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SH5 needs more merchants but I have nothing against, 1 new warship can find her place in the escort groups. And this one is very well done, really good and quality stuff. Its up to you guys if you can make her to shine and act like her sisters from SH5. Qestion is if AOTD_MadMax have also merchants or only warships?
Im a bit concerned about the generic traffic as that one is set to take randomly ships from the roster. So it might happen that at some point inside the small convoys we would see only imported ships and thats not good. There is already a battle going on between the new ships and the Liberty fleet :DL |
Hi,
i got also some merchants and another very nice looking US DD´s : The Bagley-Class : http://www.aotd-flottille.de//FOTRS/...agley_neu1.bmp The Gearing-Class/ Allan M. Sumner-Class : http://www.aotd-flottille.de//FOTRS/...aring_neu1.bmp Some Gearing and Sumner did an hard job in the ATO from 1944. Perhaps they are interesting for an campaign until end of war. I will make some pics from my merchants i worked out for SH4. Regards Maddy |
Holly cow... they look awesome.
http://4.bp.blogspot.com/_hP7xcLhEaK...cited+face.jpg So let me get this right... these ships are built by you from scratch? If so.. thats good news and is very related to what I asked TDW about importing new units in SH5 just yesterday: Quote:
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Hi Zedi,
these vessels are built by me, only the Whalefactory-Hull and Bridge is a clone from iambecomelife´s big old tanker. The other vessels are clones from Hakusika, Akita, Warmelody, Haruna and NATF-Tugboat and Victory. They got an SH4 damage-modell. You can get them if you want them for your project. With your own ambient-oc-maps and your special textures they will look much better in SH5 :rock: I also got some more US DD´s like the benson-class, benham-class and the Essex-Class Carrier : http://www.aotd-flottille.de//FOTRS/...conderoga2.bmp http://www.aotd-flottille.de//FOTRS/...conderoga4.bmp http://www.aotd-flottille.de//FOTRS/...conderoga1.bmp Regards Maddy |
...real beauti`s MadMax, especially the warships ! :yeah:
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hey max.
back at duty? impressive work! |
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How do the caustics effects look with my new caustics pixel shader? I included it in the update I sent you. EDIT: Ok, got your method to work. Yes it does stop the lighting anomoly bug BUT the lighting is now 'flat' and has problems: http://www.subsim.com/radioroom/pict...pictureid=4188 :hmmm: |
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Okay, so this should do it (it's the same way that SH 4 does it), I use the Kasagisan for example. I use clean dat-file from SH 4, I have only added DMG_col_ to the main node and given it a link to it's 3d model. Then I select material to it. In the dat file there are three materials, two of those have the cfg#TXR_NMFMSSS in the label. The third one has only "1" in it's label. So that's the right material for the DMG_col-node. I can use now default LOD values. I can send you a link to my ship too. |
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EDIT: And I can see the sun affecting to the ship, it illuminates the sunny side. But it could be that the effect is a bit different than was before. |
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Why don't you send me what you have and I'll look at it in-game also :06: EDIT2: I think the ship I'm using is flawed....Trying another ship (Akita) |
Here is my results, I'll send you a link to my ship soon!
http://i1138.photobucket.com/albums/...-05_171826.jpg http://i1138.photobucket.com/albums/...-05_171747.jpg You know, I'm not sure which one did the trick, maybe the corrected Normal map, or the material assignment. So if it was the last one, then we can use Zedi's normal maps. The results will change a bit but I think with this setup we have all the functionality and no bugs. PS. The last image has the shadows of the railings showing, but it's not a bug, this ship uses two textures, and the other one has railings painted in it's textures. So the sun enchances the railings, but with this texture, it's a bit weird. |
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Hindsight is always 20/20 :nope: It should've hit me that the normal map was the problem :damn: As we moved the camera closer to the unit the Unified Render Controller was invoking the bump map when we hit the MediumLODDistance. Since the normal map wasn't 'correct' it couldn't render the bump map correctly and thus we got a darkened unit. Now with a 'working' normal map (the stock one) we get BEAUTIFUL bump mapping. Just look at the details here :o:rock: http://www.subsim.com/radioroom/pict...pictureid=4189 Now need to figure out how to get shadows and reflections of unit/parts of unit on water.... |
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Now one thing I noticed is that the guns and instruments have textures but no normal maps or occlusion maps. So they are rendered plain. Is it because Granny format can't touch the old guns? And here's something spooky I saw earlier. I had sunk my ship and played around then saw something moving in the water and zoomed there: http://i1138.photobucket.com/albums/...-05_143448.jpg Invisible ghost ship? No, it was the SH 5 foam effect still going strong, full ahead. Soon it disappeared. Weirdness, maybe my own bad import of the effect or a real problem. Haven't seen it since. |
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Check the files I sent you. One of the ships contains textures in \data\Textures\TNormal\tex for the _Nxx and _Oxx for the guns. |
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