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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Helmsman
![]() Join Date: Jul 2003
Location: Europe
Posts: 101
Downloads: 0
Uploads: 0
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#2 | |
Grey Wolf
![]() Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
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Could simply be the way the code for the game is written and Seeadler will have to pretty much go from scratch as he is doing. |
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#3 | |
Pacific Aces Dev Team
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![]() The ENB-series dll's are for a particular game, one for GTA, one for NfS and so on. They may work for other games also, but as you, I can't find one which work with SH4. Based on opensource projects of such dll's I investigated how such a dll must be loaded from SH4 and which entry points the SH4.exe used. During the implementation of this proof-of-concept for SH4, I found a way do a similar thing also with the *.act files in SH4. That gave me an insight on what's going on in EffectManagers.act or SHControllers.act for example or how the hardcoded periscope reticles and bearing markings are rendered ![]() prospects for the future: Now when SH5 is released and it includes a special shader file which modders want to convert to SH4 but it fails because particular hardcoded values are provided by the SH5 engine to this shader file, my concept may help to provide these values externaly via the extender dll's |
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#4 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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This is great stuff, please keep us posted on your progress!
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#5 |
Grey Wolf
![]() Join Date: Aug 2005
Posts: 930
Downloads: 23
Uploads: 0
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......what this is doing/bringing to the game. Can someone clarify please?
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#6 |
Pacific Aces Dev Team
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Seeadler,
Would it be possible to make things such as f.e. bringing back a possibility to switch the external camera view not only between the ships but between planes and land objects (as it was in SH3)? My guess this is hidden in .act files somewhere. |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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Pretty cool
![]() I've been messing around with this about a year ago as well, based on older code I had (although this was vqm/ogl stuff). I did something similar for Q3 (where I made a capture-to-avi hook for movie capture, including DoF/MB filters). Q3 could only save each frame to a separate TGA and did not support those filters. I captured the z-buffers and frame buffer (and merged/averaged frames for motion blur), and stored them in lossless-compressed AVI. Was very useful for HQ movie making, and saved alot of disk space too. I never got anything decent working for SH4 though (mind you, it would not be movie related) You can do quite a lot of fancy stuff now. Cool stuff ![]()
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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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