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View Full Version : [WIP] Sub Exterior Lightmaps...


flakmonkey
02-10-10, 10:45 AM
A small eye candy mod that pretty much does what it says on the tin by adding ambient occlusion lightmaps to the external parts of the sub.
This is the same method used in the subs interiors to add shadows. See the images below for the difference...
This is also the method sh4 and 5 use to add ambient shadowing to sub exteriors.

BEFORE:
http://img188.imageshack.us/img188/3114/sh3img1022010152331277.png

AFTER:
http://img18.imageshack.us/img18/9982/sh3img102201015261947.png


Still have to go through all the dats and add to the hull and the rest of the conning tower models.

Sulikate
02-10-10, 10:51 AM
A great addition IMHO. The lack of shadows in SHIII/IV was always a bugger for me.

Keep it up :arrgh!:

[SJ]nailz
02-10-10, 11:14 AM
I want it now!!!

great work!

verte
02-10-10, 12:44 PM
Flakmonkey, I wish to marry you :oops: Great idea!

Rapt0r56
02-10-10, 01:24 PM
Flakmonkey, I wish to marry you :oops: Great idea!
I play then the Witness... :DL
Really fantastic work Flakmonkey! :yep:

Hitman
02-10-10, 03:40 PM
WOW amazing :o

I hope you find time to also add it to the crew?

I have the feeling that we will soon have enough material to justify a semi-official GWX3 patch with all these new beauties coming out...while the GWX team will not reunite again, I suppose that just two or three of them could put together all this existing mods and release it as semi-official GWX3.1
:yeah:

Mud
02-10-10, 04:02 PM
Looks great :yeah:

Mud

Jimbuna
02-10-10, 04:55 PM
WOW amazing :o

I hope you find time to also add it to the crew?

I have the feeling that we will soon have enough material to justify a semi-official GWX3 patch with all these new beauties coming out...while the GWX team will not reunite again, I suppose that just two or three of them could put together all this existing mods and release it as semi-official GWX3.1
:yeah:


http://www.blognow.com.au/uploads/l/LIZZYFOREAL/64560.gif

Nice work BTW http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Reece
02-10-10, 07:48 PM
Once again top stuff flakmonkey!!:up: Just don't blow a fuse!:yep:

ViperU48
02-11-10, 01:41 AM
Good God! Where do you get all your creativity!? You're overhauling this sim for the best in a span of just a couple of months!! :salute:

Are the lightmaps dynamic? Do the shadows change position with the movement of the lightsource (sun)?

coronas
02-11-10, 04:28 AM
Excellent work! :salute:

urfisch
02-11-10, 06:01 AM
extremly great stuff!!!

:yeah:

flakmonkey
02-11-10, 06:31 AM
I hope you find time to also add it to the crew?


As far as i know it is not possible to add this to the watch crew since they already have a texture map node used for their bumpmaps and i dont think the game will allow multiple texturemaps in a single material, although ive not tried so i may be wrong.

I was all ready to release a version of this today for the VIIc, right up untill i tested it with the full campaign files.
I test my mods with empty campaign files that allow me to load the game in a couple of seconds rather than a couple of mins that it takes with the full campaign files (campaign.scr/campaign.rnd).
Ive run into a problem that i just cant explain, with the empty campaign files the lightmaps appear as they should, when the full files are reinstated the lightmap on the type7c hull gets messed up, although all others on the viic are fine.
At first i thought it was a memory thing, but after dropping the new lightmap textures to 16*16 maps and removing LMs on everything else that has been discounted as the cause. Then i thought it was because of other objects in the campaign dats using the same texture, but that also was not the problem since i could have a single mission with 10+ subs all using the same lightmaps with no issues, so long as my empty campaign dats were loaded.
In short i havent a clue, the campaign dats should not in any way interact with the submarine dats, but somehow they do, but only with the type 7c hull, all other objects and sub types are just fine.

So for now im sticking with the other sub types IIa&d/VIIb/IXb&c, Once those are done i`ll go back and see if i cant figure out just what the heck is going on with that type7c hull!:damn::damn::damn:

For now heres some more piccys:
http://img713.imageshack.us/img713/825/sh3img1022010203437288gmj.png

http://img64.imageshack.us/img64/6853/sh3img102201021348905.png


+Id just like to point out to avoid any confusion, that these shadows are static, they are just lightmaps.
People have experimented with dynamic shadows in sh3 but the framerate drop was massive. This mod works by adding a second uv channel to the models and adding a lightmap texture, nothing more, sorry for any false hopes i may have given.

