![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#46 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]()
If you speak about hacking... it's hard and non fast work...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
![]() |
![]() |
![]() |
#47 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
There is nothing obvious in any file that I've found.
that includes the .act and .dll files. I'd tend to agree with Anvart that it's all controlling the Camera view. Games from the same era have no water like SH4/5 And shutting down the camera's ability to 'see' the objects makes more sense then re-building the 3D object if one was to dip in and out of the water. Remember the systems waaaaaaay back then? They did not blow. Infact they did just the reverse!! ![]() |
![]() |
![]() |
#48 |
Pacific Aces Dev Team
![]() |
![]()
I think the SeaInf.raw ist just the SeaInf.bmb in uncompressed RAW format and was intended to do the same thing as the climatezones.tga now in SH5, divide the world into climate zones.
The Arctic region in this file has a gray value=0, Med=80 and the rest of the world=150. In the Env.cfg these values are assigned to the three different EnvColors/SkyColors dat files. But this approach is not been fully developed in SH3, because if I remember correctly, SH3 uses for all regions the EnvColors_Atl.dat and SkyColors_Atl.dat |
![]() |
![]() |
![]() |
#49 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
|
![]()
WOW!
![]() Very good work Hans! Thanks also to all you guys to look at this issues. Thanks Seeadler! Now, ok, I understand what Anvart and privateer said. I some days tried to fix "moon light" and could taste the not good flavour of that primitive graphic engine like Anvart said. You fix something just to see others things becomes broken or not work as intend. But all we know that sometimes some things just worked well and could arrive as a very good mod after new ideas and insights! So, as these both matters, flood inside the boat and transparent water, are so good ones, I think that the effort in try to fix them is already a good motivation. Let´s go ahead guys! ![]() ![]() ![]()
__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
![]() |
![]() |
![]() |
#50 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]() Quote:
Thank for the good words mate i am currently working on implementing the flooding with privateer we are trying to link the different animations i made to be call by the statemachines controller via conditions. At first i found a cheap way to link it to the hull integrity but like i say to privateer hull integrity does not necessary mean flooding in compartment. So what we are trying to do is to link it to the stateDamage conditions like Has_FloodIn, No_Flood as Anvart suggest earlier. This way when you will enter in repair state the water will receded as repair are ongoing. So this way it would be a very elegant and practical implementation ![]() Best regards Hans |
|
![]() |
![]() |
![]() |
#51 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]() Quote:
Thank for clarifying this one now at least i can put an X on it as nothing to do with this one. The more we know the less we search and loose countless hours opening zillions of files. Best regards Hans |
|
![]() |
![]() |
![]() |
#52 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]()
Hi shipmates,
After DD shed light on 3d model identification tag the water flooding animation is now working in game! ![]() Now i just have to finish the integration in statemachines class to make it work correctly under damage states condition like Has_FloodIn and No_Flood. The minute i am done i will upload a movie showing it under damage! Best regards Hans |
![]() |
![]() |
![]() |
#53 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]()
Hi shipmates,
Since we now have a working solution for flooding compartment we need to discuss the correct implementation of it. I will need your feedback on behavior in game because i don't play the game since close to 2 years so i don't remember all the behavior under damage. The point is when hull integrity is declined in percentage this is not associated with flooding correct me if i am wrong here? Flooding as far of my memory goes was on collision or being depth charge or ram aka collison? So where should we make the flooding occur? I think if it is link to Has_FloodIn and trigger water raising then after No_Flood state happen we then have the animated water lowering trigger this seem the best approach. So waiting on your feedback for best behavioral implementation. Best regards Hans |
![]() |
![]() |
![]() |
#54 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
![]() |
![]() |
![]() |
![]() |
#55 | |
Chief
![]() Join Date: Apr 2007
Location: ger
Posts: 313
Downloads: 25
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#56 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]() Quote:
Yes i think that the only logical choice is to link it to HasFloodIn because when you have a collision it activate flood behavior depending on damage receive so by linking only to flood it should be correct. Best regards Hans |
|
![]() |
![]() |
![]() |
#57 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]()
nice, hans!!!
![]()
__________________
|
![]() |
![]() |
![]() |
#58 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
|
![]()
Hi mate,
I am not alone on this one Diving Duck, Anvart and Privateer help me a lot to understand the logic behind it ![]() Best regards Hans |
![]() |
![]() |
![]() |
#59 |
Helmsman
![]() Join Date: May 2003
Location: australia
Posts: 101
Downloads: 134
Uploads: 0
|
![]()
gday all...been a long long time...
![]() |
![]() |
![]() |
![]() |
#60 |
Engineer
![]() Join Date: Mar 2012
Location: Kalifornia
Posts: 211
Downloads: 162
Uploads: 0
|
![]()
So many of the old gang in this thread, Heroes of the SHIII modding community. I don't think any of the discussion was implemented in any mods or the knowledge passed to someone else to continue. I could be in error but I check daily for new posts, wips, and releases. Many that made SHIII as great as it is today may have set sail to fairer seas in newer sims, or real life callings. I myself stuck my finger in the wind and ventured into SHV. That was the worst 6 months of simming in my life. ( I started on a Windows 95 os machine and the original Silent Hunter ) so I returned to what I knew, and what I know works SHIII. I hope others will return? Or the knowledgeable of todays mod workshop will come up with a substitute for vaporware mods and wips.
|
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|