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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
I know for sure that i don't want to put millions of poly for simple ship cross section damage but i managed to simulate the effect with both poly model and alpha map transparency for metal rod and structure destroy by the impact and it look pretty cool you will see them in one video to be release soon, tonight i have to finish the IIA sub video and will upload the movie as soon as it finish. By the way the poly have minimal impact on the game engine specialy if they are static models i remember reducing millions of polygon on an others project to gain only 2 fps on the engine! Texture are what killing both the GPU and CPU cycle depending on how much ram and others variables. Best regards Hans, |
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#2 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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![]() Quote:
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#3 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
Everything is on that thread : http://www.subsim.com/radioroom/showthread.php?t=174889 But the damage are not explain so far i just start to modify ship damage recently it is work on progress. Best regards Hans, |
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#4 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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Danke
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#5 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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#6 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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![]() Quote:
This is from another thread, but anyways, anyone know if I can get a separate copy of GWX3.0 sinking mechanics without having to download the entire mod? ![]()
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