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great...simply: great
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:woot: :yeah: :salute: |
Absolutely fantastic mod !
congratulations DD !!! :up: |
does this mean what I think it means? :o
That would BE SO AWESOME! AN ENGINE COMPARTMEN, oh MINE GOT!!!! YOu should have seen my face during that video: step 1: :hmmm: step 2: :) step 3: :DL step 4: :D Freekin' Sweet! |
Wow...you gents are pushing the boundaries of SHIII in what you are doing. You have my and the communities deepest gratitude for what you are doing. :salute:
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The new upgrades are looking great! It is awesome to still be getting these kinds of features from you this long after release!
Quick question: Doesn't the 3D engine handle shading on objects? I ask because it has always bugged me that the rotatable handles (hydrophone anyone?) have shading in the textures which look terrible when rotated. Why isn't the lighting in the room used for this? The gramophone record is a new example of this (since it never spun before). |
Moin,
@Commander Gizmo: computing the shadows in game would have been way too much for the GPU back in 2005. As the objects never had been planned to be animated, there was no need to either. Baked shadows donīt hurt the GPU on the other hand. In fact they lessen the workload. btw 'FlakMonkey' has given his approval to use his fully reworked attack scope housing with OH. Thank you, mate http://i182.photobucket.com/albums/x...III/FM_009.jpg http://i182.photobucket.com/albums/x...III/FM_008.jpg Regards, DD |
I guess now that you mention it, I haven't noticed too many shadows in the game. I have quite a few games that were older that had shadows although they had monster requirements. Thanks for the clarification.
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yapp, but for outside rendering, there are dynamic shadows...right? someone found the lost strings for it in the code and activated them...i guess.
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Is it possible to use this mod together with the Manos gui (makman) ??
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Moin,
@urfisch: 'Privateer' showed some shots with dynamic rendering enabled for a surface vessel. Interiors donīt use a SHD model. He had to use an older *.act file to make it happen. IIRC, after patch 1.4b this feature /the needed lines of code was / were withdrawn from the file. @Commander Gizmo: The crew uses another way to simulate lighting. They have bump mapping controllers tied to them. These controllers define direction, strength, angle of incidence, ..., ... of the light source affecting the respective crew member most. In conjunction with a bump map this gives the impression of real time rendered shadows. Never tried to link a bump map controller to a "static" object like the hatch. Might be possible to produce some nice effects. Will give it a try. @java`s revenge: it depends on what files are altered by this mod. If the 'cameras.dat' and 'command.cfg' files are unchanged, then there is a good chance it does work. If heīs taken them from OLCīs GOLD MkIId GUI and uses them without any change, then it should work with the fix for OLCīs GUI. Besides that any changes he made to the interior files will be overwritten by OH. Regards, DD |
What is the current DL link? I cannot get mediafire working...
Thanks! :rock: |
How about giving SilentHunterMods.com a try Version 3.8 is in Diving Ducks thread .
need a link ........ http://www.silenthuntermods.com/foru....php?board=7.0 :salute: |
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I have tried it but with this mod it isn`t a good idea. Periscope hasn`t 3x zoom anymore and the periscope graphics are out of line...:hmmm: |
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