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-   -   [REQ] Flag on the deck (https://www.subsim.com/radioroom/showthread.php?t=163673)

gutted 04-03-10 12:28 PM

This is awesome!

:rock:

conus00 04-03-10 12:46 PM

Quote:

Originally Posted by TheDarkWraith (Post 1346247)
1 - you'll be able to choose whether you want one, both, or none visible

2 - at the current time no

3 - yes, to all subs

Almost perfect! :yeah:

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)

TheDarkWraith 04-03-10 12:51 PM

Quote:

Originally Posted by conus00 (Post 1346267)
Almost perfect! :yeah:

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)

that must have been Anvart's version of the flags (I recall that he was the only one that I was aware of that did a remake of mine and I could be totally incorrect here)? In my version the flags never froze.
In this one the flags stay animated and disappear as you submerge and re-appear as you surface.

SeaWolf U-57 04-03-10 12:55 PM

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:

conus00 04-03-10 01:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1346277)
that must have been Anvart's version of the flags (I recall that he was the only one that I was aware of that did a remake of mine and I could be totally incorrect here)? In my version the flags never froze.
In this one the flags stay animated and disappear as you submerge and re-appear as you surface.

Yes it was Anvart's version. I wasn't aware that there were more versions...
Anyway, looking forward to this one... :salute:

TheDarkWraith 04-03-10 01:27 PM

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.

armin 04-03-10 02:07 PM

3x Hooray for flag mod :salute:

loerelau 04-03-10 02:10 PM

Very nice! Did they use the flags in real IRL as well? I really don't know.

Sailor Steve 04-03-10 02:27 PM

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.

Nisgeis 04-03-10 02:30 PM

Can you not just use a static mesh for the reflection object? The water surface should break up any static-ness of the flag.

TheDarkWraith 04-03-10 02:40 PM

Quote:

Originally Posted by Nisgeis (Post 1346376)
Can you not just use a static mesh for the reflection object? The water surface should break up and static-ness of the flag.

here is the reason why I report progress and problems found while developing. Great suggestion! :yeah: Though it won't be animated it will still give some kind of reflection (now to see if it works or not)

EDIT: doesn't work. Game has problems with reflections on objects added to the sub files.

Nisgeis 04-03-10 03:20 PM

What sort of issues - does SH5 still use the 'simplified reflection model' way of doing things?

TheDarkWraith 04-03-10 03:24 PM

Quote:

Originally Posted by Nisgeis (Post 1346451)
What sort of issues - does SH5 still use the 'simplified reflection model' way of doing things?

it has the exact same controller for doing reflections as SH3 used but for some reason it doesn't work correctly when I add objects to the sub files. You see a HUGE reflection all over the screen superimposed on the water. I've tried every way I can think of to make it work and it will not. Even the static object for reflection (with it's visibility set to 0) displayed the exact same problem :nope: I've tried attaching the flagstaff and flags to every object feasible on the sub and the Turm and all give the same problem.

Nisgeis 04-03-10 03:51 PM

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... :-)

TheDarkWraith 04-03-10 03:55 PM

Quote:

Originally Posted by Nisgeis (Post 1346495)
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... :-)

I use my own mesh and animation keyframes for the flags, not the ones the game already has. I've tried attaching the reflection controller to my original mesh, to a copy of the original mesh, to a whole new type 4/100 node, everything I can think of. Maybe someone will figure it out when I release it :06:


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