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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#241 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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Now I know what is causing the problem, I'm that one step closer to resolving it. It should only affect subs in shallowish waters though. Everyone else should be alright. |
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#242 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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That sounds great, we now have a explanation to why it happens, now we are a little step closer to a solution ![]() Now I better get back to testing the new shader.. I have seen something strange when looking at a ship after a torpedo hit it, nothing serious but I need to test it some more to see if it's my texture making the problem or our water shader... Will take a screenshot of it so you can take a look at it. EDIT: here it is: Now I got a snapshot of it: ![]() I have never seen this before :hmm: is it our shader or is it the damage texture? - the strange thing is that if there is a explosion near by it looks like this, the screenshot is from the submarine torpedo school. ![]() BTW your PM is full ![]() Last edited by kriller2; 08-14-08 at 04:58 PM. |
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#243 | ||
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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![]() See that outline around the sub? This is also seen around ships and things like docks. It only happens at night. |
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#244 | |||
Commodore
![]() Join Date: Jul 2008
Posts: 611
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#245 | ||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#246 | ||||
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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#247 | |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
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#248 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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Could you try it in stock and see if you get the same result as I did? That goes for anyone else too ![]() Thanks. |
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#249 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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You can now see you sub quite deep if you are looking straight down at it, but you can't see it from the side so easily. At very low angles, you can no longer see very much beneath the surface, even a ship's hull just below the water. I think this looks more realistic. You can still see a bit of your sub's bow from the periscope though. Kriller has a range of experimental shaders to test and will no doubt get back to me with what settings work and what don't. |
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#250 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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#251 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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I've just co-incidentally been working on water fogging, as there is a disparity between stock above water transparency and below water transparency. Below water seems to be much cloudier that the above water view would suggest, so I've been trying to get a fogging effect on the refracted image, with the amount of water between the camera and the hull affecting how foggy the hull is. I also discovered why torpedoes aren't visible under water, but haven't got a fix yet. It's not something that can be solved in the pixel shader though. |
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#252 | |
Pooped from posting
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#253 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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I don't know, but have a suspicioon as mentioned earlier, that the torpedo needs a unit_ship controller attached to it, but so far I haven't been able to spare any time to test that. I've spent about 30 hours on the shader code so far, so no free time ![]() |
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#254 | ||
Commodore
![]() Join Date: Jul 2008
Posts: 611
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Does anyone know, or tested the new PE with OM?? (op monson) |
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#255 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
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![]() Thanks for workin on this ![]() |
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