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:up: It's nice to see a modder who enjoys posting updates to his work.
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Now explain why they should be shamed. Hmmmmmmmmmmm? |
I suppose EgoApocalypse meant modders are doing some great job on the foundations laid by the SH4 dev team.
@ EA : remember, all modders are actually able to do their best cause they do not have to meet a deadline... :hmm: |
The only ones who take more abuse than GWX and lately RFB have been the devs and Ubi. These people are all working to give you the best submarine simulator that they can! Give all of them a break. Or better yet, offer your help. I am crash test dummy for RFB and the Zoo Keeper's Mod Team over at Ubi Forums. Just being on the edges of the development of these mods will give you a new appreciation for the law of unintended consequences!:damn::rotfl: These are ones and zeroes, not submarines they are working with and it's not easy to make them think they are a submarine.
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Don't expect v1.0 soon though, my time is still somewhat limited, so it will take at least a month. But I aim to include the last few things I had planned, a zones editor and import/export of mesh animations, as these are things that are halfway complete by now. my hint is: why working hard on animations atm, if they can be done in a faster way after v1.0 of s3d is out? in your position, i would finish the modelling work and put in the animation later. and second: mikhayl is starting the typVII rooms, right? i think some of our german visitors living near kiel should go to u995 in laboe and make tons of detailed photos for mikhayl. good photos are the basic for a good model, right? |
Man...I can't wait to take tot he seas in a fully tricked out Type II!
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Ubisoft have made the best SUBSIM game and they also make other great games. |
You're welcome, mate, there's absolutely no problem.
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And honestly I'm very happy the SH4 dev team has released a perfectible game. With a perfect game, would we all be there now ? Would there be modding teams and friends here ? I don't think so. The human side of things is the most important one, in my humble opinion that is. |
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and is there any way to animate the torps entering the tubes, i'm leaning on no because it would take you tieing it to the reload plus the difficulty...but I don't know how much difficulty is a factor for the great tomi... |
A full torpedo loading sequence probably takes too much system/gfx resources, when it's added to the already current system load. Remember, the game was not designed for a full interior, so when a full interior gets created, even a static one, will already add to the overall system load. Alot more needs to be drawn. When dozens of animations are also introduced, it may become unplayable. Only way to find out, is keep building and see how many systems go up in smoke down the line... :smug:
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so even if you weren't in the room, and it was separated, it would still render it as well?? so what I'm saying is that Sh4 has no engine provisions for not rendering places your not in or, such as not rendering the conning tower when you're in the command room |
Yes and no. Currently, the rooms are seperated (stock) and the game only renders the one you are in, but when a mod like this ties them all together then it's very much possible that a limit is reached at some point. That limit is undefined... We just don't know what the engine and our systems can handle. And although modern day GFX cards can distinguish invisible parts quite well themselfs without any optimization, it will always do more than it may have to at any giving point if the engine keeps doing unnecessary draw calls.
Animations add alot of overhead, as each frame is a new mesh slightly altered from the previous one. They all need to be loaded/cached at some point to allow smooth playback... Mikhayl, lightmaps do not really add alot of performance hit, but lights do. They require extra passes (one or more per light), while lightmaps are blended with the diffuse in a single pass. That's why lightmaps were invented. :up: |
hmm...oh well...
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