SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Pacific environment 4 RELEASED (https://www.subsim.com/radioroom/showthread.php?t=138663)

Wilcke 08-26-08 05:03 PM

Very well done guys, very well done! Running the current PE4, its awesome and just getting better.

This is a must have mod!

kriller2 08-26-08 05:10 PM

Sunsets finished
 
After ALOT of work and brainstorming I finaly got the sunset the way it should be, now the reflection will folow the sun all the way to dusk and change colour, it was very dificult to make.
http://img209.imageshack.us/img209/1...llowzu5.th.jpg

http://img209.imageshack.us/img209/4...treded8.th.jpg

http://img185.imageshack.us/img185/8...kredru3.th.jpg

DeepIron 08-26-08 05:23 PM

:o:o:o I think "WOW" would be an understatement K2...

AVGWarhawk 08-26-08 07:13 PM

Kriller, you are astonishing. Just when I think you can do all you can with this mod you come out with more work and for the better. Now, the real question, when can I have it? :D That red sky at night shot is just out of this world. :up:

ReallyDedPoet 08-26-08 07:32 PM

Yeah, looks good big-time :up:. Testing a bit tonight, like the bow wake, I take it this has been re-done.
Sorry if this has been discussed as I have been out of the loop for a bit.


RDP

bert8for3 08-26-08 07:40 PM

Just stunning :up:

Syxx_Killer 08-26-08 08:07 PM

:o:o:o:o:o Amazing job, guys!!!

Fish40 08-26-08 08:34 PM

Stomps foot repeatedly on floor in classic Herman Munster style: I WANT IT!, I WANT IT!, I WANT IT!, :yep:

Task Force 08-26-08 08:46 PM

Darn this waiting thing is realy starting to get to me.:doh: Whats the ETA.:ping: you have done a incrediable job Kriller2

Falkirion 08-26-08 08:48 PM

Absolutely amazing. Can't wait to get this one!

Digital_Trucker 08-26-08 09:15 PM

Quote:

Originally Posted by Fish40
Stomps foot repeatedly on floor in classic Herman Munster style: I WANT IT!, I WANT IT!, I WANT IT!, :yep:

:rotfl:Me. too:rotfl:

Fearless 08-27-08 02:03 AM

Absolutely awesome K2:rock:

skwasjer 08-27-08 05:23 AM

Quote:

Originally Posted by Nisgeis
At the moment, I have worked out what everyone does, but it's a matter of what scale things are. I know which variable has the water depth information in, but I don't know what values mean what in it. Is 400 massively large, or laughably small? It's quite hard to test when you can't see what values the variables passed have!

A little late reply, but a tip to visualize the values/range. Overrule the shader code in pixel and vertex shader by a custom implementation where you choose from a gradient color based on a value you want to determine.

Say a value passes in as 128, later as 255, and later again as -200. I assume the range is 0-255 (but have no idea at first), and interpolate the value within that range. 0=Blue, 255=Red. The resulting pixel color tells me the value. Now if the value is outside that range, I will render it with two different colors, less=Yellow, more=Green.
In game these colors indicate the value and if it's outside the assumed range. As per the example, 128 would render as purple, 255 as Red, and -200 as Yellow. I can now finetune it by using a factor to extend the range and/or offset it by another factor.

Basically, you do a lerp on two colors...


Such tricks I've used before and while they are not perfect (not always the desired visual result), you can get some more clues this way when trying to find values and their ranges that pass through the shaders. It's a bit tedious to set up, but after you have some basic code working (preferably in a shared function) it's reusable for other shaders too...

The progress so far made on the new env is excellent, keep it up!

Nisgeis 08-27-08 07:25 AM

Quote:

Originally Posted by skwasjer
Quote:

Originally Posted by Nisgeis
At the moment, I have worked out what everyone does, but it's a matter of what scale things are. I know which variable has the water depth information in, but I don't know what values mean what in it. Is 400 massively large, or laughably small? It's quite hard to test when you can't see what values the variables passed have!

A little late reply, but a tip to visualize the values/range. Overrule the shader code in pixel and vertex shader by a custom implementation where you choose from a gradient color based on a value you want to determine.

Say a value passes in as 128, later as 255, and later again as -200. I assume the range is 0-255 (but have no idea at first), and interpolate the value within that range. 0=Blue, 255=Red. The resulting pixel color tells me the value. Now if the value is outside that range, I will render it with two different colors, less=Yellow, more=Green.
In game these colors indicate the value and if it's outside the assumed range. As per the example, 128 would render as purple, 255 as Red, and -200 as Yellow. I can now finetune it by using a factor to extend the range and/or offset it by another factor.

Basically, you do a lerp on two colors...


Such tricks I've used before and while they are not perfect (not always the desired visual result), you can get some more clues this way when trying to find values and their ranges that pass through the shaders. It's a bit tedious to set up, but after you have some basic code working (preferably in a shared function) it's reusable for other shaders too...

The progress so far made on the new env is excellent, keep it up!

This is what I have been doing, except the shaders use floats between 0.0f and 1.0f for the RGBA colour information. So, if you've got a number that could be 0 - 1000, then you have to divide it by various numbers to get it to give something that isn't saturated over 1.0f and take it from there. It's just a bit tedious and quite time consuming, but I have it all worked out now. Thanks for the tips.

kriller2 08-27-08 07:46 AM

Status of PE4
 
Hi,

Thanks for all the comments! :up:

We are currently working on a new water shader and want this to be as good as possible, if everything turns out the right way you will be very surprised to see what we are working on.

The rest of the mod including textures, colours, bow wave etc. is finished and as soon we have the shader working without to many bugs, I will send out a full pack including submarine pitch and roll, special effects etc. to the testers and we will start betatesting PE4 with different mod-combinations, like OM, TM, RSRD etc.

Sorry for keeping you waiting, but I realy would like to include Nisgeis excelent shader-work and test PE4 with different combinations of mods, to avoid to many updates/patches right after release.


All times are GMT -5. The time now is 12:08 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.