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Originally Posted by TheDarkWraith
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.
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yep, looks exactly the same to me
As an aside, I am going to give the model winter textures, for better mimetism against snowy landscapes. Do you know if the _winter suffix works on land units the same way it does with ships and terrain locations? The same could be done with aircraft, for giving them winter camo schemes.
Quote:
Originally Posted by TheDarkWraith
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.
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Quote:
Originally Posted by TheDarkWraith
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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I have no direct information about that, but your assumption about depth limit looks plausible: shallow depth would have meant lesser distance between the emitter and the target = higher frequencies impacting on the target (short waves don't travel as far as long ones) = better pinging resolution. It would be nice if you modelled a gradual reduction of the ground effect at shallow depths, rather than ending it abrouptly at 40 m. gap out