingame, Note that its also dependant on what weather, time of day, deep and water transparenc you use/have how it will show up.
But this shoot is 0800 morning at 80 meters depth and water transparence set to 14.

http://img49.imageshack.us/img49/2408/seafloorgx6.jpg


So tell me what you think. Good or bad or even worse :D


Vikinger.

EDIT:

Its ready for download now at Filefront

http://files.filefront.com/Improved_seafloor_ISF_V1rar/;6265034;;/fileinfo.html

And Rapidshare

http://rapidshare.com/files/5420460/Improved_seafloor_ISF_V1.rar

Readme text of Improved seafloor ISF v1.


================================================== =========
MOD For Silent Hunter III
================================================== =========
Improved Seafloor ISF Sand Version 1 By Vikinger.
November 28 2006

Original Mod made By Tanker IV Seafloor mod.
================================================== =========
DESCRIPTION:
This mod will improve the Tanker IV seafloor.
It only improve the sand seafloor whit sea weeds, rocks
and minor adjustments like shadow and colour variation for
a 3D illusion.
================================================== =========
INSTALLATION:
Either
Unzip and copy the Data folder over your SHIII data folder.
When windows ask you if you want to overwrite files:
click on yes for all file/files.
This Mod donīt come with a Backup folder
be sure to backup your original files!
Or
Its also JSGME Compatible
Just unzip in your Mod folder and run JSGME.
================================================== =========
PROBLEM:
Non so far and compatible whit other mods.
I havent been able to test it on a medium to slow computer.
So if you notice an increase in choopiness or much lower FPS.
Just roll back to your BackUp folder.
================================================== =========
DISCLAMER:
This is a freeware and may not be distributed in whole or
in part on CD-ROM, disk, or other physical media for a
fee without the permission of the individual authors.
================================================== =========
Note:
I hope you enjoy this little mod and feel free to contact me
if you have any question or problem.
vikinger@bredband.net

Vikinger
================================================== =========

DivingDuck
11-28-06, 03:03 PM
Moin,

looks great. :yep:
Any progress concerning your torpedo damage texture yet?

Regards,
DD

Vikinger
11-28-06, 03:21 PM
Thx. No i havent started whit it yet. Ive been to busy today whit RL stuff :)

But ive worked whit it before but problem was just that i couldnt make them transparence, So iam gona start and work up a new one from scratch now.

And iam gona try and use this photo as reference.

http://img354.imageshack.us/img354/845/damxp5.jpg


Its an real torpedo explosion on a ships hull.

Problem whit the torp texture is when i use it ingame , it "turn its angle" sometimes dependant at what angle the torp hit th boat.

So if i create a rectangel shaped texture it can flip/turn 90 degrees so it looks a bit unrealistic. So best would be to use a circel shaped texture like the stock etc but a circle shaped hole in hull never happend in rl.
But i experiment whit it and try to get the best realism out of it. :)

My thoughts go to create a rectangel shaped texture where you can se the bulk bars through the hole and crippled/shockwave shaped texture and cracks around the hole. Nearly as it shown on the photo.

Another thing i have to take in consideration is that the topr damage texture is shared also whit the shell damage texture. So the shells shown up as a smaller version of the torp damage texture.

Wish there was seperate textures for them.

Corsair
11-28-06, 03:54 PM
Congrats your seafloor looks terrific.:up:
Unfortunately for me I have no glass bottom on my sub so couldn't know the difference...:cry:

Vikinger
11-28-06, 04:05 PM
Thx. Well its Bernard that takes the photo. When he have been served beans we put a diving suit on him and 100 meter cable and drag him after the boat. :rotfl:

We call it extended rear exhaust. :rotfl: :rotfl:

Martin1813
11-28-06, 04:53 PM
You're Seafloor is brilliant, Vickinger ! :up:

I hope you'll success with your torp damage :yep:

1mPHUNit0
11-28-06, 06:31 PM
Ummmm something not quite well,
but my engl it's bad.
It's hard to say it in italian too...i don't know but...there is something not
convincing.

