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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Shall the PE 2.1 be one big mod with all included or smaller mods? | |||
release the new PE in small mods now, f.ex. clouds, special effects etc. |
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86 | 23.56% |
release PE 2.1 as one big mod and let me wait for it! |
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279 | 76.44% |
Voters: 365. You may not vote on this poll |
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#571 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
Downloads: 141
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Isn't each ships reflection contained in it's dat file? I seem to remember that being a problem when Dave was working on the subs reflections. I just took a look at the Colorado and there is a node (203 in 1.4 stock) for a 3D model of the reflection. If that model is used to create a reflection of a certain color (to match the stock water), could that be causing the problem? :hmm:Just a thought, since the reflection looks the same in both shots.
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#572 |
Pooped from posting
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the reflection color is in the reflexpac.tga,
the shape of the reflection is of course the 3d model. |
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#573 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
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![]() I'll make a TM-compatible version of the Special Effects as soon as I'm back from my holidays. It's been nagging me for over a week now, ever since I realized I hadn't done a version for that mod. If RFB is/will be using a custom zones.cfg file as well, I'll make a compatible version for that mod too. LukeFF, swdw, or any other member of the RFB team, gimme a holler (and kindly point me in the direction of your zones.cfg file I can use as a template for the conversions ![]() Kriller2, enjoy your last month of freedom, my friend! :rotfl:
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#574 | |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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![]() Like I said, it was just a thought caused by remembering the work that Dave was doing on submarine reflections. IIRC he was planning on looking into doing reflection work on the ships after he finished the subs, which made me think that there was something different about each vessels reflection. |
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#575 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
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#576 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
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Well, it seems awfully strange (and perhaps it is a visual trick or something strange about my install), but, on my machine, the submarine hull's reflection looks normal, but the conning tower's reflection is washed out (white) looking like the ship's reflections in the earlier pictures. If the scene.dat or the reflexpac.tga controlled all the reflection colors, would there be differences between different parts of a vessel?:hmm:
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#577 | |
Ocean Warrior
![]() Join Date: Jan 2008
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#578 | |
Grey Wolf
![]() Join Date: Nov 2002
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Pics and a discussion can be found earlier in this thread. It was just overdone and caused an unrealistic appearance. You can still see the same effects in W_clears EE4. I did some testing, and then kriller went a step further and discovered it was controlled by the reflexpac. It was then fixed by kriller so the wakes and foam maintain a more realistic color even during intense sunset colors. People were calling it Beer Foam. And Mountain Dew.
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#579 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
Posts: 4,171
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Here's what I have for reflection settings for the conning tower and the sub.
![]() ![]() I'm not sure what effect the frustrum test has, but it is set to true on the Colorado. |
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#580 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
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The frustum is a rectangular based pyramid with the top cut off and it projects out from your monitor to the horizon (or some depth). Imagine the rectangular top stuck to your monitor and the sides of the pyramid projecting away from the monitor towards the horizon. Each side of the pyramid represents the area in the 3d world that cuts off what is and isn't seen on screen and the base of the pyramid represents the furthest distance at which something will be drawn. The frustum test checks to see if the frustum and the 3d object occupy the same space and if they do, the 3d object is on screen and should be drawn.
That's my understanding of it, but I'm no 3d expert, someone correct me if I'm wrong please. |
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#581 |
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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That expanation makes sense to me. It probably isn't the cause of the problem (unless it's a video card thing) 'cause I don't see any wierd reflections except for the conning towers.
Unfortunately, in order to figure it out, one would probably need to know all kinds of info regarding the systems that it affects. It seems to be one of those "I don't see that problem on my system", but "I do on mine":hmm: kinda things. |
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#582 |
Ace of the Deep
![]() Join Date: Apr 2005
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Hi,
I have found out what is causing those bright reflections!! will post a patch soon... @Digitaltrucker that setting "Frustumtest" was to enhance the caustics on the submarine. |
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#583 | ||
Samurai Navy
![]() Join Date: Mar 2005
Location: Fort Worth, Texas
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#584 | ||
Silent Hunter
![]() Join Date: Jul 2007
Location: The Peach State
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#585 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
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Okay this new knowledge is definately useful for further improvement of the relfections from all objects on water, here is something im testing:
Enhanced the reflection so the ship uses texture for a longer distance : ![]() and enhanced the caustics on the ship: ![]() This work if probaly the same thing Dave did to enhance the reflections, so once again we have prove on how brilliant he was ![]() This allso might slow down FPS so more testing is needed.. |
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