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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#976 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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If you are interested you can track the latest changes on my site. I post them in my changelog every 2-3 weeks or so. Currently, I have some problems with S3D, and due to lack of time I have not been able to fix them yet. Therefor, no release yet...
![]() The list of changes and improvements is big though, and should keep people busy for a long time. And it should, because it will be the last release ![]() @vickers03: Not sure. I will need some material to look at, so if you can, upload whatever files are associated with it (DAT/OBJ/UVW/MAX etc).
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#977 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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I read ... sometimes ...
![]() I think, now i can see this "big ass" in S3D viewer ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#978 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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![]() ![]() They will be surely left alone in the mire that quags us all. How soon will we all be? No one can say, but I can say it, without fear of being worried. That time is now and is too soon. They cannot find us. For we are already here ![]() Your 'big ass' will be seen by everyone, unless you are reversing, in which case it will be seen by no-one. For me, the Stella serves me well and for a very real reason guides my hands tonight in the typing of this. I am without single vision, perhaps, but I see twice as much as I could before. Remember not the bad times or the aroma - it is useless.
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#979 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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![]() Quote:
In that case, I admit I don't know, I'll have to check. ![]() There are some issues though related to this with the captainroom.dat so I may have to undo some of the tweaks related to near/far clipping or balance them out a bit further. If I have some more time I may make it an 'option' but I can't promise it, in reality I have had enough of 'the project'. ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#980 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Yes ... skybox (sky-hemisphere) and clouds-hemisphere ...
I only have repeated your words (in quotas) ... ![]() p.s. N., cure your head ... ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-04-09 at 02:05 PM. |
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#981 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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where do these scales in the periscope view come from ??
![]() as the rest come from dds or tga files it must be the same for those two but I can't seem to find them ![]() Luke FF said : hardcoded but, Skwasjer can you help ? The IJN scope had no crosshair and no scale at the side and top... I need those gone ![]() keltos |
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#982 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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Hi keltos01,
afaik for SH3 it comes from Bearing.tga in ...\data\Menu\Gui\ Cheers, SquareSteelBar |
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#983 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
it might just be in the data\menu\menu_1024_768 file ? something like : [G26 I23] Name=Bkgr Type=1030;Static bmp ItemID=0x26110001 ParentID=0x26110000 Pos=3,-7,85,37 Zone= 745 301 85 37 1 1 0x26110000 0.0333333 -0.14 0x26110001 0 0 0 0 Materials=1 Display=2;Linear Mat 0=data/menu/gui/Periscope.tga Crop 0=0.773438,0.808594,0.0830078,0.0361328 MatFlags=0x9 TexFmt=0x0 where it would tell it where to cut and install those scales ? keltos |
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#984 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#985 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
![]() but no matter what people say, even if it is hardcoded, the stuff you see in the periscope view is a graphic ![]() just have to find it... keltos |
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#986 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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I don't know if it's hardcoded or not. But if it is, it does not 'require a graphic'. Just some 'draw line' calls... If the scale changes depending on fov, unit system, and/or zoom, changes are it is hardcoded...
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#987 |
Stowaway
Posts: n/a
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looks like your seeing both german and japanese periscope optics at the same time. The ones you have lined out in red are the german markings in their periscope...
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#988 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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about the scope: help me find out if we can remove those lines, now another problem :
when I export from S3D 0.94 the periscope head model and import it in 3DS, it lies horizontal in 3DS whereas in S3D it appeared vertical as it should. WHY ? I also have trouble changing the scope's 3D, S3D crashes... ![]() Skwasjer HELP ! keltos |
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#989 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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Hi,
I'm having some trouble making water reflections to work properly. Well it work s and reflect the sub's hull on the water. However it also creates a full hulls shade on the other side of the sub until it disapears into the horizont. Have someone came accross this? I had compared the objects against other models that also have water relection and even using identical settings it continues to show that shade while other sub/ship doesn't. Thanks |
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#990 |
Commander
![]() Join Date: Mar 2006
Location: on a rock surrounded by water, that people call it UK
Posts: 473
Downloads: 31
Uploads: 0
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@Keltos
How you add the 3D object under a node? Because every time I try to add the object under a node my S3D creates the 3D object on the root. ![]() |
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