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"Index was out of range. Must be non-negative and less than the size of the collection. Parameter name : index" |
Whoops? :rotfl:
I will take a look. I'm sure I screwed up somewhere :shifty: |
Rubini:
Love the work you IAMBL, Privateer and others are doing :rock:. I installed the Lifeboats download from the first post of this thread and am very impressed. One thing I wanted to pass along (I don't know if it's common or peculiar to my system), but the bodies floating face-down appear to hover in heavy wave states. I feel sure this will not be seen in smooth sea states, but here's what it looks like in 15m/s seas: http://img.photobucket.com/albums/v2...ringBodies.jpg The crates, barrels and life raft seem to generally stay in contact with the water's surface whereas the bodies rise above in large swells. Please don't think this is a criticism, I could never do what you guys are doing to enhance the game. I spent considerable time admiring the water streams on the mission from which this screenshot was taken. Looking forward to more of your handy work! http://www.subsim.com/radioroom/%5BI....jpg%5B/IMG%5D |
Privateer, yours contains an uv index '32769' which does not exist although I think I see what you are trying (0x8001?). Are unmapped vertices allowed in game as uint16 maxvalue? (0xFFFF)
I don't know what to do here, whether I am at fault here or not. Let me know so I can fix this behavior if needed. |
I took iambecomelife's file, imported into 3DS Max then just exported it.
Something was done wrong with his files somewhere. I have sinse done a number of exports and imports with the 8.1 version with no problems. If I re-UV iambecomelife's file I can also import with no problem. |
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No, this isnīt present only in your system, this is really a bug, but a SH3 engine hardcoded one, not that we can do to fix it. Sh3 donīt have good control over floating objects, mainly in big waves. If you read carefully the first post you will see that i already made some comments about this behaviour. :up: Any small object heavy this problem easily noticiable, the major ones also have the problem but itīs not so much noticiable. The unique thing that we can do is just only uses medium/big debris...and this is one of the feedbacks that iīm waiting...what you guys think that is better: bodies and small debris into water but living with this stock bug in big waves or just donīt use the small ones in the end??:hmm: What are your opinion? |
My tuppence worth.....i'd rather only see objects that adhered to wave physics as seeing objects floating in the air is a bit of an immersion killer...IMHO.
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Hi!
That lifeboats with crew looks awesome! I can't wait for final version with at least simple animation (for example only moving heads)! By the way I found alternative way to use your great boats: http://img441.imageshack.us/img441/7746/viisp2.jpg Is that possible to add a single pontoon boat with cargo to every milkcow? Thats another idea, but i don't belive it one day comes true: http://img441.imageshack.us/img441/4803/16587054sa9.jpg http://img441.imageshack.us/img441/2743/35955568rn8.jpg If the images are too big, tell me and i resize them. Pictures are from: http://www.preisroboter.de/ergebnis8036851.html |
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I agree and understand. Just donīt forget that even the lifeboats (or even our uboats) have the same problem in big waves. I also noticed that the oilslick at surface have the same problem. Itīs a stok problem as i said.... FYI, I spent my last to days free time just looking for this issue without any solution.:down: I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter. I think that you saw some posts ago how the guys want a dead/survivor crew into water...I will try for last the underwater floating object controller. Another idea to try to maintain the dead sailors is to put then under water, so only eventually you wil see then at water level.:hmm: |
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Sorry for poor english:oops: |
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