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Hey there mate, how's things going on your scene mod? Hope everything is ok.
Im just waiting my new computer arrive so I can test this beauty, your mod! :rock: That sound pack you were waiting for is out already. I didn't see any comment from you there, so I dont know if you saw it at all. Anyway, here's the link. Hope you enjoy it! http://www.subsim.com/radioroom/showthread.php?t=132583 By the way, I've made each of my mods compatible with the latest version of your GUI mod, hope you dont mind. Thanks bro! :up: |
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Thanks for the link PT! I posted a question in your thread there. :up: I haven't seen much of the forums of late because I've been very hard at work on my mod! :yep: The scope has broadened a bit, you might say, but I'm very pleased with it. I now have a spreadsheet for calculating all the environment colours using formulas/functions that I came up with after (quite a bit of) research into SH3's rendering. Once I'd worked out how SH3 calculates the colour of each surface/particle, the formulas became easy. :D Now I just put in a few parameters for a given ocean and all 294 environment colours for that ocean are calculated in a flash. And they look great! :rock:
I'm putting the final touches on the beta now. It'll be basically a "finished" version for the atlantic. The sky/moon/sub/ship reflections have all been changed again (sorry Adriatico!) and now for the first time ever they all match. You might not have noticed but until now the sub/ship reflections were calculated differently to the sky reflection and looked a bit like they were added on to the existing sky/cloud reflections, instead of being a part of them. The overall effect of this fix is really good when looking at another ship or at your own sub. I've also been through all of the bitmap particle generators and, where appropriate, I've told them to be coloured according to the environment. Now torpedo explosions will look correct in any lighting conditions, bubbles will not look super-bright when the water is dark, and so on. Kinda hard to describe this one but it looks good. There's one particle generator I've been unable to locate and that's the one that makes the splash when a depth charge drops into the water, so until I find and fix that it will look a bit wrong at night time. The beta is not quite ready yet but a DL link and screenies will be posted probably within a couple of days. I hope folks will like it. :ping: |
Thanks so much OLC
This sounds that its going to be brilliant. Im sure like me, the rest of us appreciate you sharing your hard work with the rest of us. Well done mate:up: Rasher |
Sounds good & interesting, come on spit some screenies to tease us a bit :D
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A couple of days?!!! C'mon man, we embark on WaW patrol this eve.....:yep:
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Well, it's your mod afterall, OLC ... :cry:
Just hope that you'll find, one day, some spare time to help me... to brirghten up 5% the Alpha cloudy night,... whatever your new "Atlantic stew" would be... :roll: :hmm: :roll: |
Thank you, OLC!
I've voted here, 5 stars for you! I've answered your question over there, too! :up: |
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@PT LOL, thanks for the vote. :lol: :up: |
Moderators will kill me when they read the post #68!
By the way, before pressing ctrl+S, be sure that your weapon officer is on his station! Otherwise nothing will happen! :up: |
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These are all taken in times/places/conditions which are 100% finished i.e. what you see below is exactly what you will see in the beta (and hopefully in final release). I thought about capturing a video because those reflections really look good in motion :D but screenies are highres and, well, easier. http://farm4.static.flickr.com/3060/...6ae926fa_o.jpg |
Well done, I would like a little more green, but I agree your way is more realistic!
Cant wait to see how the finished version of a storm condition will look like! Amazing work, and this will be definetly on my SH3 jsgme folder the day it's out!!:) Just beautifull |
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Thats very sexy OLC.
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