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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
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I was aware that in sh-3 the early VIIC had the wrond deck railings and i thought it was ugly.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#2 |
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
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I wish we could get just 10% of these sceens and atmosphere in SHV...
Thanks for a link sober ![]() ( I apologize to Ubi... for a wrong stucture of priscope-screen of Kriegsmarine... guys from KarlZeiss have forgotten to put it far right )
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![]() Last edited by Adriatico; 01-23-10 at 07:28 PM. |
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#3 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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#4 |
The Old Man
![]() Join Date: Aug 2006
Location: Mountain Ash, Wales, U.K.
Posts: 1,548
Downloads: 179
Uploads: 3
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This 'Tiling' worries me a little bit, things like this are an immersion killer. The good news is; if you turn-off external views, then you won't get to a altitude sufficient enough to ruin the effect. Am I right?
![]() This is better illustrated in the photo in the first post of this thread. The circles I've added here are to show the repitition of the wave formation. Tiling was really apparent in the cloud formations in SH4, the new skies in SH5 look amazingly realistic!
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***THE GENERAL*** Last edited by The General; 01-24-10 at 11:01 AM. |
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#5 |
Grey Wolf
![]() Join Date: May 2007
Location: Periscope depth
Posts: 860
Downloads: 119
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Sharp eye...
![]() Well, it has to be done like that... one 3d pattern x multiplied (repeated) Otherwise you would get a "hardware hog" with a various 3D paterns in a view... Don't want to sell my car for CPU/GPU that would run the game. Just don't rise your external view too high - and you could live with that... (somebody correct me if I'm wrong)
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#6 |
Grey Wolf
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Tilling is a necessary measure to prevent our rigs from "melting" when a very large and complex scenery is on screen. I still think SHV's water effects look stunning and far superior to SHIII/IV ones. Tilling of distant objects is just a little something we'll have to live with, and it doesn't bother me at all.
The lack of decent anti-aliasing and, yeah, you know it, dynamic shadows bother me quite a bit. |
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#7 |
Torpedoman
![]() Join Date: Jul 2009
Location: Buenos Aires, Argentina
Posts: 112
Downloads: 17
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this is my theory about the map:
there are several "campaigns", each starting and ending on diferent dates. For example, on the screenshot we see the "mediterranean campaign" that starts on january 41 and ends on september 42. this campaign comprises 10 patrols (1 iron cross per patrol can be seen on the screenshot), those 10 patrols are grouped on diferent "events" ("mission gibraltar", "conquest of egypt" and "malta surrender") with a diferent amount of patrols each (4, 3 and 3). the light iron crosses are completed patrols and it seems that the player can choose what "event" he want's to play next, and engages on the first available and not completed patrol of said event. that being said i think each patrol is scripted up to a certain point (orders and stuff), and the dinamic part of the campaign includes: ships moving from port to port between and during patrols, the already mentioned "ship roster", the date of the patrol starting (you can choose the patrol you want to do, remember?) and maybe some other stuff. if that's the case, the replayabilty might be really low, i was hoping for a SH3-4ish campaign with extra elements ![]() |
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#8 |
Grey Wolf
![]() Join Date: Mar 2008
Location: Stavanger,Norway
Posts: 895
Downloads: 78
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I am looking forward to this game
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Look at those screenshots , and the graphics ![]() Ooooh I am looking forward to THAT game ![]() ![]()
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GWX 3.0 . GOLD . SH3 CMDR 3.2 JSGME ![]() ![]() |
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#9 |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
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sadly current graphic dx technology, you wont get rid of the repeated tiling, at higher camera elevations its easier to spot, it is getting better though with each new release , and harder to spot low down. over all imo the water really does look fantastic, over previous sh titles.
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#10 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,142
Downloads: 111
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Don't like Cloud.
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#11 |
Lieutenant
![]() Join Date: Apr 2009
Location: LA
Posts: 256
Downloads: 121
Uploads: 0
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Am I wrong in imagining the tiling might be less of an eyesore (for those who put a lot of value on graphics) when you include the 3d wakes to mix it up. I just feel like those repeating patterns might be broken up when there's a convoy of ships tearing up the face of the ocean. Then again, maybe I'm overestimating the real time water reactions.
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