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Old 10-03-05, 05:38 PM   #1
Seeadler
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Default Possible chance to fix the distortion in skymods

Thanks to Sansal's model importer, there is chance to fix the distortion in the sky above.

I have modelled for the atlantic two whole new sky domes, one for the cloud layer and one for the sky color layer (world sky dome). But contrary to the default SH3 domes, I made the texture mapping coords identically for both and now if I look above, the ugly former distortion is gone


I will test it the next days with other regions and weather conditions. My actual sky domes needs some adjustments for the horizon zone.
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Old 10-03-05, 06:08 PM   #2
Syxx_Killer
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That's awesome news! That weird distortion has always bothered me. This tool by Sansal is a miracle.
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Old 10-03-05, 06:14 PM   #3
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Very nice!

Will the visibility range be affected by this mod (i hope so) or will it stay at ~8 KM like it is in the stock game?


Impressive to see whats possible to mod now!

edit: like with that reflection bug that is fixed know i asked myself more and more why the developers wasn´t able to fix those issues?
They released 4 patches and had access to the sourcecode, not like our great modders here doing reverse enginering or whatever it´s called. :hmm:
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Old 10-03-05, 07:51 PM   #4
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Quote:
Originally Posted by Gammel
edit: like with that reflection bug that is fixed know i asked myself more and more why the developers wasn´t able to fix those issues?
They released 4 patches and had access to the sourcecode, not like our great modders here doing reverse enginering or whatever it´s called. :hmm:
The answer lies right here...$$$$$$$$$$$$

No money to be made to do it so they only did a half butted job.Seeing that our modders have fixed many tells me the devs did not care to fix them.
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Old 10-03-05, 09:47 PM   #5
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Well, part of the problem is something called a BUDGET. Ever heard of that word?

I'm not going to try and say there are some things that could have used attention and attending to that were just as well left in their current stock 1.4b condition. Because I also think it would have been great if they had been fixed! But the dev's were only given some much time, and yes, money, to work on the game/sim.

As I believe a lot of people are already aware of, although some may not be, the game was delayed for six months due to polling of prospective purchasers of the game, and they made it clear that they wanted a dynamic campaign. And they got it. And they did a pretty good job with the dynamic campaign, I cannot say that the dynamic campaign feels like a tacked on afterthought. And there were numerous bugs fixed with the patches that were made too. So it's not like 'they don't care'.

But they were on a budget, which means they only had x amount of dollars which equates to time that could be spent. In a lot of ways I think SHIII is a pretty remakable game/sim. My favorite magazine, Maximum PC, gave it a 9 out 10 rating, and I for one would have to concur with that. And also in a lot of ways, I think we should be grateful for what we got.

It could be worse. They could have made the game more unfriendly to modding. Thanks to the great modders a lot of things have been fixed and made even better.

Speaking for myself, I certainly don't think the dev's did a half arsed job. Could it have been better? Sure. But is it half baked? No, I don't think so! And I think they did care and took a pretty good amount of pride in their work, and it shows.

Regards,

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Old 10-04-05, 12:06 AM   #6
Col7777
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@Seeadler,

Nice one Frank, do the clouds still move, have you found a way also to add more cloud types, that would be cool too?
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Old 10-04-05, 12:18 AM   #7
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Awesome!
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Old 10-04-05, 01:09 AM   #8
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Quote:
Originally Posted by CWorth
The answer lies right here...$$$$$$$$$$$$
I know the problem of limited budged etc. Also i´m very happy to have this game,
it´s the only ww2 subsim on the market today available and it gave me several hours of exiting gameplay so far....
But i guess not fixing those both bugs had nothing to do with limited time or money.
Hey they had time to add those new harbour cranes...


Sorry for becomic off topic, seeadler.

So when is your mod ready for download?
And do you still have your improved harbour project running?
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Old 10-04-05, 01:45 AM   #9
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sounds good! hope you are making progress with the other sky-layers as well.
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Old 10-04-05, 03:28 AM   #10
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Goody I was getting tired of that wormhole following my boat about wherever I sailed. I was beginning to worry that the yankees had perfected their philladelphia experiment thingy for use against the uboat 'menace'. It was either that or I'm some kind of rain god, as everywhere I go the swirly thing, closely followed by loads of rain and bad weather, would follow
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Old 10-04-05, 03:35 AM   #11
OneTinSoldier
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Hey Seeadler,

I would like to say that your possible fix looks really cool. The 'wormhole' is indeed a little annoying and in need of a fix!

Cheers,

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Old 10-04-05, 05:48 AM   #12
Seeadler
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Quote:
Originally Posted by Col7777
...do the clouds still move
Yes they move, what I changed is the sky dome model. 3DMax has a special Hemisphere model which I used instead of a default sphere. This Hemisphere model use a different uv mapping and poly structure than a default sphere.

Quote:
have you found a way also to add more cloud types, that would be cool too?
Not yet, my primary target is to fix the wormhole. Artic, Med and Atlantic use seperate sky domes and color domes, that are six models who must be remodelled.

At the moment the fix has a proplem, it produce a distortion on the horizon that looks like a moving fog back
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Old 10-04-05, 10:19 AM   #13
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Hi again Frank (Seeadler)

Is the moving fog bank a problem seriously though you've done a great job removing the dome.

I think I saw reference in one of the dat files to the cloud types, in there I think it said there are only 2, pity we can't tweak it to accept more, I've tried but I'm not in to Hex editing, if that's all it takes I'm not sure.

I've got a few different textures that I swop from time time when I get fed up of looking at theones I have at the moment.
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Old 10-04-05, 11:14 AM   #14
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Quote:
Originally Posted by Col7777
Hi again Frank (Seeadler)

Is the moving fog bank a problem seriously though you've done a great job removing the dome.

I think I saw reference in one of the dat files to the cloud types, in there I think it said there are only 2, pity we can't tweak it to accept more, I've tried but I'm not in to Hex editing, if that's all it takes I'm not sure.

I've got a few different textures that I swop from time time when I get fed up of looking at theones I have at the moment.
You may have inadvertantly stated the potential solution in the process.

A third cloud-layer may eventually be added by an enterprising person who can hex-edit! As long as it can be properly TRIGGERED as an intermediary to go between the current two layers... logically progressing with weather intensity changes...

Hopefully it is just a matter of time before this too is fixed.
(God I wish I understood hexadecimal.)

Great work Col7777!
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Old 10-04-05, 01:33 PM   #15
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Nice idea man
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