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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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Since it looks to me like some areas of the roster are not as complete as they should be (although I don't know for sure, as I will not get the game until tomorrow), I would like to know if it will be possible to add more ships after all (there was an earlier rumour that it wouldn't be possible).
Can anyone tell me if all of the files for individual ships are available in a similar format to that of SHIII (or at least an accessible one), or have they been completely/partially hardcoded? I hope that is not the case. ![]() |
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#2 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
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Hi AG,
I hope that they have not codified the ships as they have made with the submarines in SH3. Otherwise we are lost! ![]() BEST REGARDS UBOAT234 |
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#3 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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![]() Quote:
The textures to be loaded are specified in data/roster/sea/unitname1.cfg The model to be loaded is specified in data/sea/unitname2/unitname2.cfg You'll see there are some options and other stuff, but they are self explainable. Perhaps not 100% apparent at first is the possibility to have separate King George Vs (just an example), each with his own texture, weapon and sensor loadouts and separate and controlable appearances through the campaign. All this while loading the dat file only once. So bye bye long loading times of GWX. If needed I will explain how, but its not very hard ![]() |
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#4 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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Good news so far - at least nothing appears to be hardcoded so far.
![]() BTW - elanaiba, could you possibly make a contribution over at the Confirmed SHIV Ships thread in the general SHIV section? ![]() |
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#5 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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No way,
The wondering is part of the fun of waiting for the game ![]() Dan |
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#6 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
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Dan, can you elaborate a bit on the dat file changes?.
I haven't been able to take a look at the game, there's a huge delay with the releases here in Argentina, I may have to order it overseas to get it on a reasonable time ![]() Ref |
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#7 |
Captain
![]() Join Date: Apr 2002
Location: Davie, FL Grid DM 23
Posts: 544
Downloads: 60
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Dan:
Thanks for the info. - sounds good. ...and thanks for the patch! ![]() |
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#8 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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Out of my head its hard since I'm not a programmer guy, right?
There should be a new controler in the dat, called "Unified Render Controler", with the following properties (I'll also paste the comments I can see in my tools): Medium Lod Distance - Enable bump map and caustics if distance less than this value (SH metrics 1 = 10 meters) LowLod distance - If distance greater than this value, only the sun is considered (SH metrics 1 = 10 meters) Bumpenable YES/NO SpecularMaskEnable YES/NO SelfOccEnable YES/NO - enable the self occlusion map - specified normally in the roster file UseSpecularFromDiffuse YES/NO (from the diffuse texture they mean) Caustics- this being the old controler from SH3, moved here under URC. I'll try to get more details tomorrow ![]() |
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