![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Grey Wolf
![]() |
![]()
A couple of updates...
Ive changed the way im breaking up the model for import, its much less of a headache when the scene is split up according to materials thanks to those who suggested it. At the moment some areas are still a bit too dark/washed out, i went back and re made all my lightmaps with global illumination and final gather but im still working out the kinks with my new software so they didnt all turn out as i hoped (i might just edit the maps in photoshop rather than re-render them). For now im not bothering with animations, im just focusing on getting everything looking right in game first. I`ll probably start pestering DivingDuck in the next week or so with that ![]() +My current stumbling block is those pesky light halos, there is soooo much stuff in the light halo nodes that it may well take me a month to add halos to my lights (seriously, open s3d and take a peek, theyre packed to the brim with stuff), i tried copying/pasting a CR light halo and then reassigning the parent id from the CR to my diesel room but it just draged the original halo node with it too!! there must be an easier way! So far with about 50% of the model data imported and all of the textures in the dat there doesnt seem to be any performance hit maybe a second or two on the initial load time. Although its not an issue yet i really wish sh3 had blocking volumes like unreal engine 2-3 (an invisible wall that blocks things behind it from rendering), it would have been perfect to slide in the small gap between the CR and engine room meshes, after all whats the point in rendering stuff when you cant see it!! piccys... ![]() ![]() ![]() |
![]() |
![]() |
![]() |
#2 |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
Uploads: 0
|
![]()
Look !!
I think you have no shedows on your mod !! Video (omni light ) http://www.dma.ufg.ac.at/app/link/So...ik/module/9878 Specular / Diffuse http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118 Import OBJ/mtl - Lightmap / UV-map http://174.133.66.250/radioroom/show...5&postcount=46 . Last edited by Tomi_099; 01-15-10 at 10:19 AM. |
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() speechless...this is amazing...no. its more than this...
__________________
|
![]() |
![]() |
![]() |
#4 |
Grey Wolf
![]() |
![]()
Anyone know if its possible to have more than one interior root node in a dat, im guessing its not but its always better to ask!
I was just pondering those fog values, the fog setting for the command room (and also therefor the engine room) is 11, now if i increase the fog end distance to 18 the engine room looks great, the colors arent washed out so much etc but the CR looks rubbish, the only way i think i can have a seperate fog value for the engine room is to have it on a seperate root ![]() + im still contemplating attatching this to the CT instead of the CR for reasons of dat size, just thinking out loud sorry.... |
![]() |
![]() |
![]() |
#5 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
IIRC... placement (Skwas term) for addition of any interior... don't work?
![]() i don't remember...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-21-10 at 04:05 AM. |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]()
For the lack of a better term and understanding at-the-time I called it placement yeah. But it's not relevant to the question.
Anyway, @flakmonkey, have you tried your own suggestion? One thing you might try is use just the one root node, but as with ships that can break in two, make two child nodes, dump everything of the main interior under the first, and build the new interior under the second, and include a seperate fog controller. Perhaps this works, perhaps not. And what about the offset vs world? Can you move both compartments so they have a common point as the center of the entire interior? If you were working on SH4, I'd say modify the shader, but I don't know if you can for SH3...
__________________
![]() 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 |
![]() |
![]() |
![]() |
#7 | ||||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
|
![]() Quote:
![]() Quote:
Quote:
![]() Quote:
__________________
![]() 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 |
||||
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|