View Full Version : [REQ] Hull slime and fatigue
captainprid
04-12-10, 01:50 PM
Is it possible to mod the boat so the longer it is out on patrol, the dirtier it get? I'm talking algae, seaweed etc and maybe even rust increasing the longer we're out??
I`d like to see this too but I don`t think it`s possible to make it yet (only if someone make 4-5 differently weathered skins and you would swap them from clean to most weathered during patrol).
But maybe it`ll happen in SH 7-8 :)
captainprid
04-13-10, 02:26 AM
I thought it could be fairly easy...basically the same as when the boat gets scorch marks and damage and they are visible throughout the mission. But then again i'm not a modder!!
Yes, it would be easy if this kind of behavior (texture swapping) was hardcoded in (this could simulate also beard growth, food supplies vanishing from interior after time etc.)...
Just look at "camo bug" that can be hardfixed only by enabling whole boat camo texture in *.dds files before launching game.
So, making fluid changes of texture that would STAY also after reloading is kinda impossible right now.
But even that I`m "fan" of this, I`d like to see some more gameplay, campaign, AI etc improvements first.
urfisch
04-13-10, 12:16 PM
texture change might be possible...i dont know how the controller works. but this technique is already used in the game...
oscar19681
04-13-10, 03:47 PM
I like the idea. But i thinks its almost impossible to do however. But i could be wrong offcourse.
captainprid
04-13-10, 03:55 PM
My boat would look awesome rising out of the water covered in weed after a long snorkel (when they are available)
Westbroek
04-13-10, 04:57 PM
My boat would look awesome rising out of the water covered in weed after a long snorkel (when they are available)
Hate to quibble with you on this point... but wouldn't anything look awesome rising out of the water covered in weed?
Just my two cents...
:smug:
Madox58
04-13-10, 05:08 PM
I thought it could be fairly easy...basically the same as when the boat gets scorch marks and damage and they are visible throughout the mission. But then again i'm not a modder!!
The damages you see are based on a 3D model in the dat/GR2 file
It only works for damages so can not change with age.
Hard Code and all that.
If there was a date change controller of some type?
Then things would be different in many areas.
This has been over looked since day one of the SH series.
urfisch
04-14-10, 01:52 AM
The damages you see are based on a 3D model in the dat/GR2 file
It only works for damages so can not change with age.
Hard Code and all that.
If there was a date change controller of some type?
Then things would be different in many areas.
This has been over looked since day one of the SH series.
yes, diving duck did this with vanishing food in sh3. he linked the food appearance to the fuel consumption - with a state machine controller. same could be the solution here!
captainprid
04-14-10, 04:50 AM
Hate to quibble with you on this point... but wouldn't anything look awesome rising out of the water covered in weed?
Just my two cents...
:smug:
:up:
TheBeast
12-17-11, 09:07 AM
BUMP
The damages you see are based on a 3D model in the dat/GR2 file
It only works for damages so can not change with age.
Hard Code and all that.
If there was a date change controller of some type?
Then things would be different in many areas.
This has been over looked since day one of the SH series.
Rather then date change control, what about using Fuel Level Dial control and Texture Morph control
Skins could possibly have say 4 levels of slime/rust as fuel is depleated.
Example for Tower:
Conning_7C_01.dds - Fuel = 100%
Conning_7C_01a.dds - Fuel =< 75% add this texture
Conning_7C_01b.dds - Fuel =< 50% add this texture
Conning_7C_01c.dds - Fuel =< 25% add this texture
The 3 additional textures are just Slime/Rust FX applied as a layer on top of existing texture(s).
Since the extra textures are just FX, the size of these files would be small.
Regards!
TheBeast
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