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reignofdeath
04-10-11, 08:35 PM
I saw or heard earlier that someone was working on a graphical in the command room version of flooding to be represented when you are flooding? Is this still in progress or been released??

Also, I saw someone talk about actual transparent water, is this at all true or a work in progress or anything??

Regards,

Casey

Weiss Pinguin
04-10-11, 09:35 PM
That... that sounds very difficult to do in SH3's engine, and without any access to the source code... but if someone is actually doing it and can pull it off, then HOLY *%#*!@$ CRIKEY that is cool :o

Hans Witteman
04-11-11, 01:10 AM
I saw or heard earlier that someone was working on a graphical in the command room version of flooding to be represented when you are flooding? Is this still in progress or been released??

Also, I saw someone talk about actual transparent water, is this at all true or a work in progress or anything??

Regards,

Casey

Hi mate,

You probably ran in one of my post it is still very early in testing and since i am pretty busy with my team i didn't have time to test it further.

What i did is model a plane simulating water flooding with correct reflexion of water inside the different compartments done with hdri rendering technique and it is very realistic.

So far i need to find a trigger to simulated the water being pump out while repair is going on not an easy one and not sure i will succeed with it but worth trying.

I also have another method with particle system this one is much easier but the water flooding is less realistic but with some work on the material for the particle system i can probably make it look more realistic.

Don't expect to see that very soon only in 3 to 4 month when i will have more time i could spend on it:up:

For the transparent water it is not from me but i did some testing and i don't think it would ever be possible in Sh3

Best regards Hans

reignofdeath
04-11-11, 01:31 AM
Awesome!!! I would love the graphical flooding, but I would love more so the transparent water! :yeah:

Hans Witteman
04-11-11, 01:44 AM
Awesome!!! I would love the graphical flooding, but I would love more so the transparent water! :yeah:

Hi mate,

Like i say don't put hope to high it is not yet done but there is a good chance it would work.

But for transparency i really think it would be very difficult to achieve in any way because we don't have access to the ocean shader it is hard coded.

Even with dll injection i don't think it could be done.

What i try once was to simulate the boat silhouette under water with a large particle system plane where i apply a render of the boat i did underwater in 3d program but when the plane move up and dow with the sub buoyancy it was not looking good at all.

Will try to find early picture test of water flooding to show you how it would look if i can find a trigger like i say earlier.

Best regards Hans

reignofdeath
04-11-11, 01:47 AM
Hi mate,

Like i say don't put hope to high it is not yet done but there is a good chance it would work.

But for transparency i really think it would be very difficult to achieve in any way because we don't have access to the ocean shader it is hard coded.

Even with dll injection i don't think it could be done.

What i try once was to simulate the boat silhouette under water with a large particle system plane where i apply a render of the boat i did underwater in 3d program but when the plane move up and dow with the sub buoyancy it was not looking good at all.

Will try to find early picture test of water flooding to show you how it would look if i can find a trigger like i say earlier.

Best regards Hans


Ahh thats too bad it was hardcoded, I mean the did it when looking out of the water ( i watched your vids for HAHD) and when you were showing the sub on surface from under water you could see the conning tower and all of that) It makes no sense whatsoever why they wouldnt do the same when looking down in the water :nope: But at any rate, maybe you'll be able to figure something out, I have faith :yeah:

Also, is your mod going to change anything gameplay wise like GWX did too?? (Damage, realistic flooding, crush depths etc etc.)

Anvart
04-12-11, 02:41 PM
...
So far i need to find a trigger to simulated the water being pump out while repair is going on not an easy one and not sure i will succeed with it but worth trying.
...
If i understood you correctly, my friend... a mechanism for effects in SH3 was implemented... and this mechanism was implemented in any interior ... via StateMachineWrapper-StateMachineClass ...
For example, look at nodes with $Gen_ prefix in _CR .dat... Those are effect-objects...
Look at StateMachineWrapper and InteriorEffectsManager controllers in _CR.sim...
Look at files with Graph prefix (ex. GraphHitPointsAll.dat) in Library folder, where the logic of effects is described (StateMachineClass)...

