Thread: [WIP] Lighthouses mod
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Old 07-31-17, 02:23 PM   #444
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by MLF View Post
I had a problem with that as well. Look in the Silent Hunter III root folder. If you have a file d3d9.dll rename it (don't delete). This will take you away from a wide screen view, but allow screenshots by using 'Alt'+ 'PrtSc' and the pasting into a prog like Paintshop to generate the .jpg file. Worked for me, but if d3d9.dll doesn't exist then not a solution.
Hi MLF, unfortunately there is not such a file in the root folder of my SHIII installation, but thank you anyway

Quote:
Originally Posted by MLF View Post
I'm following this thread with amazement at the way you guys are progressing. Good stuff.
It has been a while since the last alpha version that you have tested, but compared to that, the upcoming version will have:
  • working specular reflections on all the model surfaces, changing with general luminosity and with light angle;
  • better caustics effect and shadowing both on the lighthouse base and on the underneath rock (but only underwater);
  • improved material attributes for all the materials used by the model;
  • improved light flare effect, which will cast reflections on the sea surface;
  • fully collisionable/damageable model;
  • damage decals expecially made for the model;
  • tower top, eaves and configurable items detachable from the model when they incur a certain level of damage;
  • hopefully (if Kendras manages doing the magic ), foam from crashing waves on the sea surface, around the base of the lighthouse;
  • maybe (if I manage doing the magic ), different wave lapping/crashing sounds triggered by wave height, in place of the one lapping sound currently featured, that plays without interruption no matter what sea conditions are.

Stay tuned for this new version
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