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Old 02-20-09, 10:38 PM   #103
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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ok the newest playable demo is available. I've loaded this baby with many of my mods including one I just made. I want to know if there's any strange behavior or problems with all of these mods enabled at once. I couldn't find any problems but the more eyes on it the better.

Note: This is experimental in the sense that it uses the SH3 v1.0 SH3Controllers.ACT file

This has been done for the SH3 1.4b VIIb sub and Turm7b_1_hd only:
- shadows enabled (crew still has psychadelic colors and shadows aren't perfect yet but getting better every time - still looking for the fix for the crew)
- Flags and pennants (remember press 'x' to raise the pennants - these have reflections and shadows)
- sub exhaust
- periscope spray (go to periscope depth and then external cam out to see effect - try varying speeds also to see the effect change). There is one bug with this currently and you'll see it when you dive and surface with periscopes raised.
- Reflections added that were missing (in high detail)
- Reflections tweaked to look much better
- Reflections using low poly models have been changed out with high detail ones
- Turm reflection is high detail - it shows the turm AND the interior of the turm in the reflection
- FlakMonkey's twisty periscope thingies added
- Rotating antennea added (along with it's reflection and shadow)

there is no water reflection for the 88mm gun. I will add that tomorrow. Shadows for the flack guns have not been completed yet either. Not sure is water reflections are working for flack guns - I'll look into that tomorrow as well.

Enjoy and let me know what errors you find!

I've uploaded it to my filefront account so there is no download limit:
http://postdownload.filefront.com/13...5d821f368879f7

unzip to mods folder. Enable via JSGME. Run the single mission 'SHD_testing'.
Note: this is a fully playable sub and can be used in your game. I included all files needed to run it in any game, not just the demo.

Note2: you have to have your \MyDocuments\SH3\Cfg setup correctly. FlakMonkey explains how to do it here: http://www.subsim.com/radioroom/show...2&postcount=62. SH3Controllers v1.0 is included in my download already.

Now if you're curious as to how I got the shadows to behave and work so far it has to do with the way the shadows are laid out in the hierarchy of the object AND some new backface filled 3D models of existing objects. First, SHD_ nodes are NOT needed. They are used when you want to render a shadow of the object using a lower (or higher) poly count object. I was able to attach DynamicShadowCast controllers onto visible objects and set the UseObjectVisibility to 0x1 and have them cast shadows. This was done on the flags and pennants. The light source for the shadows is coming from the parent node of the Turm - in this case the VIIb sub. The Turm is using an SHD_ node because I had to make a new 3D model for it due to backface culling (filled the backfaces). The Turm interior is currently using an SHD_ node but I will try attaching a DynamicShadowCast controller directly to it and set the UseObjectVisibility to 0x1 tomorrow and see what the results are (it should work). For shadows not to interfere with each other they ALL must be 'cast' onto ONE object. A screenshot from Apollo will show what I mean:


Turm7b_1_High is the root node and it contains a child node, Turm7b_1_coning7b_High. There are many nodes attached to Turm7b_1_coning7b_High but specifically ALL the SHD_ nodes are attached to it. What you don't see is the objects that I connected DynamicShadowCast render controllers to. Those have a parent ID of Turm7b_1_coning7b_High so that their shadows are 'cast' to the same place everything else is. The reason the object is white in the screenshot is because I enabled viewing of all the SHD_ nodes used to verify they were in the correct place - the SHD_ nodes were overlaid onto their respective object. Apollo said everything was good to go and, well, you see it in action.

And before anyone complains about the flags, tough, get over it, I make things the way I want to make them. If you don't like it then learn how to do what I do.


Last edited by TheDarkWraith; 02-21-09 at 12:09 AM.
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