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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Jun 2005
Posts: 23
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Is it possible for you guys that bring about these wonderful mods, (LEO, Kriller, etc.) to make a patch for shader model 3.0 cards, to use shader 3.0? I don't know what would have to be done, or how massive that project would be, I just know alot of the guess on here, including myself, have capable cards...
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#2 |
Ace of the deep .
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Ubisoft did say they might do a DX10 patch .
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#3 |
Weps
![]() Join Date: Nov 2004
Posts: 355
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I..or my card use shader 2.0
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It denos't mtater waht oredr the ltteers in a wrod are, it's olny iprmoatnt taht the frist and lsat ltteer be at the rghit pclae.The rset can be a total mses and you can sitll raed it wouthit porbelms.Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. ![]() |
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#4 |
Watch
![]() Join Date: Jun 2005
Posts: 23
Downloads: 154
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Is Direct x 10 the only one that supports 3.0? I thought 9c was able to do it. At any rate, 3.0, if done right would be great
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#5 |
Sea Lord
![]() Join Date: Sep 2006
Location: Adelaide, South Australia
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The new cards I've seen advertised with shader 3.0, are still being sold as DX9 cards.
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#6 |
XO
![]() Join Date: Apr 2005
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Shader 3.0 dates back to the Nvidia 6*** (ie 6600) series of cards and the ATI x1**** (ie x1300) series of cards.
A DX10 patch would incorporate Shader Model 3.0, since all DX10 cards are SM3 capable.
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#7 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
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i'm not so sure, but making some mods to use SM 3.0 would be useless UNLESS you make new shaders effect for the game. Indeed, all the shaders in SH4 had been developped for SM 2.0. So one have to make new shaders that would benefit of some SM3.0-only effects. Not that easy i'd say!!
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#8 |
Watch
![]() Join Date: Jun 2005
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Seems like it would be a serious project, but I think the result would be astounding! I've seen 2.0 to 3.0 pictures, and this sim would look insane with it! Just think of this pic with 3.0 shaders, and effects...
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#9 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
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gave me an Idea and called in a favor from a guy I know at Microsoft and found out a little more about how Dir X handles reflection's and shaders which will help me and the others in the team make the Reflection's on the Water mod a little beter I think.
One example of information he gave me: Diffuse Coefficient: This controls the amount of color reflected from an object based on the direct light shining on it. A good default value is 0.4 and ideally ranges from 0.0 to 1.0. Some programs have a diffuse shading coefficient parameter (NuGraf/PolyTrans, Electric Image, etc) while others do not (3D Studio). If an export file format does not support a diffuse shading coefficient then this value will be multiplied into the diffuse shading color itself. Amazing how many people you get to meet and know driving Truck cross country. This is what your conversation got me the ability to do in just a short amount of time so thanks big time for the idea's. ![]() ![]() Last edited by leovampire; 09-16-07 at 08:33 PM. |
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#10 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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![]() Quote:
![]() It is amazing how many things you can learn (and teach) just by a chance meeting in a truck stop or on the side of the road helping (or beng helped by) a fellow traveller. |
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#11 |
Watch
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So that means your gonna 3.0 shade this bad boy then, right LEO!?
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#12 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
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But I was able to get idea's from the conversation here and made a contact to help me with the work I just didn't understand properly didn't dawn on me until I read this post.
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#13 |
Watch
![]() Join Date: Jun 2005
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I know, it was worth a shot... Your like a SH4 God, your suppose to make anything possible! LOL
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