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stanger
07-23-12, 12:51 PM
This bugs me a lot:
https://public.blu.livefilestore.com/y1pItmGf_9iyZQOCUDZSI0_ewmseOClD4ZejU7fqukjOs1SH49 0ZFrO6uP8yCYpBJcWAZOJiY_N8GwrRsS5jarvnw/SH4Img%402012-07-22_00.41.34_834.jpg?psid=1

I was sure there was no such problem is SH3, I even checked GWX manual just to find out that they couldnt fix that bug :hmm2: So, only choice was to install SH3 and see for myself:

http://youtu.be/sj2VnxXFFc8

Everything looks ok with the sun.
So, whats up with SH4? Five years of modding, someone had to at least look at it. Is it worth investigating, or someone already tried that in the past and came to a conclusion that its un-fixable?

Webster
07-23-12, 03:48 PM
yep, unfixable

same flaws seam to be added to each new game version for some reason (money) instead of learning from past mistakes and starting over rewriting the code to make a new game without the old flaws

stanger
07-23-12, 05:03 PM
Thats a pity. Someone suggested to add ray traced halo, but thats doing nothing (of course I could have added it in wrong place), and adding it to sun in scene dat crashes the game as soon as the sun is in view. But I also inspected some sh3 dats and there is nothing there that would somehow define an object as solid - only difference is dynamic shadow and coustics controllers.

By the way, I suspect the game displaying only local time (?) is also hardcoded? As you can see - it can display GMT time and local time in debug text.

Hitman
07-23-12, 05:19 PM
No it also happened at SH3 to a certain extent. You could see the lighthouses and other similar lights (Not the sun, though) through the sailor's heads ...

I know someone (Privateer maybe) managed to fix that in SH3, but sadly it implied doing it for all objects in the game, which is a huge task and next to impossible to make compatible with any mods :dead:

Sailor Steve
07-23-12, 05:50 PM
I don't recall the sun not shining through the boat in SH3, but it certainly shines through everything else. As Hitman said, this is a particular problem with lighthouses.

stanger
07-23-12, 05:50 PM
Do you know if that fix is in GWX? Or any other big mod?

Sailor Steve
07-23-12, 05:59 PM
No, I've never seen a fix for it.

stanger
07-23-12, 06:01 PM
It looks like it was Anvart:
http://www.subsim.com/radioroom/showthread.php?t=99656

- no links, but at least some reading :) (Edit) Or not much reading :P

stanger
07-24-12, 04:33 PM
Well, it doesnt shine through the flag:

https://public.blu.livefilestore.com/y1pfgIMeZuTMVJs6zlfpy8XZhfraaE1OW2uRY4RTIFJojT301c WaUKP-d1ECMEhUfwSMu61QgOENyAzVVmmRl4Ysg/SH4Img%402012-07-24_21.26.29_028.jpg?psid=1

Hylander_1314
07-24-12, 04:56 PM
So what's different about the CT from the flag? This is rather interesting. Is there an inner face to the CT model, aside from the area around the entry ways to the aft of them. I know if you zoom in close from external view, you can see inner walls, around them, but I have never ventured to look any closer at it in the free camera mode.

stanger
07-24-12, 05:12 PM
I see that the flag have only one channel, no AO map. Thats one difference (btw - sh3 models dont have AO either). And what you're saying - I havent thought to look at CT that way (and I have terrain collider enabled for camera), but in s3d the CT walls look 2 sided like the flag...