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-   -   [WIP] Dynamic Environment SH5 (https://www.subsim.com/radioroom/showthread.php?t=182377)

stoianm 05-14-11 05:34 PM

Quote:

Originally Posted by SteelViking (Post 1664019)
Oh, okay, I hadn't realized anyone released a fix for that........Well, temporary fix.

This mod is in Magnum Opus patch 2... but i dunno if is like a fix... because of that i told you i was thinking that maybe that mod just put back the bec_submarine.dds from stock file... tdw must know better this

TheDarkWraith 05-14-11 06:06 PM

Sharks had a feeding frenzy near me :o
http://www.subsim.com/radioroom/pict...pictureid=4252

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:

stoianm 05-14-11 06:08 PM

:haha:

SteelViking 05-14-11 06:21 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664045)
Sharks had a feeding frenzy near me :o

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:

Well, we know where the .GR2 and .sim are. But, I don't know about the pixel shader.

naights 05-14-11 06:27 PM

Hi:

Quote:

Originally Posted by reaper7 (Post 1663959)
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

The alpha stored in diffuse map in SHV works "like specular map", is an information channel and defines the shinyness of the texture.

Here an example of what I did some time ago for Mafia 2 game mod.

The right image defines the shinyness (more white "grey scale" more shine when the light hits the texture).

http://i55.tinypic.com/2pt7xc8.jpg



http://i55.tinypic.com/106wpow.jpg

I hope that this helps.

Bye !!

THE_MASK 05-15-11 01:52 AM

Quote:

Originally Posted by TheDarkWraith (Post 1664045)
Sharks had a feeding frenzy near me :o
http://www.subsim.com/radioroom/pict...pictureid=4252

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these :hmmm:

data/library/undersea gr2 , placed with the objects editor .

gap 05-16-11 01:35 AM

Quote:

Originally Posted by SteelViking (Post 1663947)
That's because alpha channels don't work like that in SH5. The game reads the alpha channel as a level of brightness or intensity, and at some angles a high opacity texture will look like glass. A very low opacity image will appear dull, and very non-reflective looking.

Quote:

Originally Posted by reaper7 (Post 1663959)
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.

Thank you guys,
your suggestions are very much appreciated :); nevertheless I've carried several tests during the last few weeks, and I am sorry to say that the alpha channel of seabed01.dds file doesn't work either the way you're saying. In fact:

1. its opacity doesn't determine how glossy sea plants are looking in game;
2. black/white values in alpha channel are rendered in game as respectively trasparent/non-trasparent areas (similar to textures used for 2D interface) BUT...
3. any grey value behaves either as black or white i.e. totally transparent/non-trasparent, depending on how dark it is (dark grey=black, light gray=white).

I am wondering if this behaviour can be changed in order to have semi-transparent plants. Maybe in gr2 file or in one of the pixel shaders? :hmmm:
Hope that the digging of TDW in this direction can give its fruits one day...

stoianm 05-18-11 05:51 AM

Dynamic Environment SH5 - V2.1
 
Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
:|\\

tonschk 05-18-11 09:53 AM

:DL Very Good :salute: Stoianm

http://i194.photobucket.com/albums/z...AMAZINGSH5.jpg

Magic1111 05-18-11 01:52 PM

Quote:

Originally Posted by stoianm (Post 1666100)
Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
:|\\

Quote:

Originally Posted by tonschk (Post 1666202)

Many thanks for new Version, will try it ! On screenshot looks very nice !!! :up:

Best regards,
Magic:salute:

Sepp von Ch. 05-18-11 02:10 PM

Thank you stoianm! Definitely must have mod for SH5!:yep:

7thSeal 05-18-11 07:40 PM

Almost let this update slip by me, thanks stoianm and the others for your work on this mod. :)

marleymen 05-18-11 11:52 PM

Wohoo !! Another great improvement from the Mario Brothers. v.2.1.

"Luigi" GAP and Stoianm "Mario".:arrgh!:

Congrats for the hard work !! :up:

(I opened the forum after 3 days of silent service )

Going to test this night. Like that people that searchs for pr0n at night when husband is asleep. :rotfl2:

marleymen 05-18-11 11:56 PM

176 Mb. ? :o

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... itīs gona be a good waiting time. :|\\

stoianm 05-19-11 04:56 PM

Quote:

Originally Posted by marleymen (Post 1666569)
176 Mb. ? :o

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... itīs gona be a good waiting time. :|\\

agree:D


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