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View Full Version : USE REAL-FLOW to make NEW SEA


Desga
06-11-09, 10:29 AM
Hi People I'm starting to use Realflow4.0 to try make a new model of realistic sea but before I'd like ask you if at the end of project development can be applied to SH3....would be very nice also because I have seen many internet videos with very realistic sea products through this program or with maya!!
Any advise will be welcome!:up:

Thank to the information!!

Ciao Desga:)

Task Force
06-11-09, 11:47 AM
:hmmm: i dont think it can, but like they say... anything is possiable.:yeah:

Desga
06-12-09, 05:34 AM
Ok man but in SH3 what are the files that concern and allow you to see the sea in the game and how the waves are produced? Do you think that you can not create the sea by an external program and then turn in SH3? how you could improve the existing appearance of the sea? which files should be changed? I would have wanted to create a sea with more than one type effects spray, foam ... especially when the sea is so rough.
For example, as this type of sea created with the program C4D.

http://www.youtube.com/watch?v=LpwjQSgiCvc&feature=related

Excuse me for so many questions but I would to learn something about modding!

irish1958
06-12-09, 07:34 AM
A real need is a quite sea, no wind and real fog.
Sea spray on the bridge would also be nice.

danlisa
06-12-09, 07:55 AM
The thing about RealFlow is that it was designed for the movie/tv industry, where you have a fixed or minimal visual frame.

For example, the link you posted, looks to be from one of the Pirates of the Carib films, the sea state looks awesome, agreed but did you notice the resolution of the sea mesh being used.:o The film used video renders set @ 30fps max but only produced a small enough sea section to fill the scene.

SH3 or SH4 on the other hand renders a 3D world around your location that extends KM's into the game (can't remember the exact amount). Importing anything produced from RealFlow will likely return 1-2 FPS. That's if you can find and manipulate the sea model and animation files, most of which are controlled by variables within the Scene.dat.

Don't stop trying though. A lot of ideas get poo-pooed first out, then someone manages to succeed where everyone thought it was impossible. This has always been the way with SH3. Good luck.:up:

Desga
06-12-09, 12:46 PM
That's if you can find and manipulate the sea model and animation files, most of which are controlled by variables within the Scene.dat.

Thank Danlisa for your advises
the recommendations are very useful for me that I'm starting now to understand the complex functioning of SH3.
Today I opened the file scene.dat but I did not manage to find anything about the sea or waves . I saw only the parameters of moon the sun the mist reflexes , but I did not understand where are the parameters relating to the sea.
You also told me that there are files related to animation but where are they? are they the file.ANM ?
Do you know how to open them?

thank for help friends!!:up:

Ciao Desga
cerca (http://translate.google.it/translate_s?hl=it&sl=it&tl=en&q=consigli&source=translation_link)

Hitman
06-12-09, 02:13 PM
Look in:

6:Nodesky--->14:Envsim---->Wind-->Wavesproperties

There are various parameters there for each windspeed, which is basically what all mods tweak around.

Seeadler
06-12-09, 03:49 PM
Ok man but in SH3 what are the files that concern and allow you to see the sea in the game and how the waves are produced?
In SH3 the most things to represent the ocean surface is done by hardcoded stuff within *.dll and *.act files (act files works similar to dll's).

Simplified the following is made in the source code:

1. an array of vertices are created to get a ocean mesh, there is no external 3D object for the ocean

2. An algorithm such as Gerstner Waves is used with parameters like wind speed, wind direction, wave height, ... for the calculation of the actual hight/position of each vertex of the ocean model.

3. The actual position of a vertex is given as input into the ocean vertex-shader (in Sh3 the shaders are also hardcoded) and the vertex-shader moves each vertex to generate visual waves.

4. now the ocean pixel-shader take the output of the vertex-shader as his own input and set the colors and reflection of the ocean

for more detail:
http://www.gamedev.net/reference/articles/article2138.asp

Desga
06-15-09, 11:04 AM
Thank
After these explanations, the situation is more clear !:up:


Seeadler I read the manual mentioned in the link you pointed me, but for me that are still a beginner looks very complex, unfortunately ... I think I will have to change the parameters scene.dat reported by Hitman. step by step I hope to get a result!:yeah:

Thank for all friends!!
Desga:up: