View Full Version : Fish
Meldric
05-08-12, 06:19 AM
Hi everyone!
By now we probably all saw the video of SilentHunterOnline... I do not like the idea of such a game, but what I liked a lot in the video was:
The fish swarm in front of the boat in the video.
Would it be possible to add some sea animals, fish swarms and stuff to SH5? Of course there are the dolphins, but I really love this swarm behaviour image infront of the boat... have to say, I love it...
theluckyone17
05-08-12, 06:55 AM
I got the impression that the video was not an example of game play; rather, it was a cinematic advertisement for the game.
Like when the movie industry puts out a shiny trailer for a new movie that catches your eye, then you watch the movie and realize that all of the scenes that you liked in the trailer were pulled from the actual movie.
:damn:
Meldric
05-08-12, 07:00 AM
I am absolutly aware of that. Or that you actually already saw the best scenes of the movie while watching the trailer...
Still, I like the fish.
:)
Possible?
Sailor Steve
05-08-12, 07:30 AM
We now have a complete forum just for SHO. Please do not start SHO threads in other forums.
Meldric
05-08-12, 08:02 AM
Well, this is not a Silent Hunter Online Topic at all... Have you red the post?
;)
quink99
05-08-12, 05:09 PM
Well, this is not a Silent Hunter Online Topic at all... Have you red the post?
;)
Hmmmm.......does it concern a MOD or MODS for SH5?
Meldric
05-08-12, 05:34 PM
Indeed, it does.
I was asking, if it was possible to add lifeforms (fish) to SH5 (obviously in form of a mod) as they can be seen in the SHO video.
Meldric
05-11-12, 04:37 AM
Well, it looks like this is not possible or as if all modders are busy with more important stuff. Fair enough...
tonschk
05-11-12, 10:03 AM
I was asking the exact same question years ago in SH4 or SH3, but apparently is not necessary so much difficult to do because as we can see in the SHO video the developers were able to add those fish into the water
It is OBVIOUSLY a request for wild life mods, I can easily tell from reading just the OP. I'd love it, especially whales, both in the sea and picked up by the hydrophone. Who wouldn't?
Has no modder considered this? :D
volodya61
05-17-12, 02:54 PM
Welcome Luxius!
If you want to hear the dolphins and whales in the hydrophone just try Open Horizons - http://www.subsim.com/radioroom/showthread.php?t=189818
kapitan_zur_see
05-17-12, 05:26 PM
as we can see in the SHO video the developers were able to add those fish into the water
All that you see in the trailer is 100% pre-rendered CGI, no ingame actual footage of any sort, as can be obviously seen for who's a bit used with CGI and 3d modding. Camera movement and a bunch of different things reveals it.
At best, it is some of SH5 rendering engine that is used (and it looks like it), but given the cinematic motion of camera, it's modified and thus, not taken from the game per se. So there's not the same constraints and limitations that modders have to deal with. And there's some compositing in the video too.
For sure though, it's certainly not what the game is going to look like, I can tell you that! A little educating comparison :D:
Trailer CGI vs. provided in-game screenshot
http://www.subsim.com/radioroom/picture.php?albumid=640&pictureid=5668http://www.subsim.com/radioroom/picture.php?albumid=640&pictureid=5669
OUCH! that hurts a hell lot! :dead: the engine to come has SH3 capabilities it seems, at the very best. Talk about the future...
Anyway, I myself thought and experimented a bit with trying to make swarms of fishes for SH5 not so long ago. Even so as to experiment with anipmated sprite based particule generators to try and mimick it, without satisfactory renditions. I know there are ways to circumvent limitations in order to implement such a thing. However, I couldn't do much as I quickly found out that I obviously had to wait for TDW's tool for importing stuffs and modifying granny files to be finished, as we are now too much limited in modding with current tools. In other words, could be possible but not at present, thus tailored to the release of TDW's stuff
Meldric
05-18-12, 03:02 AM
Now it becomes a SHO-Thread... :)
I know, in the video it is manipulated. I was wondering, if it was possible in SH5.
Question: OH has whales and dolphins? I use the light version due to performance issues... would the wildlife be extractable in a separate mod?
Question: OH has whales and dolphins? I use the light version due to performance issues... would the wildlife be extractable in a separate mod?
Trying to nudge this back to SH 5.... :D
OH II has dolphins, but not whales. For some reason the whales never got imported from the previous games. But it's possible, maybe some day.
You should ask this in the OH II thread from Trevally (but he might have his hands full already with the new update...)
Sailor Steve
05-18-12, 07:19 AM
Well, this is not a Silent Hunter Online Topic at all... Have you red the post?
;)
Yes, and I apologize. Sometimes I don't get the time to read past the headlines.
Trying to nudge this back to SH 5.... :D
OH II has dolphins, but not whales. For some reason the whales never got imported from the previous games.
Really?
I was sure they were featured in OHII, like dolphins... :-?
But it's possible, maybe some day.
You should ask this in the OH II thread from Trevally (but he might have his hands full already with the new update...)
I have a little mod on my HD adding whales to SH5.
I think it was conceived as a proof of concept, and as far as I know, it was never released on itself, though I remember it was doing its jobe, except maybe for the whale chants that were audible from external cam but not from hydrophone, or viceversa.
I cannot remeber who is the author of the original mod for SHIII or IV, neither who imported it for SH5, but for sure I got it from stoianm, long tima ago, so we can ask him for permission issues.
If Trevally wil be wanting to add it to OHII I will be glad to send it to him via PM. :03:
http://img196.imageshack.us/img196/4219/whalest.png
Meldric
05-18-12, 09:16 AM
Looks cool!
I assume the whales and dolphins will only show up, if they are added to the campaign in some way? That means, I'll still never see them (even if I would install a mod), because I am using the light version of OHII?
(Of course, I can ask in the other thread as well)
Looks cool!
I assume the whales and dolphins will only show up, if they are added to the campaign in some way? That means, I'll still never see them (even if I would install a mod), because I am using the light version of OHII?
(Of course, I can ask in the other thread as well)
I think that with some easy tweaks on OHII's roster, they would show up as generig shipping without need to add them to campaign layers. I could be wrong though. Better you ask Trevally ;)
Trevally.
05-18-12, 12:39 PM
Looks cool!
I assume the whales and dolphins will only show up, if they are added to the campaign in some way? That means, I'll still never see them (even if I would install a mod), because I am using the light version of OHII?
(Of course, I can ask in the other thread as well)
You should switch to OHII base + the traffic and speed fix:yep:
If you are having fps issues - try going 50km away from kiel and see if it improves (and/or reduce graphics settings)
Kiel is the fps killer for OHII. You are only there for a short time, so if you can get through that - the other ports are not so bad.
If you then find fps are ok - you can then add the environment layer and this will add the dolphins:up:
@Gap
If we can find out who owns the whales and get permission - i can add then after finishing the work on MG:D
This is awesome news! I can't wait to get whales in. Will it be possible to torpedo them? O.o
Whale blubber everywhere? xD
No, seriously, just the sprites and the SFX would be nice, and I'll go fetch OHII straight away. Thanks guys, quick response.
kapitan_zur_see
05-23-12, 09:47 AM
The problem is, you're not going to see any small swarms of fishes if they're to be added to the campaign layer as independent objects... unless you put around 100.000 and even way more of them. Put only like a hundred or two and imagine your chance of crossing one on the external cam... 0.01% maybe? :know:
Swarms will have to be spawn by some kind of particle generator around the sub, so you can often have a chance to see them. For whales and dolphins, it's another story. You don't want to see one of those every 2 minutes and everywhere in the world, would you? :D
Madox58
05-30-12, 06:14 AM
@Gap
If we can find out who owns the whales and get permission - i can add then after finishing the work on MG:D
http://www.subsim.com/radioroom/showpost.php?p=662698&postcount=7
http://www.subsim.com/radioroom/showpost.php?p=662698&postcount=7
:DL
Thank you Privateer but... :hmmm:
ref's profile (http://www.subsim.com/radioroom/member.php?u=222805)
Last Activity: 09-16-2009 02:31 PM
Madox58
05-30-12, 07:06 AM
PM Jimbuna about permissions.
I don't think there will be any problems obtaining them.
:yep:
PM Jimbuna about permissions.
I don't think there will be any problems obtaining them.
:yep:
Okay and thank you again!
I will PM Trevally on this topic.
Trevally.
05-30-12, 01:46 PM
PM Jimbuna about permissions.
I don't think there will be any problems obtaining them.
:yep:
Okay and thank you again!
I will PM Trevally on this topic.
:yeah:
Thanks guys - i will do that:DL
:yeah:
Thanks guys - i will do that:DL
Good! :up:
stoianm
05-30-12, 05:31 PM
i remember we tryied to make whales work but u will have ctds... it is the same problem that was with subs on hydro
i remember we tryied to make whales work but u will have ctds... it is the same problem that was with subs on hydro
So, this one was the problem. I knew there was a flaw related to whales, but couldn't remember exactly wich one. :shifty:
Now we can only hope that applying to whales the same changes used for dolphin's dsd will solve the problem.
Thank you Stoianm for refreshing my memory, and sorry guys for failing to remember such an important detail. I am the worst beta tester ever! :shucks: :D
stoianm
05-30-12, 06:18 PM
no it is not so simple.... i think only the people that made the mod subs hydro fix can make this work:)
So, this one was the problem. I knew there was a flaw related to whales, but couldn't remember exactly wich one. :shifty:
Now we can only hope that applying to whales the same changes used for dolphin's dsd will solve the problem.
Thank you Stoianm for refreshing my memory, and sorry guys for failing to remember such an important detail. I am the worst beta tester ever! :shucks: :D
Could fish swimming around the hull only while in port work? Once at sea they're gone and less of a strain on the whole system. I've no idea if it would work of not... it was just a wild hairbrained thought.... that no one else came up with. LOL
BTW.. I don't really care if there is wildlife in the sim. I'm only out to find shipping to sink. Realism is great but fish and whales could be overdoing it a bit. Just my dumb 2 cents.
Besides, I'm sick of those seagulls pooping all over the bridge. What a freeking mess. Let em stay on land and eat french fries in the McDonalds' parking lots. And you do know what fish, whales and such do in water don't ya? :D
no it is not so simple.... i think only the people that made the mod subs hydro fix can make this work:)
I am sure you are right, but look how simple is the dolphin's dsd used in OHII, if compared with the one of their early imports. Judging from it, I was ready to swear that following the same file structure for whale's dsd could fix the ctd issue. :DL
Could fish swimming around the hull only while in port work? Once at sea they're gone and less of a strain on the whole system.
I may be wrong, but I think that ports are exactly the place where this game puts more strain on our systems... ;)
And you do know what fish, whales and such do in water don't ya? :D
Were U-boat crews equipped with special devices and balanced food rations for avoiding them to commit such an unpleasant act during their patrols? :D
Jimbuna
05-31-12, 06:50 AM
PM Jimbuna about permissions.
I don't think there will be any problems obtaining them.
:yep:
:yeah:
Thanks guys - i will do that:DL
I've responded to your PM....there is no problem with permissions provided due credit is given http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Trevally.
05-31-12, 07:45 AM
I've responded to your PM....there is no problem with permissions provided due credit is given http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Thanks Jimbuna:salute:
Jimbuna
05-31-12, 08:22 AM
Thanks Jimbuna:salute:
SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Who? The whales? :hmmm:
Jimbuna
05-31-12, 09:02 AM
Who? The whales? :hmmm:
Hardly...they don't have damage zones :DL
Hardly...they don't have damage zones :DL
As an active member of WWF I was hoping so ;) :O:
Jimbuna
05-31-12, 10:32 AM
As an active member of WWF I was hoping so ;) :O:
LOL :DL
If someone makes a GR2 with animated fish and attach it to the bunker and to the sub it would work, but the fish would always stay near the sub and it will look awkward.
A correct solution would require fish that are driven by AI code, like the birds that appear near land...this could be modded using a modified executable and a custom dll but it would require very good modding/programming skills to say the least...
Another solution would be to add them just like the dolphins are added: make an animated model and place it all around the world in the editor.
If someone makes a GR2 with animated fish and attach it to the bunker and to the sub it would work, but the fish would always stay near the sub and it will look awkward.
A correct solution would require fish that are driven by AI code, like the birds that appear near land...this could be modded using a modified executable and a custom dll but it would require very good modding/programming skills to say the least...
Another solution would be to add them just like the dolphins are added: make an animated model and place it all around the world in the editor.
Since we started conjecturing on this topic, why not attaching fishes to rocks and seaplants in undersea.GR2? :hmmm:
Fom this link (http://model.3dcool.net/list/K/44/1.html) it is possible to download for free many 3D fish models (including sharks, marlins, and small fishes) in several formats. Just in case someone knows how to convert them in DAT or GR2 format. ;)
Since we started conjecturing on this topic, why not attaching fishes to rocks and seaplants in undersea.GR2? :hmmm:
That's a good idea! The downside is that you will only see fish on the sea bottom, because if you attach them at a greater height you may see fish flying in shallower waters :)
:salute: Hi
First test :D :
http://dl.dropbox.com/u/8655607/fish01.jpg
For the texture i can only use them present with the attached object... for the moment....
TheDarkWraith
06-05-12, 08:41 AM
:salute: Hi
First test :D :
For the texture i can only use them present with the attached object... for the moment....
Nice :yeah: Looks like someone is having fun :up:
Adding subsets to meshes is something I'm working on today :DL
Here i have relocate the UVW of a large texture 1024*128->1024*1024
(i have not finished the fish texture,just for testing)
http://dl.dropbox.com/u/8655607/fish02.jpg
The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them :06:)
other we must see is a way to use dito the charactere ( with waypoints :06:)
Meldric
06-05-12, 08:53 AM
Great! I am really happy to see this evolving!
Thanks for your hard work!
For TDW
I noticed that the data Tr, Tf and maybe even illum are not exported in .mtl
But there are imported into the editor :-?:06:
(I have to change. Mtl for the correct rendering) :yep:
TheDarkWraith
06-05-12, 09:05 AM
For TDW
I noticed that the data Tr, Tf and maybe even illum are not exported in .mtl
But there are imported into the editor :-?:06:
(I have to change. Mtl for the correct rendering) :yep:
The only items the app currently exports in regards to the MTL file are:
- Ns
- Ka
- Kd
- Ks
- Ke
- map_Ka
- map_Kd
- map_Ks
- map_bump and bump
I still have to review the document you posted about the MTL file :yep:
I'm sure of what I say, the datas for transparency (tr or tf) are imported into the editor :yep:, I have to delete them of the .Mtl, otherwise, the objects are transparent or black :hmmm:
The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them :06:)
other we must see is a way to use dito the charactere ( with waypoints :06:)
This may be a problem...the models in undersea.gr2 are animated with a custom vertex shader, so any animations you make for them won't show...so this can be a showstopper.
I'm sure of what I say, the datas for transparency (tr or tf) are imported into the editor :yep:, I have to delete them of the .Mtl, otherwise, the objects are transparent or black :hmmm:
Argh ! :damn: i don't understand this morning at first attemp the object was transparent with the tr,tf data in .mtl,i have retry and now all is normal :06::hmmm:
This may be a problem...the models in undersea.gr2 are animated with a custom vertex shader, so any animations you make for them won't show...so this can be a showstopper.
No the plants are animated with .sim :03:
and there are animated with ... lost controllers :nope: :damn: in goblin and s3d
No the plants are animated with .sim :03:
and there are animated with ... lost controllers :nope: :damn: in goblin and s3d
Nope, they're shader-animated. Check out Shaders/Granny/GrannyVS.fx:
#ifdef GRASS_ANIMATION
float frequency = max(0, min(1, Input.Position.y)) * g_animationTime.y;
Input.Position.xyz += float3(g_animationTime.x, 0.0, g_animationTime.x) * sin(frequency);
#endif
However only the plants are animated and the gr2 contains both rocks and plants. I think it's a name convention, the plants have a certain name that differentiates them from the rocks, so the rocks are not rendered with this shader.
Thank Pintea :yeah:
I see that you know better than me, the process of annimation :03:
For now, I try the different controllers used in .Sim :O:
I'll post the list as soon as I finished :yep:
A small question, how are placing plants and rocks :06:
A small question, how are placing plants and rocks :06:
The rocks & plants are displayed in a circular area around the player's current location.
The algorithm chooses random rock and plant sub-models from the gr2 and places them like I said above. For the fish to stop being animated like the plants you have to rename the fish model like one of the rocks, something like rock9 or whatever...
TheDarkWraith
06-05-12, 11:40 AM
Thank Pintea :yeah:
I see that you know better than me, the process of annimation :03:
Pintea is a dev iirc :yep: They always give great help and information :up:
Ok ,But i have attach to plant to make it more real ( and to have the annimation from plants) :D
Do you think is possible to add an other random .GR2 :06: (Fishs.GR2)
If yes,we need to know if we can rename the undersea.GR2 and his .sim
to Fish.GR2 ,Maybe we need just to change the adressing in :-?:06:
Pintea is a dev iirc :yep: They always give great help and information :up:
:agree:
much respect for Pintea:
he is not around too often, but his posts are always getting straight to the point, and his help has been resolutive in many circumstances :up:
Here i have relocate the UVW of a large texture 1024*128->1024*1024
(i have not finished the fish texture,just for testing)
http://dl.dropbox.com/u/8655607/fish02.jpg
The fish move as the plant (oscilate)
But for make more realiste we can see how work the seagull (if anyone know where i can found them :06:)
other we must see is a way to use dito the charactere ( with waypoints :06:)
Very well done Bigreg!
But isn't the fish in your screenshot a cold water fish: a trout or something like that? :o :D
Yes a Salmon trout (but not smoked) :D
But,that is just a possibility test
lesec74
06-05-12, 01:53 PM
hello,
just a little precision:the salmon lives in the ocean and go back in the river of his birthplace only for his reproduction;so it's not a mistake to have salmons in atlantic!!!
:salute:
Yes a Salmon trout (but not smoked) :D
But,that is just a possibility test
:o
So you admit to be carrying tests on living animals! :D
THE_MASK
06-05-12, 04:54 PM
Stoianm once told me romanian for seagull is Pescarus found in Library .
:salute: Merci Sober :yeah:
Seagull=Pescarus=Mouette :know: :D
Ok ,But i have attach to plant to make it more real ( and to have the annimation from plants) :D
You could try attaching it to a rock instead and make a custom animation for it (in 3DSMax). I'm not sure right now if the new animation would work, but it's worth testing it...
Do you think is possible to add an other random .GR2 :06: (Fishs.GR2)
If yes,we need to know if we can rename the undersea.GR2 and his .sim
to Fish.GR2 ,Maybe we need just to change the adressing in :-?:06:
I don't think it's possible to add another gr2. IIRC undersea.gr2 is harcoded.
:salute:Hi Pintea
You could try attaching it to a rock instead and make a custom animation for it (in 3DSMax). I'm not sure right now if the new animation would work, but it's worth testing it...
For animations, I do not think I can import them with the editor :hmmm:
I don't think it's possible to add another gr2. IIRC undersea.gr2 is harcoded.
I tried to find where was "called" the file undersea.GR2.
because he must have some place where it is specified above:
eg in the file undersea.gr2, random grass01 :06::hmmm:
I thought otherwise, we might can be attach, a. dat (like Pescarus) to the rock :06:
Madox58
06-07-12, 05:12 PM
The control of the Grass is also coded into several compiled shaders.
So it's not an easy job to mess with the shaders as far as Grass underwater.
There is no decompiler for compiled shaders that's worth a crap.
:salute: Hi Privateer
Thank for the info :yep:
What do you thing about to adding fishs,with a .dat attached on the undersea :06:
I have not many knowledge with the .dat and for annimate an object with it ,But i am ready to learn :know:,i have take a look of the "pescarus" to understand and that not see to complicate :-?
The control of the Grass is also coded into several compiled shaders.
So it's not an easy job to mess with the shaders as far as Grass underwater.
There is no decompiler for compiled shaders that's worth a crap.
Any change made to the ASCII shaders will trigger a recompile and re-save into the binary shaders (just make sure they aren't read-only).
There's a CRC file that keeps track of any modifications to the shaders that does that. So you can freely change any shader.
:salute: Hi Privateer
Thank for the info :yep:
What do you thing about to adding fishs,with a .dat attached on the undersea :06:
Different gr2 or dat files can be attached through controllers, I just don't know if they'll work in the case of undersea.gr...someone is just gonna have to test it.
:salute: Bonjour Pintea
Yes,i know a little for the sub equipement via the UPCData,
But for the Undersea i don't know how is located
Other thing ,in Goblin editor are some controller I do not know and I have no idea to run them :88):06:
There are:
Menu anim: ExtanimCtl-MngExtAnim
Menu SHcontrollers : DataType
If someone have an idea :06:
Too bad, that there are bugs in Goblin and no instructions :nope:
This is what I can do for the seabed:
- Add more varieties of plants
- Improving the quality of textures
- Add small animals (seahorse seastar ...) meshes attached to plants/rocks
- Add fishes (static) same as above
or use a part of the plants (there are three distinctive meshes) -> replaced by fishes, and animation possible via the. Sim
(I tried with a rotation, and this like, has a shoal of fishes)
Voila
TheDarkWraith
06-08-12, 09:08 AM
If it were me I would scale the plants and rocks down so they look realistic. Right now the plants look like gigantic kelp beds scattered about and the rocks looks like underwater mountains compared to the units in game :nope:
This is what I can do for the seabed:
- Add more varieties of plants
- Improving the quality of textures
- Add small animals (seahorse seastar ...) meshes attached to plants/rocks
- Add fishes (static) same as above
or use a part of the plants (there are three distinctive meshes) -> replaced by fishes, and animation possible via the. Sim
(I tried with a rotation, and this like, has a shoal of fishes)
Voila
That sounds great, but be careful about the triangle count since it may affect performance seriously. The plants are multiplied quite a bit in order to make the bottom look good.
If it were me I would scale the plants and rocks down so they look realistic. Right now the plants look like gigantic kelp beds scattered about and the rocks looks like underwater mountains compared to the units in game :nope:
Yeah the reason for that is to give a bigger seabed coverage with plants and rocks.
If they were made realistically we would have had to render hundreds of thousands of plants to cover the seabed and that wasn't plausible in order to keep decent performance.
The same was done for land, where trees are 2x-6x bigger than in reality...just a trick to be able to render fewer trees/plants.
For adding more variety of plants ,i don't need to add meshes :03: ,But just relocate the UVW of the texture :yep: (The texture used as 128*1024 format and use the same location of the texture :O: and i have make one in 1024*1024 to have more place :D)
and for one plant is just ~12 faces used
Salut Bigreg,
tu peux lire mes annotations dans ton texte:
This is what I can do for the seabed:
- Add more varieties of plants
- Improving the quality of textures
If you like them, you can use as well the HD seaplant textures contained in Dynamic Environment. I noticed that some of the textures contained in stock (and DynEnv's) seabed01.dds, are never used in game. Maybe because there are 9 different textures for only 3 meshes :06:.
- Add small animals (seahorse seastar ...) meshes attached to plants
In the last few days I've downloaded many royalty free meshes for seahorses, seastars, seashells, etc. I can't remember from wich websites I got all of them, but if you need them just PM me, and I'll send them to you. :up:
- Add fishes (static) same as above
or use a part of the plants (there are three distinctive meshes) -> replaced by fishes, and animation possible via the. Sim
(I tried with a rotation, and this like, has a shoal of fishes)
This one would be the last chance. I remember Stoianm had used the same workaround for rendering fishes in game, but they were looking a bit weird: trasparent, rippling, etc. Before applying this method, why don't you do a test with an existing animated dat unit, like a dolphin or a whale? If I didn't misunderstand one of the last posts by Pintea, he said that though without warranties of succes, it could be worth carrying such a test.
:salute: Hi Gap
If you like them, you can use as well the HD seaplant textures contained in Dynamic Environment. I noticed that some of the textures contained in stock (and DynEnv's) seabed01.dds, are never used in game. Maybe because there are 9 different textures for only 3 meshes :06:.
Yes,i get take a look in Dyn Env :03:
For the textures use,yes 9 "pictures" per meshes ,but meshes contain many plants and i can make one by one :D (size,"picture" used)
But is a big work for a man alone :O: But "impossible",it's not french :haha:)
In the last few days I've downloaded many royalty free meshes for seahorses, seastars, seashells, etc. I can't remember from wich websites I got all of them, but if you need them just PM me, and I'll send them to you. :up:
Dito :D i have more 2.5 GO 3D objects now (food,weapons,etc,etc,ect...) and same with textures :rotfl2:Here a good site : http://www.turbosquid.com/Search/3D-Models/Animals/Fish?sort_order=asc&sort_column=A5
This one would be the last chance. I remember Stoianm had used the same workaround for rendering fishes in game, but they were looking a bit weird: trasparent, rippling, etc. Before applying this method, why don't you do a test with an existing animated dat unit, like a dolphin or a whale? If I didn't misunderstand one of the last posts by Pintea, he said that though without warranties of succes, it could be worth carrying such a test.
This is not a chance :smug: i have try,and that work fine :yep: (just i wait the next TDW editor (for attribute the maps)
For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) .
For the U-boat it's not a problem, we have the UPC files , But for seabed ...?
TheDarkWraith
06-08-12, 11:13 AM
This is not a chance :smug: i have try,and that work fine :yep: (just i wait the next TDW editor (for attribute the maps)
For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) .
You would need to assign the bone's ID in the GR2 file to the DAT object's parent ID (which is probably 0x0 now). You can get the bone's ID by opening the GR2 file in Goblin, selecting the bone, and then right clicking the bone and selecting edit controllers. The ID is displayed in the top of the window (remember Intel hex little endian rules when reading the ID!)
https://dl.dropbox.com/u/8655607/doh.gif Why, I did not thought
(remember Intel hex little endian rules when reading the ID!) Yes that remenber me the needles...
:salute: Hi Gap
Yes,i get take a look in Dyn Env :03:
For the textures use,yes 9 "pictures" per meshes ,but meshes contain many plants and i can make one by one :D (size,"picture" used)
But is a big work for a man alone
Good, I can't wait to see the new plants. :DL
As said before, feel free to use DynEnv seaplants textures. North Atlantic and Mediterranean versions are by me, whereas tropical version is by Entherberge. Nevetheless I think he, as me and Stoianm, got no problem either to give you his permission. Also don't exitate to get in touch with me, if you need me to alleviate part of your graphical work.
:O: But "impossible",it's not french :haha:)
weird, I ever thought that "impossible" was a term of the french dictionary as well :D
Dito :D i have more 2.5 GO 3D objects now (food,weapons,etc,etc,ect...) and same with textures :rotfl2:Here a good site : http://www.turbosquid.com/Search/3D-Models/Animals/Fish?sort_order=asc&sort_column=A5
yep, I know that website. Did you have a look at this one too: http://model.3dcool.net
This is not a chance :smug: i have try,and that work fine :yep: (just i wait the next TDW editor (for attribute the maps)
For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) .
For the U-boat it's not a problem, we have the UPC files , But for seabed ...?
I see TDW replied already to your question :up:
weird, I ever thought that "impossible" was a term of the french dictionary as well :D
No it's just a recurrent typo error :haha:
yep, I know that website. Did you have a look at this one too: http://model.3dcool.net (http://model.3dcool.net/)
:yeah::salute:Merci
I see TDW replied already to your question :up:
as always :yep: :88) ,But i have no experience with the .DAT file and even less with animations :oops: It'll be necessary that I learn on the pile :know:
TheDarkWraith
06-08-12, 01:06 PM
But i have no experience with the .DAT file and even less with animations :oops:
DAT files are a snap compared to GR2 files :DL Objects are defined by (as viewed in Hex editor):
0400000064000000
That byte prefix means object
the next 4 bytes define the size of the object chunk:
040000006400000042000000
The next 8 bytes is the object's ID. The next 8 bytes after that is it's parent ID. The next 8 bytes after that is the 3D model ID :up:
Thank TDW
I will try to attach a. DAT, but it is not guaranteed :-?
But,first I'll redo already plants and rocks :yep:
and do you think ,that get not take to many resource (CPU/GPU/RAM) :06:
TheDarkWraith
06-08-12, 03:04 PM
Thank TDW
I will try to attach a. DAT, but it is not guaranteed :-?
But,first I'll redo already plants and rocks :yep:
and do you think ,that get not take to many resource (CPU/GPU/RAM) :06:
As long as you keep the vertice count low you should be ok :up: It's going to have an impact on FPS no matter what because you are adding vertices. Now it's how many times those added vertices are rendered is the key :hmmm:
Still working on the maps. Currently adding the ability to define the maps when you create the new material.
THE_MASK
06-08-12, 04:31 PM
Make the rocks half the size . Get rid of the plants and add the fish .
I am currently in the UVW
I try to arrange the plants by size, with of course the proper ratio: size image/mesh (faces) https://dl.dropbox.com/u/8655607/sweatingbullets.gif
Sharply or greatly-> "Vivement" :06: , that you manage to correct the maps problem :yep:
TheDarkWraith
06-08-12, 05:50 PM
Sharply or greatly-> "Vivement" :06: , that you manage to correct the maps problem :yep:
Still working on it. Just finished up the UI (actually changed the existing add material UI to accomodate being able to define maps). Now have to add the code for handling adding of maps to a material :up:
:woot: Yay ! :yeah:
I soon finished the relocation of the first UVW mesh https://dl.dropbox.com/u/8655607/sweatingbullets.gif
:salute: Hello
After relocated the UVW ,that gives me 42 different plants species (on 1 mesh ;)), without adding anything :D
edit: every plant species has a variable number of clones: from 1 to ~ 15
Here the new uvw map :
https://dl.dropbox.com/u/8655607/uvw_Grass02.jpg
a real Tetris ! :D:haha:
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