Vikinger
11-28-06, 08:57 PM
Thank you for your critisism :) It allways good to hear both good as bad things :)

What you actually se on the picture is just a snapshoot that only show about 2-4 % of the hole sea floor.

And ive tryed to made it as realistic as possible from my point of view and as a scuba diver in Nordic/atlantic water i know how the sand bottom looks like :)
But i guess it maybe doesn`t fit into medterrain water or tropical water.

ps: i will soon have it rdy for dl. check first post as i will edit that.

Venatore
11-29-06, 12:38 AM
:up: excellent.

VonHelsching
11-29-06, 01:28 AM
I'm a huge fan of TankerIV's seafloor mod. I think it is a piece of art. Just think of it...A 2D image that looks like a 3D image when you view it from the external camera.

The only caveat is the FPS hit on most systems. But one other modder provided half and 1/4 resolution variants, which still look good.

I am downloading your mod right now to review. Thanks for providing this to the communiuty. The screenshot looks very good.

Von

sh3rules
11-29-06, 06:17 AM
That looks nice!

Alan
11-29-06, 09:02 AM
On the above subject of underwater eye candy is it possible to alter the time the ship wrecks stay in view.As i do most of my hunting in the chanel which is shallow and it is a grave yard of ships..So it would be cool to see a textured sea floor and avoid ship wrecks..Plus this would be a great hiding place to camp beside a wreck to confuse attacking DD,s and sutch...

Corsair
11-29-06, 09:27 AM
On the above subject of underwater eye candy is it possible to alter the time the ship wrecks stay in view.As i do most of my hunting in the chanel which is shallow and it is a grave yard of ships..So it would be cool to see a textured sea floor and avoid ship wrecks..Plus this would be a great hiding place to camp beside a wreck to confuse attacking DD,s and sutch...

Doing most hunting in the Channel is risky business. It's the graveyard of many subs as well... ;)

Dimitrius07
11-29-06, 09:52 AM
Vikinger

I have to admit - your made a very awesome job mate :rock: keep it up :up:

irish1958
11-29-06, 10:22 AM
Excellent mate,
I'll give it a go, but I suspect the frame rate hit will be great.
I wonder if there might be a way to turn it on and off during a patrol?

Safe-Keeper
11-29-06, 10:53 AM
And to think it's the work of a Swede...
(:p)

Downloading, kamerat. Downloading right now:cool:.

Vikinger
11-29-06, 12:13 PM
On the above subject of underwater eye candy is it possible to alter the time the ship wrecks stay in view.As i do most of my hunting in the chanel which is shallow and it is a grave yard of ships..So it would be cool to see a textured sea floor and avoid ship wrecks..Plus this would be a great hiding place to camp beside a wreck to confuse attacking DD,s and sutch...

As it is now, its impossible to just use the texture to add item,sand banks or rocks to it so it stick up above the bottom.
The texture is in 2d whit the "felling" of 3d of you hoover above it, But if you go down and look along the horizon of the bottom floor its all flatten out.
This is becuse it is a background image and that can only be in 2d.


-------------------------------------------------------------------------

About the framrate on the seafloor mod. I couldnt notice any difference when ive been playing whit it so i dont think it will have any major impact on gameplay.
But of course its all dependant on your rig also. I have a descent comp that can handle it :)


And thanks all for your Nice feedback. It really give me spirit to make more mods ,as this was the first one i made public :)

bigboywooly
11-29-06, 03:19 PM
On the above subject of underwater eye candy is it possible to alter the time the ship wrecks stay in view.As i do most of my hunting in the chanel which is shallow and it is a grave yard of ships..So it would be cool to see a textured sea floor and avoid ship wrecks..Plus this would be a great hiding place to camp beside a wreck to confuse attacking DD,s and sutch...

http://img128.imageshack.us/img128/1525/screenhunter026dc0.jpg

Like that ?

danlisa
11-29-06, 03:28 PM
:o :o :o Is that in 'You Know What'? or have you just knocked it up to show off - LOL;)

bigboywooly
11-29-06, 03:30 PM
:o :o :o Is that in 'You Know What'? or have you just knocked it up to show off - LOL;)

I just knocked it up to show off

:rotfl: :rotfl:

But I might keep it now as I like it

Alan
11-29-06, 06:18 PM
Yer just like that,As soon as the ship hits bottom is disappears just staying there makes it more realistic.And camping becide wrecks was the last resort in staying alive..

bigboywooly
11-29-06, 06:22 PM
Not too sure whether would confuse the DD though as the ship isnt " alive " it wont be picked up on sonar
I dont think the sonar recognises seafloor objects like that

Still give you an eye opener if you hit one on the way through the channel :rotfl:

irish1958
11-29-06, 07:05 PM
I can't get filefront to work. Can someone upload this to Rapidshare?

