![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
|
![]()
To have a generic 3D invisible trigger_event box and the ability to tie it to any event/animation/sounds/FX we'd like to design. For example to design additional waves splash + additional splash sounds. etc.
Less restrictions in terms of tweaking the 3d engine especially underwater. I don't know what the preview screenshots we saw are supposed to reflect so much final game engine, but there's lots we can do! Not just fog in the distance and some not-so-blended blue gradient. And also ability to integrate "easily" some more shaders because it's what could make a real difference. Depth of field effect also, it's quite standard these days In other words, have the possibility to tweak and add atmospheric effects underwater like the photoshoped screenshots of SH4 once were: This is what would be awesome and really atmospheric: ![]() This is far too simplistic: ![]() Also, no more "shared" textured on 3d model. It's a bit painfull to modify the hull and to suprisingly discover the UZO modified also in the process! or some mirroring everywhere of parts of the texture. It makes designing very high-res textures for those whose PC can handle them virtually impossible. In the same fashion, no UV count restriction on 3D model. be able to add as much UV maps as we want to have lots of different textures on 3D model. And no texture size restriction also |
![]() |
![]() |
![]() |
#2 |
Black Magic
![]() |
![]()
That's already possible. If you know the file structure then you know that you can add more quite easily. Most people think they are limited to the number of maps that are in the associated file...not so. Now I don't know how many the game will support but you can definitely add more.
|
![]() |
![]() |
![]() |
#3 |
Pacific Aces Dev Team
|
![]()
First post edited to add the new suggestions so far
![]() Remember that I'm trying to stick to modding questions, not general game improvements ![]()
__________________
One day I will return to sea ... |
![]() |
![]() |
![]() |
#4 | |
Captain
![]() Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
Downloads: 0
Uploads: 0
|
![]() Quote:
But then a lot of players will say they don't have the money to buy that video card that can support all those things. And the [whole] game must fit inside those 256 mb video cards.
__________________
Kilroy was here |
|
![]() |
![]() |
![]() |
#5 | |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
|
![]() Quote:
![]() Cheers |
|
![]() |
![]() |
![]() |
#6 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
I hope this is a good place to put this request.
I really want the SH5 devs to take notice. Can we have seperate AP catagories for the minimum and maximum blast radius of torpedoes in the torpedo .zon please? Warships had armour to protect against attack from everything, including torpedoes, therefore you would expect a torpedo to be more effective against a merchant or lightly armoured ship, than against a heavily armoured warship. If the AmmoDamageInfo for each torpedo read like this: MinEF= MaxEF= MinRadius= AP= MaxRadius= AP= we could "tailor" the radius and blast effect of a torpedo so that it destroys a larger zone area on a merchant than on a battleship. For example: i set an engine zone on an Illustrious Carrier less than 2m below the water line with an armour rating for the ship of 70mm (max is 100mm). I fired a magnetic set to 10m under the boat, and it destroyed the zone. The stated min and max radius of the torp is 4.1m and 5.5m. But the effective blast radius is twice that. It's the same for impact torpedoes fired at the side of the ship. The effect is that when a ship takes a hit to the engines, all the engines stop and she's dead in the water for you to finish off at your leisure. This is not realistic. It's the same even with the battleships, the most heavily armoured ships in the game. with the catagories set as suggested above we could at least lower the ( AP= ) for the MaxRadius to, say 50, so that the torpedo destroys a bigger area of a merchant than a battleship. Then we'd have a greater possibility of ships carrying on in an injured state ( albeit with a list and at reduced speed ) rather than just coasting to a halt like dead ducks. It would make hunting warships much more of a challenge than they are currently. I've tried adding an extra catagory but it won't let me. I think the catagories are hard coded ( but i hope i'm wrong and someone can cure it ). If it IS hardcoded, it needs fixing. . . . asap. Or for SH5. Or all you have to do is hit a ship under the engines. As i say, i hope this is the right place to put this suggestion, and if not, please don't bite me ![]() Edit: Almost forgot. I think the blast radius applies to the blast radius in water, which appears to be magnified by about 2 when the blast contacts the boat. Last edited by roadhogg; 10-20-09 at 09:15 AM. |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|