LGN1
02-11-10, 07:43 AM
Hi Flakmonkey,

you are doing really great work :up: :up: :up:

When I added your twisty periscope thing to the VIIC I realized that it was missing when I started a campaign in the harbor. I found out that the reason was that there was an ID problem with one of the AI subs, i.e., the same ID was used in one of the AI tower dats and the player tower (in GWX). I guess there is/was a cloning problem. After I changed the ID everything worked fine. I have no idea, but maybe that is the reason why you have problems with and without the campaign files :06: Just a thought.

Cheers, LGN1

piri_reis
02-11-10, 07:59 AM
Beautiful mod Flak :up:
I'm sure the culprit causing the Type7 hull problem will be found soon, let's all do some brain storming on it..

Although static, the lightmaps add a lot of depth to the visuals, thanks for implementing this :rock:

Hitman
02-11-10, 08:19 AM
As far as i know it is not possible to add this to the watch crew since they already have a texture map node used for their bumpmaps and i dont think the game will allow multiple texturemaps in a single material, although ive not tried so i may be wrong.

I was all ready to release a version of this today for the VIIc, right up untill i tested it with the full campaign files.
I test my mods with empty campaign files that allow me to load the game in a couple of seconds rather than a couple of mins that it takes with the full campaign files (campaign.scr/campaign.rnd).
Ive run into a problem that i just cant explain, with the empty campaign files the lightmaps appear as they should, when the full files are reinstated the lightmap on the type7c hull gets messed up, although all others on the viic are fine.
At first i thought it was a memory thing, but after dropping the new lightmap textures to 16*16 maps and removing LMs on everything else that has been discounted as the cause. Then i thought it was because of other objects in the campaign dats using the same texture, but that also was not the problem since i could have a single mission with 10+ subs all using the same lightmaps with no issues, so long as my empty campaign dats were loaded.
In short i havent a clue, the campaign dats should not in any way interact with the submarine dats, but somehow they do, but only with the type 7c hull, all other objects and sub types are just fine.

So for now im sticking with the other sub types IIa&d/VIIb/IXb&c, Once those are done i`ll go back and see if i cant figure out just what the heck is going on with that type7c hull!:damn::damn::damn:

I would say that by loading the full campaign the game is loading into the memory all other units in the roster, and probably one of them has an occlusion texture with the same name as the one you used. Thus it appears instead the one of your Uboat, giving a weird result.

Try to rename the hull lightmap texture in your Type VII and see what happens :hmmm:

Rubini
02-11-10, 09:13 AM
I would say that by loading the full campaign the game is loading into the memory all other units in the roster, and probably one of them has an occlusion texture with the same name as the one you used. Thus it appears instead the one of your Uboat, giving a weird result.

Try to rename the hull lightmap texture in your Type VII and see what happens :hmmm:

First of all, again thanks by this another fanatstic work! this will add a very important eyecandy, a much more polished visual for the uboat.

Now for the problem above. This is not related with your work, as Hitman said, is about some conflict on the ids or names, more probably ids. In the campaign files we have others uboats using cloned conning towers that were made much before S3D and can have yet some conflicted Ids. Is just this. You need to isolate them or make your new one just unique, perhaps even the objects/nodes that they are applied over. If you have so much trouble I can help you in find them. You yet really have so much work to do with the new interiors, no?:up: We must help you!

urfisch
02-11-10, 11:02 AM
i like the ideas of fm...and his skills, to make them become real.

great stuff!!!

:yeah:

flakmonkey
02-11-10, 11:25 AM
Hi Flakmonkey,

you are doing really great work :up: :up: :up:

When I added your twisty periscope thing to the VIIC I realized that it was missing when I started a campaign in the harbor. I found out that the reason was that there was an ID problem with one of the AI subs, i.e., the same ID was used in one of the AI tower dats and the player tower (in GWX). I guess there is/was a cloning problem. After I changed the ID everything worked fine. I have no idea, but maybe that is the reason why you have problems with and without the campaign files :06: Just a thought.

Cheers, LGN1


I could kiss you, but i promise i wont:up:

I changed the ID for the actual 3d hull model and it now works perfectly with the full campaign files.
I just hope changing this ID hasnt had repercussions for other files. I did load up a single mission containing the ai controlled viic and it was fine so its a bit of a puzzle as to what was using the hull models ID. BUt anyway all is well now so im going through the rest of the VIIc towers/flak guns, when those are done i`ll release the mod for the VIIc boats.

bigboywooly
02-11-10, 11:53 AM
May well have been the AI VIIC
IIRC we had a similar problem during GWX 2 construction or 3 with the IXD taking textures from something else
Cant recall what now as soooo long ago

Nice work :up:

LGN1
02-11-10, 12:01 PM
Hi Flakmonkey,

you are welcome. I am glad I could help you once, too.

