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ups... skip the both posts above, disabled "ANTILAG"... now its showing complete different :hmmm:
...testing more ! |
puhh it wasnt "ANITLAG"... just installed NOZAURIO'S SKIN again and now it`s looking awesome :yeah:
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:D that's quite a process lol!
But that's really interesting stuff! I myself do have Nozaurio's skin installed also and they sure works exceedingly great with my mod, especially 7C texture, and it really does his work justice! Don't know if his works changes anything to 7a, and 7b textures... Whatever though, I'll have to mention that in first post! Thanks for the feedback! greatly appreciated! :up: |
also, screenshots dont tell to much about it, if you see it while moving... OMG :D
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Many thanks for fix this! :yeah: Best regards, Magic |
Currently working ow on some idea. If anything, I'd like to be able to render the rest of the whole sub entirely wet when it's raining in game. Now I hope I'll find some kind of weather state conditional trigger...
Any help welcome! Here what it could look like on coning tower and deckgun: http://i673.photobucket.com/albums/v...ng/COtower.jpg http://i673.photobucket.com/albums/v.../COtowerIN.jpg http://i673.photobucket.com/albums/v...ng/deckgun.jpg |
i just was about to ask about that, maybe also depending on sea state ?
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indeed! might be even easier than rain... there has to be some sea state controller somewhere to link the effect somehow...
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Really very nice job! Thank you kapitan_zur_see!:salute:
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how about wetness inside the boat (moisture):hmmm:
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Currently play testing this. Works some times good, some times not...
Works on conning tower room, not much on control room. Reason for that is that my modified wetness shader only make wetness visible above waterline. As it happens to be, waterline is bound to the 3d model coordinates. Everything above y(height)=0 will be rendered moist. Everything below that will have no effect. Control room 3d model when you open it in goblin for ex is almost entirely under y=0, same goes for neighbor rooms on the same level. Only conning tower room has everything above 0 so everything would be rendered moist there. However the effect is not very subtle (not at all!). Problem is, one can use only one instance of the shader (I modified an already implemented shader that was abandoned during development and turned off), can't do new custom ones and call them in (there's probably a way but that starts to be really complex with hard coded stuff probably). So if I modify the shader to accommodate for the interior particularities, everything will be lost on the outside (hull wetness) and be rendered weird (at the very best). I'm still currently trying out. But don't expect much, as it doesn't look so good. Could be, but would mostly require a new shader built from scratch with that in mind. I'll see if I can add some stuff to the shader responsible for water splashes or water flooding when damaged and see if I can pour in new pixel shading to do alongside them. But that would be only under damage situation. |
Hi Folks !
For me the MOD works perfect ! :yeah: Many thanks to KZS ! :up: Here are two screenshots: http://img94.imageshack.us/img94/675...0722231854.jpg http://img231.imageshack.us/img231/3...0722231914.jpg Best regards, Magic:salute: |
:rock: The gloss/shine metal give a nice touch of realism, :up: thank you kapitan_zur_see
http://i194.photobucket.com/albums/z...rey-200905.jpg |
:o speech... where are ya.. wtf ?
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Sorry lads, away from the computer for the weekend ;)
Got the iPhone only... Love the screenshots, Magic1111, many thanks! Nice pic tonschk! Taken from Wings of Prey isn't it? This Game looks real good! I could probably apply the mod to airplanes... Not that You'll really have any chance of seeing much of it ingame lol:DL |
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