Hans Witteman
04-12-11, 04:17 PM
If i understood you correctly, my friend... a mechanism for effects in SH3 was implemented... and this mechanism was implemented in any interior ... via StateMachineWrapper-StateMachineClass ...
For example, look at nodes with $Gen_ prefix in _CR .dat... Those are effect-objects...
Look at StateMachineWrapper and InteriorEffectsManager controllers in _CR.sim...
Look at files with Graph prefix (ex. GraphHitPointsAll.dat) in Library folder, where the logic of effects is described (StateMachineClass)...


Hi Anvart,

Thank mate for pointing me in the right direction but still even if i managed to wrap it to statemachines i wonder how i can make the water level lowering down gradually, i know i can put an animation loop that make the water plane going down but to link it correctly to the repair process is where the real challenge will be i think?

There must be a way to achieve this is only a matter of using the correct way.

Best regards Hans

Schwieger
04-12-11, 04:31 PM
T'is good to see you contemplating this Hans :) SH3 won't be the same again with all the work you and your team have put forth :salute:

Hans Witteman
04-12-11, 08:46 PM
T'is good to see you contemplating this Hans :) SH3 won't be the same again with all the work you and your team have put forth :salute:

Hi mate,

Thank for the good words but what is really great about modding SH3 recently is the amazing cooperation of all advanced modders here on Subsim on the last frontier to make this game the best experienced available for complete Atlantic theater.

You now have DivingDuck, Anvart , privateer, Darkwraith, Rubini and others all working at different part of SH3

Just look at the beautiful recent work from Aces outstanding dedication from him:up:

Best regards Hans

Schwieger
04-13-11, 07:11 AM
Hi Anvart,

Thank mate for pointing me in the right direction but still even if i managed to wrap it to statemachines i wonder how i can make the water level lowering down gradually, i know i can put an animation loop that make the water plane going down but to link it correctly to the repair process is where the real challenge will be i think?

There must be a way to achieve this it only a matter of using the correct way.

Best regards Hans

Just my 2 cents, but couldn't you use what the makes the water level go down on the repair screen for this also?

Anvart
04-13-11, 07:56 AM
Hi Anvart,

Thank mate for pointing me in the right direction but still even if i managed to wrap it to statemachines i wonder how i can make the water level lowering down gradually, i know i can put an animation loop that make the water plane going down but to link it correctly to the repair process is where the real challenge will be i think?

There must be a way to achieve this it only a matter of using the correct way.

Best regards Hans
I understand problems in implementation... but only experiment may to place point above i...
Let's start with a simple ... Let's start with available parameters (conditions) such as HasFloodIn, NoFloodIn, HasFlood, NoFlood, HasDamageOn, NoDamageOn... and so on.
...
You now have ..., Anvart , ... and others all working at different part of SH3
...
Now i'm "as without hands"... without tool... :haha:

Seeadler
04-13-11, 08:08 AM
because we don't have access to the ocean shader it is hard coded.


This is the ocean pixel shader code used in SH3


ps_1_1
tex t0
texbem t1, t0
mad t1, t1, c0.w, c1.w
dp3_sat r0, v0_bx2, t0
lrp r0.xyz, r0.w, c0, c1
lrp r0.xyz, v0.w, t1, r0
+ mov r0.w, t0.w

// approximately 6 instruction slots used (2 texture, 4 arithmetic)

Anvart
04-13-11, 12:46 PM
:hmmm:

ps.1.1
tex t0
texbem t1, t0
tex t2
tex t3
mad t1, t1, c0.a, c1.a
dp3_sat r0, v0_bx2, t0
lrp r0.rgb, r0.a, c0, c1
lrp r0.rgb, v0.a, t1, r0
+mov r0.a, t0.a
mul r1, t3, t2
mul r1, r1, v1
lrp r0.rgb, r1.a, r1, r0
*********************
ps.1.1
tex t0
texbem t1, t0
mad t1, t1, c0.a, c1.a
dp3_sat r0, v0_bx2, t0
lrp r0.rgb, r0.a, c0, c1
lrp r0.rgb, v0.a, t1, r0
+mov r0.a, t0.a

reignofdeath
04-13-11, 04:50 PM
Uhhh what does all this stuff below me mean?? Translate it to english! PLEASE!! lol

Rubini
04-13-11, 08:36 PM
Just some OT comments (sorry:DL) but at least have something in common:the sh3 water...