I guess it would be the best if someone could reclone the AI subs because the files of the player's sub are more often modded than the AI subs. Unfortunately, I don't know how to clone the sub :oops:

Cheers, LGN1

urfisch
02-12-10, 07:25 AM
yeah, the lightmaps are missing on many objects in the game...also the ships look like "plastic" cause of this...so your idea is really nice!

flakmonkey
02-12-10, 07:40 AM
yeah, the lightmaps are missing on many objects in the game...also the ships look like "plastic" cause of this...so your idea is really nice!

Its actually easier to add to the ships than it is to subs due to most ships having fewer parts and usually only 1 material, i normally dont get close enough to enemy ships to notice the lack of shadows though.

Id love to add this to everything in the game but it would probably be too much texture data, after all each lightmap is another texture to load.

+Does anybody know which dat contains the meshes for the radar, specificly the one that wraps around the front of the tower?? Ive looked everywhere and cant seem to find it.

onelifecrisis
02-12-10, 09:58 AM
Nice :DL

SquareSteelBar
02-12-10, 01:13 PM
...+Does anybody know which dat contains the meshes for the radar, specificly the one that wraps around the front of the tower?? Ive looked everywhere and cant seem to find it.I think it's sensors.dat in Library folder...

flakmonkey
02-12-10, 08:43 PM
By now you guys know i like to tease you with pretty pictures, so heres a few more....

Seriously though the first part of this mod is ready to release, it will be for the VIIc only and include lightmaps for turm1,2 and 4(the uflak), there is currently an issue with turm3which is why its not there. The mod doesnt alter the skins so its compatible with whichever skin you are using.
Its 1:43am right now and im struggling to keep my eyes open so i`ll upload the mod first thing in the morning.

http://img692.imageshack.us/img692/6598/comparisson3.png
http://img141.imageshack.us/img141/2593/comparisson2.png
http://img222.imageshack.us/img222/9541/comparisson1.png

+ sorry for the large images, i could have sworn i selected resize when i was uploading them!

DivingDuck
02-12-10, 08:50 PM
You obviously have too much time. :D
Besides of that the shots are looking brilliant.

Regards,
DD

Sulikate
02-12-10, 09:13 PM
Brilliant work indeed. Looks way better then default texturing.

FIREWALL
02-12-10, 09:40 PM
I just knew it, I just knew it. Alot more can get wrung out of SHIII\GWX3. :woot::woot::woot:

Thx flakmonkey and all. :salute:

misfitdreamer
02-13-10, 02:42 AM
it definitely seems to make the details on the sub stand out. : )

Hitman
02-13-10, 02:42 AM
GORGEOUS :woot::woot:

urfisch
02-13-10, 05:18 AM
its a difference like night and day...great!!!

LGN1
02-13-10, 05:47 AM
Hi Flakmonkey,

great work!!! :up: Fantastic!

Just a small question: Could you please add your twisty periscope thing to the turm dats? I guess many people like to use it and if you can add it, not everyone has to do it by his own.

Cheers, LGN1

SquareSteelBar
02-13-10, 06:49 AM
I think it's sensors.dat in Library folder...
Hi flakmonkey,

do you mean these?

http://img404.imageshack.us/img404/7349/radart.jpg

They're really in Sensors.dat...

flakmonkey
02-13-10, 07:50 AM
Hi flakmonkey,

do you mean these?

http://img404.imageshack.us/img404/7349/radart.jpg

They're really in Sensors.dat...


Thanks ssb, i found them:up:

Jimbuna
02-13-10, 07:53 AM
This is looking really swell fm http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Wolfstriked
07-23-11, 08:07 PM
Sorry to bump old post but is this already in Supaaa Dupaa turms by Ace?

Myxale
07-24-11, 03:16 AM
It is!

Wolfstriked
07-24-11, 08:07 AM
Thats great news n=and really makes the sim look amazing.

Robert Driscoll
05-11-12, 08:11 AM
Love all of these mods! - adds so much to the reality of the game. I can't sail without the NI /open hatch mods now. But I never survive far enough into the war to use all these fancy radar and antenna bits and pieces.

Hey how come I'm a bilge rat?