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Old 02-28-14, 10:27 PM   #2280
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by gap View Post
Hi TDW, please see the image attached below.

I have again the same problem I had with the diffuse UV map getting messed up, this time with the AO one, and though wrapping the model correctly, the diffuse map is previewed is a 2 x 2 matrix, as it was with the balloon model (handn't you fixed that? )
That tells me that I possibly didn't check to see if vertice cloning was needed for the AO vertices...I'll look over the code but have a feeling that's the problem as evidenced by the scrambled AO texture coordinate rendering.


On another note I'm making another new patch. It deals with the sonar sensor of units. Basically what I'm doing is if the attacker is using sonar and the attackee is moving slow and is within a small distance of the bottom (1.0m?) then the attacker's sonar signal strength will be reduced by some random amount (say 25-50%?). This will account for ground clutter 'masking' the attackee and the attacker unable to discern where the attackee is due to it being near the bottom and moving slow.

From what I've researched subs were able to sit on the bottom to hide from enemy sonar.

I'm going to put a depth limitation on this also. If the max depth is < 40m? then this doesn't apply. Did this tactic work in shallow depths (< 40m)?
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