days ago i was looking at the Sh3 shadows issue again and as the ships (stock at least) have out of the box nice shadows and the uboats too (we can live without shadows on crew)...seems that the main problem is how to cast shadows over the water (ocean). The hard point is that the ocean isnīt a "visible" 3D object on sh3 files, so we canīt put on it the dynamicsShadows controller...so my question is : with the Seeadler's input above (ocean pixel shaders) we can have again some hope to have shadows cast on the water?:hmmm:

reignofdeath
04-13-11, 10:03 PM
Just some OT comments (sorry:DL) but at least have something in common:the sh3 water...

days ago i was looking at the Sh3 shadows issue again and as the ships (stock at least) have out of the box nice shadows and the uboats too (we can live without shadows on crew)...seems that the main problem is how to cast shadows over the water (ocean). The hard point is that the ocean isnīt a "visible" 3D object on sh3 files, so we canīt put on it the dynamicsShadows controller...so my question is : with the Seeadler's input above (ocean pixel shaders) we can have again some hope to have shadows cast on the water?:hmmm:

Dont worry about it being off topic, I just really want to know what that there chunk of information is. And what I dont get though, is why we cant have transparent water, I mean, its set so you can see up and out of the water (Looking up from external view you can see ships and such from underwater) but why cant you see down IN the water ?? :( I want this so badly, you dont even know. That and the shadows are a good idea too :yeah:

Rubini
04-13-11, 10:26 PM
Yes itīs true. If we could change the water pixel shader perhaps we could have finally transparent water! Yeah!:yep:

Hans Witteman
04-14-11, 01:21 AM
Hi shipmates,

This is very early stage compartment flooding test. the water is not showing with the reflexion pass only a rough render to see how it's look in game.

The final render take a long time to do but the result are photorealistic.

I also lower the opacity so we can see objects and crew foot under water.

The water will be animated in 2 ways on the base plane that represent the water and on texture so the look will be very realistic and framerate shouldn't have a very big impact since it is a very low res object.

Also the water plane have 3 different animation height in CR i call those states : 25%,50%,75% will also be easier to link them.

I think i found a way to link the water to the flooding value i will test it further in the weekend, what i want to achieve is to make the water raise to match the flooding percentage or another controller that could do the trick.
Here some early test pictures at day&night :
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Flooding_01.jpg

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Flooding_02.jpg


Best regards Hans

Weiss Pinguin
04-14-11, 01:27 AM
HOLY BUGGER :o First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate :haha:

Hans Witteman
04-14-11, 02:18 AM
HOLY BUGGER :o First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate :haha:

How about a bar on dock with free beer:har:

Best regards Hans

reignofdeath
04-14-11, 03:23 AM
HOLY BUGGER :o First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate :haha:

At this rate ShIII will be the NEW SHV! :D

reignofdeath
04-14-11, 03:25 AM
How about a bar on dock with free beer:har:

Best regards Hans

If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin :yeah:

Good work Hans!

ryanwigginton
04-14-11, 03:26 AM
Truly amazing. :yeah:

anzacmick
04-14-11, 03:39 AM
man id leave that water as is and release....

...exceptional find and outstanding work sir!! this is thinking outside the box:salute:

java`s revenge
04-14-11, 04:38 AM
Holy smoke, this is outstanding :rock:

Magic1111
04-14-11, 06:07 AM
Hi shipmates,

This is very early stage compartment flooding test. the water is not showing with the reflexion pass only a rough render to see how it's look in game.

The final render take a long time to do but the result are photorealistic.

I also lower the opacity so we can see objects and crew foot under water.

The water will be animated in 2 ways on the base plane that represent the water and on texture so the look will be very realistic and framerate shouldn't have a very big impact since it is a very low res object.

Also the water plane have 3 different animation height in CR i call those states : 25%,50%,75% will also be easier to link them.

I think i found a way to link the water to the flooding value i will test it further in the weekend, what i want to achieve is to make the water raise to match the flooding percentage or another controller that could do the trick.
Here some early test pictures at day&night :
http://i886.photobucket.com/albums/ac68/Hans_Witteman/Flooding_01.jpg

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Flooding_02.jpg


Best regards Hans


WOW, I donīt trust my eyes...
:o
:)
:D
:yeah:
:up:

Best regards,
Magic:salute:

Seeadler
04-14-11, 07:52 AM
The hard point is that the ocean isnīt a "visible" 3D object on sh3 files, so we canīt put on it the dynamicsShadows controller...so my question is : with the Seeadler's input above (ocean pixel shaders) we can have again some hope to have shadows cast on the water?
Maybe!

