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About Crew Eyes ...
Sorry,
i did not wish to write ... but may be it will help somebody ... For a long time many players have noticed, that at some situations each eye of the sailor(s) turns round an axis (Y or other ... usually on 90 degrees) ... and we see the blind sailor(s) ... http://img242.imageshack.us/img242/650/eyesrot.jpg On the second picture you see not eyes... but eye-sockets textured by eye texture... it is made on some models of head ... And in this case when eyes are incorrectly turned you see textured bottom of eye-sockets ... http://img242.imageshack.us/img242/7175/headtext.jpg This problem was discussed many times ... Now, about my notices (it was more than year ago) ... I have noticed that i get this problem when the submarine surfaces with time compression more than 4 ... In other words when there is an initialization or reinitialization of crew (eyes) animations ... I have edited Main.cfg files in "..\Data\Cfg" and "..\My Documents\SH4\data\cfg" folders. Section: [TIME COMPRESSION] ... String Before: CharacterAnim=4 After: CharacterAnim=1024 ... After these changes (as result) i never saw blind sailors in an interior and did not notice blind sailors in an ex-terrier (on a conning tower) ... !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! LOL: "Эти глаза-а-а напро-о-отив ..." "Those eyes on the contrary me ..." http://img406.imageshack.us/img406/4292/creweyesin.jpgWords of song ... (russian) ... :rotfl2: |
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Very useful information. But the screen shot sure is disturbing.
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These are "live" eyes ... ;)
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now let's solve the transparent crew problem:DL
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What is it?
About what you speak? I don't remember such problem ... (i have old ATI video and some video options are turned off) ... |
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is turned on. see: http://s2.imgimg.de/thumbs/SH4Img200...17fcdf4jpg.jpg Quote:
where do you live? |
Yes, i have volumetric fog turned on ...
but i have no transparent problem! May be it's shader's tricks ... ... :hmmm: ... I'm ... look my avatar ... :rotfl: |
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than the card itself.. |
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(and heavy fog too) ... and only on sky background ... Usually i turn off Environmental Effects because i do not see any good effects ... but FPS is :down: Quote:
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I think it's very very not simple problem ...
Because it is connected with crew skinmorphing and may be with adjustment of bump mapping ... http://img212.imageshack.us/img212/6855/skinmorph.jpg You can simply turn off alpha in VolumetricFogPS.fx: Befor: return float4( fogColor/*+brightness*/, alpha*0.5); After: return float4( fogColor/*+brightness*/, alpha*0); ... But this action will have the same effect as well as turn off Volumetric Fog ... :haha: |
wouldn't it be possible to edit the crew not affected
by volumetric fog? |
Volumetric Fog and Environmental Effects
Hello:DL
If I remember right Sh4 ver 1 had only "Volumetric Fog", Later "Environmental Effects" was separated from "Volumetric Fog" as "Volumetric Fog" was too much for some computers. With only "Environmental Effects" you can have transparent water etc, but they made a bad job,transparet crew etc. but if you use only "Volumetric Fog" you get "Environmental Effects" also but without bugs, I think that I once read about it in some post of romanian ubi devs, but I am not sure? :hmmm: Search the forum there should be many posts about Volumetric Fog and Environmental Effects. |
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