Redwine
11-29-06, 07:18 PM
Many thanks it looks wonderful ! :up::up:

TarJak
11-29-06, 09:28 PM
Not too sure whether would confuse the DD though as the ship isnt " alive " it wont be picked up on sonar
I dont think the sonar recognises seafloor objects like that

Still give you an eye opener if you hit one on the way through the channel :rotfl:

Sonar and hydrophones work through solid sea walls and land! Do a raid on Scapa and see what I mean.

bigboywooly
11-29-06, 09:33 PM
Not too sure whether would confuse the DD though as the ship isnt " alive " it wont be picked up on sonar
I dont think the sonar recognises seafloor objects like that

Still give you an eye opener if you hit one on the way through the channel :rotfl:

Sonar and hydrophones work through solid sea walls and land! Do a raid on Scapa and see what I mean.

Yeah I know that what I meant was I dont think the sunken ship would help you in anyway as because its " Sunk " it cant interupt the sensors

If it was on the seafloor but as a " live " unit then you may be able to park next to it to avoid being detected from one side as the sensors would detect the sunk ship and not you hiding behind it

TarJak
11-29-06, 09:42 PM
Agreed. That's what I thought you meant. walls and land are "dead" objects as well. A "live" wreck would be a good way of handling it but I guess that would screw up your renown cos you only get that when they die. Did that make sense?.:doh:

bigboywooly
11-29-06, 09:50 PM
Lol yes it did
I will have to find a way of making a ship that is still a live unit that can sit at the bottom

BTW I didnt sink that ship
Its a barricade ship placed deep

_Seth_
11-29-06, 11:10 PM
Excellent work, my swedish shipmate!!! @ bigboy:when do you think those wrecks will be available?:up::up:

irish1958
11-30-06, 12:28 AM
I finally got filefront to work.

Vikinger
11-30-06, 04:48 AM
I finally got filefront to work.

Good :)

But i upload the file to rapidshare also now and update the first post if anyone els have problem to dl from filefront.

danlisa
11-30-06, 04:58 AM
@ bigboy:when do you think those wrecks will be available?:up::up:
They already are, look in the Misson Editor (GW1.1a);) Place them where you want and set the depth to a minus number (i.e -10).

I'm not sure how you can tell the current depth of an area in Misson Editor though, maybe BBW could tell us?

Back OT - I'm loving the new Sea Floor Texture and I havn't noticed too much FPS drop.

U-snafu
11-30-06, 05:18 AM
[quote=_Seth_]I'm not sure how you can tell the current depth of an area in Misson Editor though, maybe BBW could tell us?

The way I tell the depth in the editor while in harbor area is placing a land unit over the water. after placement, check properties of unit and look at the set depth (i.e. -17m, etc). then delete the land unit and place the barricade ship in same spot and set at that depth. could be a better way though:hmm:

bigboywooly
11-30-06, 05:23 AM
Not really
The only other way is to take soundings in game and that would be hit and miss as to the exact point when you come to mission ed

danlisa
11-30-06, 05:25 AM
.....placing a land unit over the water. after placement, check properties of unit and look at the set depth (i.e. -17m, etc). then delete the land unit and place the barricade ship in same spot and set at that depth.

:rotfl:Genius, I would have never thought of using a land unit. Brilliant.

_Seth_
11-30-06, 08:46 AM
Excellent guys!!! Thanx a million!! :D:D

1mPHUNit0
11-30-06, 10:35 AM
Yhea, i love it ....but maybe too shinning ..sometihing too shinning