In my widescreen dll I have hooked the DirectX function CreatePixelShader() and then dissassembled the buffer with the actual pixelshader code and dump it in a text file. Now I have every hardcoded pixel shader of SH3 as asm shader source code in separate files.

Unbelievable but SH3 uses only 5 pixel shaders

1 = shadow shader
2 = water reflection shader
3 = water shader
4 = terrain shader
5 = ??????

in comparison SH4 approx 200 :)


Yes itīs true. If we could change the water pixel shader perhaps we could have finally transparent water! Yeah!:yep:

Now in a second step I loaded this simple asm shader code


ps.1.1
tex t0
mov r0, t0
from a file into the buffer and replaced the hardcoded water shader with it. This shader code simply takes the texture stored in register t0 and moves it to the output register r0

http://s1.directupload.net/images/110414/temp/nb879rt4.png (http://s1.directupload.net/file/d/2494/nb879rt4_png.htm)

This is just a proof of concept to change the pixel shaders in SH3 from external files such in SH4/5. It needs allot more work, ...extend to shader version 2.0, make use of more texture registers, storing own textures in the registers and so on...

Fish In The Water
04-14-11, 11:25 AM
This is very early stage compartment flooding test. the water is not showing with the reflexion pass only a rough render to see how it's look in game.

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Flooding_01.jpg


Outstanding work Hans! Congratulations on achieving a true milestone!! :yeah:

Hans Witteman
04-14-11, 11:41 AM
If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin :yeah:

Good work Hans!

Hi mate,

First of all i need to find a way to make it work correctly with game mechanic and this is not yet done but i have confidence it would be overcome.

Best regards Hans

Hans Witteman
04-14-11, 11:43 AM
WOW, I donīt trust my eyes...
:o
:)
:D
:yeah:
:up:

Best regards,
Magic:salute:

Hi mate,

Don't worry ain't no photoshop there:up:

Best regards Hans

Hans Witteman
04-14-11, 11:58 AM
Maybe!

In my widescreen dll I have hooked the DirectX function CreatePixelShader() and then dissassembled the buffer with the actual pixelshader code and dump it in a text file. Now I have every hardcoded pixel shader of SH3 as asm shader source code in separate files.

Unbelievable but SH3 uses only 5 pixel shaders

1 = shadow shader
2 = water reflection shader
3 = water shader
4 = terrain shader
5 = ??????

in comparison SH4 approx 200 :)




Now in a second step I loaded this simple asm shader code


ps.1.1
tex t0
mov r0, t0
from a file into the buffer and replaced the hardcoded water shader with it. This shader code simply takes the texture stored in register t0 and moves it to the output register r0

http://s1.directupload.net/images/110414/temp/nb879rt4.png (http://s1.directupload.net/file/d/2494/nb879rt4_png.htm)

This is just a proof of concept to change the pixel shaders in SH3 from external files such in SH4/5. It needs allot more work, ...extend to shader version 2.0, make use of more texture registers, storing own textures in the registers and so on...

Hi mate,

Outstanding work :up:

I try many time in the past year to make water transparency with no sucess but since i have experience in 3d i know that the reflexion use in shader might be the culprit to it.

If you go in Scene.dat and go in EnvData controller there is a water opacity set to 255 even if you change the setting nothing change in game water remain exactly as before so you can clearly see that they were planning to implemented transparency but for a reason they abandon the idea.

I also try to open the SeaInf.Raw in Env folder and change the alpha to get transparency and nothing change in game i wonder for what they use that file in game and you see here in Env.cfg it is active :

[Environment]
SeaTypeImageDimX=4320
SeaTypeImageDimY=2160
LandIDX=255
DefaultSeaType=0
SeaTypesNo=1

[SeaInfo01]
StartDate=0101
EndDate=1231
SeaInfName=SeaInf.raw
Compressed=NO

[EnvColors]
SeaType00=EnvColors_Atl.dat
SeaType80=EnvColors_Med.dat
SeaType150=EnvColors_Arct.dat

[SkyColors]
SeaType00=SkyColors_Atl.dat
SeaType80=SkyColors_Med.dat
SeaType150=SkyColors_Arct.dat

I know how shader work but unfortunately i cannot read C++ shaders coding.

