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This is awesome!
:rock: |
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What happens to the flag in the case that you dive? The reason I'm asking is that in SH3 there was a bug that flag's animation just froze and was frozen for the rest of the patrol (unless you unhoisted and hoisted again) |
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In this one the flags stay animated and disappear as you submerge and re-appear as you surface. |
Racerboys Flags & pennants never had a problem
they were not displayed underwater they just disappeared I'm not over bothered about the shadows because the flags will look good anyway :rock: |
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Anyway, looking forward to this one... :salute: |
Here are the current problems I'm trying to work out. This is the reflection problem and it appears (for now) that there will be no reflections for the flags - the flagstaff has a reflection though. There is a problem with animated meshes and reflections (ever notice that the AI ship's flags don't reflect?). You will also not be able to see the flags looking up from underwater though you will be able to see the flagstaff.
Here's the reflection problem (and I've seen this before when trying to get the dynamic shadows working in SH3. When I enabled the dynamic shadows I had this same problem with reflections). The red circled parts moves back and forth with the movement of the flags: http://www.subsim.com/radioroom/pict...pictureid=1662 flagstaff visible looking up through water but flags are not: http://www.subsim.com/radioroom/pict...pictureid=1659 flagstaff visible underwater but flags are not: http://www.subsim.com/radioroom/pict...pictureid=1661 BUT quirky bug that if you are above the sub and it's submerged and you look down you see the flags (not that big of a deal but rather annoying): http://www.subsim.com/radioroom/pict...pictureid=1660 I'm going to try and use a controller that let's me replace the object with a different object on water interaction to see if it takes care of this last bug above. |
3x Hooray for flag mod :salute:
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Very nice! Did they use the flags in real IRL as well? I really don't know.
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In home or friendly ports, but not usually at sea. If forced to crash dive it would take to lone to bring the flag in. One possible exception might have been early in the war when they were stopping a ship to check its papers and cargo. It was common in the sailing days to identify yourself before approaching any other ship, which is why warships fly flags in the first place.
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Can you not just use a static mesh for the reflection object? The water surface should break up any static-ness of the flag.
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EDIT: doesn't work. Game has problems with reflections on objects added to the sub files. |
What sort of issues - does SH5 still use the 'simplified reflection model' way of doing things?
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Have you added the flag to the reflection mesh already there - I'm not sure that a 'second' reflection node would work - some controllers don't play well if they are duplicated. The 'reflection model' is invisible and also is a single simplified mesh. At least for ships. But you know that... :-)
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