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I'm using the Clouds/Fog/Sky models that you bundled together and posted a link to in post #47 of this thread.
I also used the sun and moon models from SH4. My reasoning being that they would work best because the sky they were made for is the one we're using. When exporting the SH4 sun and moon models, I used the default settings in S3D. When importing Seadler's models and the SH4 models, I skipped inclusion of vertex normals, since the original SH3 models do not use them. Env Camera Y-axis setting is as onelifecrisis suggested. I'll keep my fingers crossed for you in the hope you will produce similar results. By the way, thank you for a very simple, clear, and concise readme text. It made creating the mod almost childishly easy. :yeah: Stormy reported back that there may be some issues with the High-Res mod that allows you to use greater screen resolutions with SH3. He wasn't more specific but I'm supposed to meet with him in the ModDev Channel on the ComSubsPac TeamSpeak server later today and discuss things in more detail. |
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SH4 uses the 8 km environment but re-scales it via hardcoded parameters in the exe up to 20km :hmmm: Anyway, I have reworked the whole thing and will post here later about it, must go now. Cheers |
Well I bit the bullet and did myself the resizing of everything, all three 3D models. Once you get the hang of it, it's not that difficult. Rescaling the three models together, as suggested by Seeadler, the result was:
Fog platform at 20.000 metres, the clouds dome at 21.100, and the Sky dome at 23.200. Using this as reference, I placed all celestial objects at exacty midway between the Sky and the clouds dome, and the result was perfect. :yeah: The ony drawback I have found so far is that the sharp horizon used by OLC will no longer work. Setting a radius of 9999999 for the earth will cause the sea to be rendered black. Probably a matter of having reached the limit of SH3 rendering distance (20.000 metres), but anyway not a big deal for me since I don't use it, but have instead kept the curved earth with masts over the horizon effect (Even if that means a bit of ships floating in the horizon fog effect), which I consider prioritary for historically correct hunting. I'll polish some details here and there and will make the new models public. The good thing of this is that we have exploited the whole potential of Sh3 by extending the world as much as the 3D engine allows us. |
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how do you know that the 3d engine can handle only till 20 km radious ? is this for sure ? |
Seeadler said so, I have not tried it but I take it he is right :smug:
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Perhaps there are some values in *.dat files in combination with or without harcodes values who calculated this. |
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thank you |
After a few days of testing by several people over at CSP, no major bugs have been reported with my build in GWX 3.0.
Stormy's bug he reported had to do with the sun appearing like a "supernova", as he put it. Upon further discussion, I believe it may have more to do with his use of Racerboy's SH4 Effects for SH3 mod in combination with the high resolution mod with Living SH3. Still looking into it. Good news is that this 20km mod works beautifully with GWX multiplayer as well! :yeah: I want to thank you, Hitman, Seadler, and onelifecrisis for sharing your knowledge and providing the bricks that I could then build something using the mortar of my thought. Your generosity is one of the reasons why you're among the best! :DL And thanks to swkas for providing the needed tool. You have made modding SH3 and SH4 more accessible to the masses, good sir. :salute: |
I am having BIG problems with the heavy fog :damn:
Have you tested under those conditions? :hmmm: |
By "big problems" what do you mean?
I ran a test mission: Location: Wilhelmshaven Jan. 1 1944 12:10 PM Weather: Heavy Fog, Medium Clouds, Wind 2km/sec SSW, No rain. Variability: Heavy changes set for fog and clouds only. Weather Interval: 2 hours Everything seemed to work just fine. The fog completely obscured anything more than 500 meters away but seemed much too light within that distance. Not exactly the "pea soup" I was expecting but I have to run the same mission without the 20km enviroment to make sure it's not that mod's fault. This is being tested on a top-of-the-line computer system. Well it was the best money could buy five years ago, anyways! :roll: Test bed is GWX 3.0 with only these mods enabled: Hitman U-505 Compass Graphics v1.0 :03: CSP Online Mod v1.0 20km Weather Test I used my Online Mod v1.0 to eliminate traffic from the campaign layers for the sake of faster loading times while testing. The 20km Weather Test is several missions where time of day and weather were set to varying values. I could PM a link to you for the 20km mod and test missions if that would help, Hitman. I'd rather not give out the link publicly as I know this 20km mod has been your baby. Just give me a day to get everything zipped up for you. I'll be busy today with the SH Community Meeting and other things. |
A sincere thank you to everyone who contributed to this thread. Reading it I finally understood what I should do to resize the SH3 world - which I hadn't known until now and I really wanted to understand how to do it.
In particular, THANK YOU HITMAN for your 3D models! Using them I was able to enlarge the WAC original 8 kms environment to over 16 kms. You guys are great:up: |
Dohhh :doh: an error in the test mission was driving me mad :damn:, but now I found it and everything is OK...
Thanks for the offer Graf, fortunately I do not longer need it now I found the error :up: Quote:
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