Best regards Hans

FIREWALL
04-14-11, 12:50 PM
Could this be, Silent Hunter 6 ? :DL

Hans Witteman
04-14-11, 12:59 PM
Could this be, Silent Hunter 6 ? :DL

Hi mate,

Let's say SH3 the way it should have been since release or SH3 on steroids:har:

I learn one thing in life, when you want something in a game you like better think of do it by yourself instead of waiting for the version that would never see the light of day!

Best regards Hans

Victor Schutze
04-14-11, 01:13 PM
This IS SH6! :shucks::|\\

Can you name it SH6?:rock:

Just to make a point to Ubicrap how to make a game.:stare:

Anvart
04-14-11, 01:43 PM
...
I try many time in the past year to make water transparency with no sucess but ...
Best regards Hans
Do you want to have a transparent water? OK. Then you will see all the shortcomings of the primitive graphics engine ...
Sample. Object has VisibleUnderWater = false and is submerged in water ... you (camera) are over water ... You will see that object through the transparent water ... Why? because user's camera (you) is above water.
... and vice versa ...
Sample. Let's say the water is transparent (and surface without refraction and reflection) ... Submarine is surfaced, you (camera) under water ... and you will see the bubbles (above u-boat), which should be visible under water ... Why? because the camera is under water ...
...
Look at picture (my old small trick) - submarine is surfaced... camera is submerged:

http://img153.imageshack.us/img153/6128/bubles.jpg

Conclusion. The opacity of the water is not very big flaw ...

brett25
04-14-11, 01:52 PM
thats fantastic Hans, very nice work. Do you know about Urlfish's mod that makes smoke and fire inthe control room? Perhaps you can integrate this work into your work with his permission?:salute:

http://www.subsim.com/radioroom/showthread.php?t=157581&highlight=mod+strike+beta&page=2

Madox58
04-14-11, 03:32 PM
@Anvart,

You do not think the level of the sea controls the visual render on and off?
:hmmm:

Anvart
04-14-11, 04:23 PM
This all is rendering for camera... yes, but how to control manualy by it...?

Madox58
04-14-11, 04:33 PM
Ah, I see the point now.
So we switch off the visual of the camera not the rendering of the object.
Very slick and process lite.
:yep:

Hans Witteman
04-14-11, 04:34 PM
Hi shipmates,

What the SeaInf.raw is for? This one still puzzle me, it has 2 alpha channel on it with black for the region of the sea.

I try changing black to medium grey to see if it was some relation with sea opacity but it doesn't change a darn thing!

Also if in Scene.dat/EnvData controller we have water opacity setting would it be possible to reactivate it via hex?

Best regards Hans

Anvart
04-14-11, 04:46 PM
Hi shipmates,

What the SeaInf.raw is for? This one still puzzle me, it has 2 alpha channel on it with black for the region of the sea.

I try changing black to medium grey to see if it was some relation with sea opacity but it doesn't change a darn thing!
never watched what it is...

Also if in Scene.dat/EnvData controller we have water opacity setting would it be possible to reactivate it via hex?

Best regards Hans
Yes... if i understand you correctly.

Hans Witteman
04-14-11, 04:58 PM
never watched what it is...

Yes... if i understand you correctly.

Hi Anvart,

Thank mate but my only worry is that even if we hex in to re activated water opacity setting it would probably create other undesirable effects?

The only way to know is to try it so if privateer or DD have the time for it it would be cool to see if they can find that Hex value to make it work.

Best regards Hans

Madox58
04-14-11, 05:03 PM
I'd say if S3D does not show one? It probably does not exist.
Not saying S3D is the end all be all, but it's pretty good as is.
I'll take a look at the Scene.dat file.
DD should be busy enuff right now.
Or he's off Slacking somewhere. That's what us Slacker do!
:har:

Now for the Slackers Song!
Everyone join in!!

