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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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![]() ![]() ![]() ![]() ![]() ![]() ![]() speechless...this is amazing...no. its more than this...
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#47 |
Grey Wolf
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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.... |
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#48 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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IIRC... placement (Skwas term) for addition of any interior... don't work?
![]() i don't remember...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-21-10 at 04:05 AM. |
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#49 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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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...
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![]() 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 |
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#50 |
Sparky
![]() Join Date: Jun 2006
Location: NY
Posts: 153
Downloads: 144
Uploads: 0
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Keep up the great job!
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#51 |
Watch
![]() Join Date: Mar 2008
Posts: 25
Downloads: 38
Uploads: 0
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Hey, man. You have my utmost respect, for the wonderful job you are doing with this mod.
I hope you will succeed in accomplishing it. You are the best. We all love your work. I think that SH3 deserves this mod. It will make it more realistic, I'm not a really big fan of SH5. I think SH5 is a bit of a joke, but that's my opinion. SH3 will look great with this mod. Keep up the great work. ![]() ![]() ![]()
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#52 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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@ Alex3886:
it´s already up and running. Check this: http://www.subsim.com/radioroom/showthread.php?t=162631 Regards, DD
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#53 |
Watch
![]() Join Date: Mar 2008
Posts: 25
Downloads: 38
Uploads: 0
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Thank you very much!!!
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