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The shader business was pretty nice work, do you think that it could contain the resolution to our weird underwater/above damage graphics. It's a shame if we can't get the hole show in above the waterline. I tested Sh 4 again, and you can shoot the ships full of holes, really nice effect. And basically it seems that these ships could do it too. |
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One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial. |
been investigating as to why the DAT rendered unit doesn't render under the waterline when viewed from above water. I have one piece of the puzzle figured out now. The game engine doesn't think it needs to render anything below the waterline. In the screenshot below is an NLL (a GR2 rendered unit). You can clearly see black below the waterline showing where the game engine should render the object below the waterline (it looks all funky because I'm playing with the water PS):
http://www.subsim.com/radioroom/pict...pictureid=4192 Now with a DAT rendered unit the black area below the waterline doesn't exist. Thus the game engine doesn't render anything. Here is the Akita (a DAT rendered unit): http://www.subsim.com/radioroom/pict...pictureid=4193 Notice that nothing is 'drawn' below the waterline. Now the question is how do we tell the game engine to render that part? What controls that? :hmmm: I'm still looking at the shaders as I think they hold all the answers. |
Inject a dll and add your own instructions? :06:
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Nice progress coming along here :)
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around. Mostly historical U.S built maritime aircraft (None of which are in SHV currently) But also a few Costal Merchies and some Non German Subs They will need light map/ occlusions possibly, but other than that they ready to go. Drop me PM if intreasted. Below are some screwy Sh4 imports i did a while back... http://i286.photobucket.com/albums/l...205114_062.jpg http://i286.photobucket.com/albums/l...06-15_0019.jpg Max renders http://i286.photobucket.com/albums/l...1cu96/b17f.jpg http://i286.photobucket.com/albums/l...cu96/b25-1.jpg http://i286.photobucket.com/albums/l...cu96/JU88A.jpg |
the amount of different vehicles increases obviously...nice job guys!!! you really rig up the game...
great. :salute: |
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I'll post quickly what I found about the gun shading problem. I think I figured out, but can't fix it. Sh 5 has all the same gun textures (same name and location) as SH 4 so it explained why the textured showed up in the first place. It has also the correct occlusion map stored in the textures folder and it should use it. I get it working in S3D, nicely rendered guns. Now the problem is in my opinion in one of the controllers in guns_radars.dat. Every texture in the file has a chunk called "Texture Map" (type 13/0). It sets a texture map for the basic gun texture and the default setting is Ambient occlusion. So everything should work, all the files are there. But for some reason it doesn't do anything, and changing to different map type doesn't affect anything. It seems it just doesn't work in SH 5. So I tried to add Unifiedrendercontroler, or specular map node instead but that crashes the game or causes really weird graphic bugs. There can't be two render settings in one ship it seems. So right now I'm out of clues, will continue later! |
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I just popped in my fav SH4 lifeboat mod when I installed SH5 many months ago,,, it it worked just fine... I thought. I never really looked into the Mod... but its still installed, and appears to work fine for me.... no edits.... am I missing something ? :hmmm: And JU 88...... NICE !!! Love the work Bro...... :rock: |
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say do you also have the New Orleans cruiser class in GWX4 ? ...i liked this cruiser very much in GWX3, and SH5 have not to much cruisers :hmmm: |
@Stormfly, Nah The New Orleans was not my work, Ref did it - but dont bother contacting him since he dissapeared of Subsim/modding scene years ago and doesnt even respond to emails.
Maybe check with Jimbuna if you want port it - i expect its fine though. There was no GWX 4 rework of it as far as I can recall. But its true that everything in SH3 needs a wee make over before going to SHV Textures need updating and occlusions added at the very least. Sh3 units (in there current state) really do look like crap under the SHV engine. Things came along way in the space of 5 years :) I hope SHV reaches Sh3/4s modded greatness It looks like its already well under way thanks to the efforts of TDW and other modders here :) |
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http://www.subsim.com/radioroom/show...Mod_1.1&page=4 |
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I'd love to use some of those allied planes (disassembled) as deck cargo for some of the new freighters & tankers I'm building. Much more interesting than wooden crates - lol. |
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SH5 already has a lifeboat model with fully animated crew. But I've never seen any spawn when a ship go's down. :hmmm: SilentHunter5\data\sea\CMD_small_boat here it is in goblin.... http://img815.imageshack.us/img815/5509/lifeboat.png |
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