I've paid my dues -
Time after time -
I've done my Modding
But committed no crime -
And bad Hex mistakes
I've made a few
I've had my share of Blue Screens of Death -
But I've come through

We are the Slackers - my friends
And we'll keep on Modding - till the end -
We are the Slackers -
We are the Slackers
No time for losers
'Cause we are the Slackers - of the world -

I've taken my bows
And my curtain calls -
You brought me fame but no fortuen and nothing that goes with it -
I thank you all -

But it's been no bed of roses
No pleasure cruise -
I consider it a challenge before the whole Modding Scene -
And I ain't gonna lose -

We are the Slackers - my friends
And we'll keep on Modding - till the end -
We are the Slackers -
We are the Slackers
No time for losers
'Cause we are the Slackers - of the world -

Hans Witteman
04-14-11, 05:06 PM
I'd say if S3D does not show one? It probably does not exist.
Not saying S3D is the end all be all, but it's pretty good as is.
I'll take a look at the Scene.dat file.
DD should be busy enuff right now.
Or he's off Slacking somewhere. That's what us Slacker do!
:har:

Hi mate,

S3d is already showing the value for water opacity but when you change the value nothing happen in game so i just thought it has been de activated with a switch 0 or1.

Best regards Hans

Anvart
04-14-11, 05:15 PM
If you speak about hacking... it's hard and non fast work...

Madox58
04-14-11, 05:39 PM
There is nothing obvious in any file that I've found.
that includes the .act and .dll files.
I'd tend to agree with Anvart that it's all controlling the Camera view.

Games from the same era have no water like SH4/5
And shutting down the camera's ability to 'see' the objects makes more sense then
re-building the 3D object if one was to dip in and out of the water.
Remember the systems waaaaaaay back then?
They did not blow. Infact they did just the reverse!!
:haha:

Seeadler
04-14-11, 07:06 PM
What the SeaInf.raw is for?
I think the SeaInf.raw ist just the SeaInf.bmb in uncompressed RAW format and was intended to do the same thing as the climatezones.tga now in SH5, divide the world into climate zones.

The Arctic region in this file has a gray value=0, Med=80 and the rest of the world=150. In the Env.cfg these values ​​are assigned to the three different EnvColors/SkyColors dat files. But this approach is not been fully developed in SH3, because if I remember correctly, SH3 uses for all regions the EnvColors_Atl.dat and SkyColors_Atl.dat

Rubini
04-15-11, 08:47 PM
WOW!:o I was away from here these 2 last days and we have so much good news!
Very good work Hans!

Thanks also to all you guys to look at this issues. Thanks Seeadler!

Now, ok, I understand what Anvart and privateer said. I some days tried to fix "moon light" and could taste the not good flavour of that primitive graphic engine like Anvart said. You fix something just to see others things becomes broken or not work as intend.

But all we know that sometimes some things just worked well and could arrive as a very good mod after new ideas and insights! So, as these both matters, flood inside the boat and transparent water, are so good ones, I think that the effort in try to fix them is already a good motivation. Letīs go ahead guys!:up::up::up:

Hans Witteman
04-15-11, 09:15 PM
WOW!:o I was away from here these 2 last days and we have so much good news!
Very good work Hans!

Thanks also to all you guys to look at this issues. Thanks Seeadler!

Now, ok, I understand what Anvart and privateer said. I some days tried to fix "moon light" and could taste the not good flavour of that primitive graphic engine like Anvart said. You fix something just to see others things becomes broken or not work as intend.

But all we know that sometimes some things just worked well and could arrive as a very good mod after new ideas and insights! So, as these both matters, flood inside the boat and transparent water, are so good ones, I think that the effort in try to fix them is already a good motivation. Letīs go ahead guys!:up::up::up:

Hi Rubini,

Thank for the good words mate i am currently working on implementing the flooding with privateer we are trying to link the different animations i made to be call by the statemachines controller via conditions.

At first i found a cheap way to link it to the hull integrity but like i say to privateer hull integrity does not necessary mean flooding in compartment.

So what we are trying to do is to link it to the stateDamage conditions like Has_FloodIn, No_Flood as Anvart suggest earlier.

This way when you will enter in repair state the water will receded as repair are ongoing.

So this way it would be a very elegant and practical implementation:up:

Best regards Hans

Hans Witteman
04-16-11, 02:04 AM
I think the SeaInf.raw ist just the SeaInf.bmb in uncompressed RAW format and was intended to do the same thing as the climatezones.tga now in SH5, divide the world into climate zones.

