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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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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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#2 |
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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#3 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
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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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#4 |
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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#5 |
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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#6 |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
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Thank you very much
![]() I'm sorry to be a pain in the lower part of the back, but is it ok if I pass you a few more tech questions (I know it's not your area, but perhaps you can gather the info) via PM, mostly about sh3 files ? Ref |
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#7 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
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![]() Quote:
![]() On the subject of shipping files, I too would like to hear anything else you can tell us. From what you are saying so far, I have a good feeling that it will not be too long before someone else here (maybe Ref?) figures out how to add more ships to this game. But the more information you can give us for now, the better. ![]() Are the other file formats similar to those in SHIII? For example, I know the damage model is more complex, but is it in a .zon file? And within other files, such as the .dats, are there any other new properties - maybe new node types or all external texture parts (in the new directory you mentioned)? |
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#8 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Assuming this is a thread to make suggestions for shipping, here goes.
One, the "sampans" in SH4 look more like Junks. Not a huge issue, but the name "sampan" is not appropriate. The fishing boats are close to a very needed type of small cargo carrier called a "Sea Truck" (Kaiju Torakku) 100 to 1000 tons. There were steel as well as wooden (on the smaller end of the tonnage range mentioned) versions. The USN term was "Sugar Dog." Smaller than 100 tons was considered a "lugger." I have loads of images (many from ONI 208-J sup2). ![]() ![]() I also have a pile of japanese modelling magazines with a series of articles about scratch built japanese merchant ship models with pictures. I've been meaning to scan them, and If it would help, I could. tater |
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