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#46 |
Sink'em All
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Really looking forward to your new version of PE, kriller. Fantastic work.
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Head Deep and Keep'em Astern" - LtCDR Samuel D Dealy SHIV Guide | Imperial Japanese Navy | US Submarines |
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#47 |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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Amazing...
![]() ![]() My only critique is that the surface appears a little too "rippled"... like "cats paws" type of ripples. The water color looks very good...
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#48 |
Soundman
![]() Join Date: May 2006
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Really great work, Kirller2. I can't wait for the new release.
On the topic of colour; currently in 3.3 the underwater colours have a greenish hue and that's nice, however, that same green hue becomes even more prominent on a dark night which seems quite unrealistic. I was wondering whether there is a game limitation of some sort? Ideally, I would like the green hue when there is sunlight, and gray/black when it is night-time. What do you think? Thanks. |
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#49 | |||||
Ace of the Deep
![]() Join Date: Apr 2005
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That's because of the way the SH4-engine works, you can decide how the water should look like at f.ex. 4 different wind speed and then the engine calculates the in betweens, I have tried alot of different values and been using some of Wclears excelent scene.dat work for inspiration to come up with a formula that looks nice at 0 -4 m so we have the nice sunsets / sun rises where the sun and clouds reflects in the water, unfortunately there is a problem with the SH4 engine when the sun allmost sets and alot of wind, resulting in the kind of reflections you see on DT's screenshots. BTW nice screenshots DT ! ![]() Quote:
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Thank you very much ![]() ![]() Currently there is no ETA for this mod, still trying to correct a bug where the waves suddenly goes out of sync resulting in some strange liquid ocean, this is a "bug" that have been there allways, but this means that you with current the PE4-state would have to save the game when this happens and load it again to see the nice waves with good reflections again. Maybe it's impossible to correct this and if it turns out that way, I will release the mod anyway and someone else can see if they can improve on the formula for rendering of the waves :hmm: Allso I would like this mod to work with both TM and RSRD and OM, so still some work. Last edited by kriller2; 07-20-08 at 04:03 PM. |
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#50 |
Commodore
![]() Join Date: Jul 2008
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I too like Lynx (EXACTLY....) have experienced the odd camera problem, but like...I...he...said it seems to be resolved after removing both the camera.dat from the PE3 Install1 and from the TMO patch.
I believe the following glitch/problem is found in the stock game, where you can see light sources through opaque textures. I've seen it in the US campaign when it came to the sun being visible through my conning tower and now on the inside of my IX uboat in OM..here is the first screenshot.. ![]() As you can see the light in the Radio room is visible through the bulkhead in the control room. Now after you press Shift+F2 to "walk" the problem is gone... ![]() I myself have almost no idea where to begin looking for what the difference is between the standard camera and the "free-walk" camera. If anyone has any idea where to begin looking, I'd like to see if I can solve the issue. Also Kriller, you said there was an issue with wave detail disappearing, any indication it could be related to time compression as I've read some post where the water goes flat after being above 2048 time compression. |
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#51 |
The Old Man
![]() Join Date: Aug 2006
Location: Yonkers, NY U.S.A.
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[Quote] by Kriller2: Allso I would like this mod to work with both TM and RSRD and OM, so still some work.
I hope you did'nt forget RFB ![]() |
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#52 | |
Pacific Aces Dev Team
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The vertex shader is the one which moves the vertices in XYZ direction to produce the effect of waves. After this the vertext data are transfered into the pixel shader to return a color value for each pixel of a polygon.
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#53 | |||
Ace of the Deep
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Okay I will keep it in mind :hmm: have I understood your post correctly that the modfifying of the scene.dat at different wave states, not allways looks the same at different hardware setups? or do you mean editing of the shader files? The files I have edited is the scene.dat to modify the rendering of the waves and some shader files which controls how the colours looks like with postprocess filtering and offcause the env-files and texture files controling the colours etc. BTW if you want to help me with getting this mod to be as good as possible, I can send you the latest files and you could take a look at it ? [QUOTE=Fish40] Quote:
![]() Last edited by kriller2; 07-21-08 at 06:48 AM. |
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#54 | |
Ace of the Deep
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#55 | |
Pacific Aces Dev Team
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There are different water????.fx shader files, waterTransPS.fx is for the high settings which takes all params and others for lower settings which don't care about of some parameter from *.dat files.
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#56 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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#57 | ||
Commodore
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#58 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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What I was getting at is that there may not be anyplace to look for the difference. If the view of one of the controllers is rendered differently in the hard code, then it would be one of those things we just have to live with.
Something just came to mind, though. If using the free move camera controller works to stop light from "passing through" opaque objects in the interior, couldn't we make all of the interior cameras free move, but limit their movement (but not rotation) speed to zero? |
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#59 | ||
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
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I could be wrong, but that how it seems to me... Cheers!
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RFB / RSRDC Beta Tester RFB / RSRDC Modding Forum: http://forum.kickinbak.com/index.php RFB Top Post link: http://www.subsim.com/radioroom/showthread.php?t=125529 RFB Loadout: RFB_V1.52_102408: RFB_V1.52_Patch_111608: RSRDC_RFBv15_V396 |
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#60 |
Ace of the Deep
![]() Join Date: Apr 2005
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5m
![]() 2 m sun sets ![]() daylight ![]() Progress: the ugly border at the horizont is gone and some editing of the clouds and the way the clouds is drawn and reflects in the sea. Last edited by kriller2; 07-22-08 at 06:02 AM. |
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