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If they were made realistically we would have had to render hundreds of thousands of plants to cover the seabed and that wasn't plausible in order to keep decent performance. The same was done for land, where trees are 2x-6x bigger than in reality...just a trick to be able to render fewer trees/plants. |
For adding more variety of plants ,i don't need to add meshes :03: ,But just relocate the UVW of the texture :yep: (The texture used as 128*1024 format and use the same location of the texture :O: and i have make one in 1024*1024 to have more place :D)
and for one plant is just ~12 faces used |
Salut Bigreg,
tu peux lire mes annotations dans ton texte: This is what I can do for the seabed: - Add more varieties of plants - Improving the quality of textures If you like them, you can use as well the HD seaplant textures contained in Dynamic Environment. I noticed that some of the textures contained in stock (and DynEnv's) seabed01.dds, are never used in game. Maybe because there are 9 different textures for only 3 meshes :06:. - Add small animals (seahorse seastar ...) meshes attached to plants In the last few days I've downloaded many royalty free meshes for seahorses, seastars, seashells, etc. I can't remember from wich websites I got all of them, but if you need them just PM me, and I'll send them to you. :up: - Add fishes (static) same as above or use a part of the plants (there are three distinctive meshes) -> replaced by fishes, and animation possible via the. Sim (I tried with a rotation, and this like, has a shoal of fishes) This one would be the last chance. I remember Stoianm had used the same workaround for rendering fishes in game, but they were looking a bit weird: trasparent, rippling, etc. Before applying this method, why don't you do a test with an existing animated dat unit, like a dolphin or a whale? If I didn't misunderstand one of the last posts by Pintea, he said that though without warranties of succes, it could be worth carrying such a test. |
:salute: Hi Gap
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For the textures use,yes 9 "pictures" per meshes ,but meshes contain many plants and i can make one by one :D (size,"picture" used) But is a big work for a man alone :O: But "impossible",it's not french :haha:) Quote:
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For DAT : I need to know where to attach (in which file I can attach the .dat to the bone in the .gr2) . For the U-boat it's not a problem, we have the UPC files , But for seabed ...? |
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https://dl.dropbox.com/u/8655607/doh.gif Why, I did not thought
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As said before, feel free to use DynEnv seaplants textures. North Atlantic and Mediterranean versions are by me, whereas tropical version is by Entherberge. Nevetheless I think he, as me and Stoianm, got no problem either to give you his permission. Also don't exitate to get in touch with me, if you need me to alleviate part of your graphical work. Quote:
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0400000064000000 That byte prefix means object the next 4 bytes define the size of the object chunk: 040000006400000042000000 The next 8 bytes is the object's ID. The next 8 bytes after that is it's parent ID. The next 8 bytes after that is the 3D model ID :up: |
Thank TDW
I will try to attach a. DAT, but it is not guaranteed :-? But,first I'll redo already plants and rocks :yep: and do you think ,that get not take to many resource (CPU/GPU/RAM) :06: |
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Still working on the maps. Currently adding the ability to define the maps when you create the new material. |
Make the rocks half the size . Get rid of the plants and add the fish .
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I am currently in the UVW
I try to arrange the plants by size, with of course the proper ratio: size image/mesh (faces) https://dl.dropbox.com/u/8655607/sweatingbullets.gif Sharply or greatly-> "Vivement" :06: , that you manage to correct the maps problem :yep: |
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