The Arctic region in this file has a gray value=0, Med=80 and the rest of the world=150. In the Env.cfg these values ​​are assigned to the three different EnvColors/SkyColors dat files. But this approach is not been fully developed in SH3, because if I remember correctly, SH3 uses for all regions the EnvColors_Atl.dat and SkyColors_Atl.dat

Hi mate,

Thank for clarifying this one now at least i can put an X on it as nothing to do with this one.

The more we know the less we search and loose countless hours opening zillions of files.


Best regards Hans

Hans Witteman
04-17-11, 08:21 PM
Hi shipmates,

After DD shed light on 3d model identification tag the water flooding animation is now working in game!

http://www.u-boot-hahd.com/ubootwebsite/wp-content/plugins/phpfreechat/data/public/themes/zilveer/smileys/Kaleun-Cheers.gif
Now i just have to finish the integration in statemachines class to make it work correctly under damage states condition like Has_FloodIn and No_Flood.

The minute i am done i will upload a movie showing it under damage!

Best regards Hans

Hans Witteman
04-17-11, 09:18 PM
Hi shipmates,

Since we now have a working solution for flooding compartment we need to discuss the correct implementation of it.

I will need your feedback on behavior in game because i don't play the game since close to 2 years so i don't remember all the behavior under damage.

The point is when hull integrity is declined in percentage this is not associated with flooding correct me if i am wrong here?

Flooding as far of my memory goes was on collision or being depth charge or ram aka collison?

So where should we make the flooding occur?

I think if it is link to Has_FloodIn and trigger water raising then after No_Flood state happen we then have the animated water lowering trigger this seem the best approach.

So waiting on your feedback for best behavioral implementation.

Best regards Hans

Fish In The Water
04-17-11, 11:52 PM
After DD shed light on 3d model identification tag the water flooding animation is now working in game!

Awesome news!!

Truly a great development for SH3, congratulations on a job well done!! :salute:

Kaleun Cook
04-18-11, 01:29 AM
The point is when hull integrity is declined in percentage this is not associated with flooding correct me if i am wrong here?

AFAIK that's right, you can loose a lot of hull integrity without having flooding. So floodin/noflood seems to be the better choice. :up:

Hans Witteman
04-18-11, 02:09 AM
AFAIK that's right, you can loose a lot of hull integrity without having flooding. So floodin/noflood seems to be the better choice. :up:

Hi mate,

Yes i think that the only logical choice is to link it to HasFloodIn because when you have a collision it activate flood behavior depending on damage receive so by linking only to flood it should be correct.

Best regards Hans

urfisch
04-18-11, 02:29 AM
nice, hans!!!

:yeah:

Hans Witteman
04-18-11, 02:36 AM
nice, hans!!!

:yeah:

Hi mate,

I am not alone on this one Diving Duck, Anvart and Privateer help me a lot to understand the logic behind it:up:

Best regards Hans

anzacmick
05-13-17, 02:31 AM
gday all...been a long long time... :D anyways...raising this from the dead, was it ever implemented? do we still have the authors of this WIP lurking around, or is the knowledge freely available.... this was so needed in the game for additional atmosphere.....

mikey117us
05-13-17, 11:48 AM
So many of the old gang in this thread, Heroes of the SHIII modding community. I don't think any of the discussion was implemented in any mods or the knowledge passed to someone else to continue. I could be in error but I check daily for new posts, wips, and releases. Many that made SHIII as great as it is today may have set sail to fairer seas in newer sims, or real life callings. I myself stuck my finger in the wind and ventured into SHV. That was the worst 6 months of simming in my life. ( I started on a Windows 95 os machine and the original Silent Hunter ) so I returned to what I knew, and what I know works SHIII. I hope others will return? Or the knowledgeable of todays mod workshop will come up with a substitute for vaporware mods and wips.

itadriver
05-13-17, 12:34 PM
There will be a new flooding mod into WAC 5.0 by Hansolo.
Also kendras is working to a new flooding mod.
I'm working too, but my mod is for surface action.
SHIII is still alive :)
- - - - -
Sorry, i didnt read the subject at the beginning of this thread. I was thinking about new ships/subs flooding mod

anzacmick
05-18-17, 05:07 AM
thx for the replys... an old thread I know... but im surprised this was never investigated further and fully by the knowledge base of modders here..