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#1 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Just some OT comments (sorry
![]() days ago i was looking at the Sh3 shadows issue again and as the ships (stock at least) have out of the box nice shadows and the uboats too (we can live without shadows on crew)...seems that the main problem is how to cast shadows over the water (ocean). The hard point is that the ocean isnīt a "visible" 3D object on sh3 files, so we canīt put on it the dynamicsShadows controller...so my question is : with the Seeadler's input above (ocean pixel shaders) we can have again some hope to have shadows cast on the water? ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#2 | |
Stowaway
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#3 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Yes itīs true. If we could change the water pixel shader perhaps we could have finally transparent water! Yeah!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#4 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi shipmates,
This is very early stage compartment flooding test. the water is not showing with the reflexion pass only a rough render to see how it's look in game. The final render take a long time to do but the result are photorealistic. I also lower the opacity so we can see objects and crew foot under water. The water will be animated in 2 ways on the base plane that represent the water and on texture so the look will be very realistic and framerate shouldn't have a very big impact since it is a very low res object. Also the water plane have 3 different animation height in CR i call those states : 25%,50%,75% will also be easier to link them. I think i found a way to link the water to the flooding value i will test it further in the weekend, what i want to achieve is to make the water raise to match the flooding percentage or another controller that could do the trick. Here some early test pictures at day&night : ![]() ![]() Best regards Hans Last edited by Hans Witteman; 04-14-11 at 02:21 AM. |
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#5 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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HOLY BUGGER
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#6 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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![]() Best regards Hans |
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#7 |
Stowaway
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#8 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
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Truly amazing.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#9 |
Stowaway
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#10 | |
Silent Hunter
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WOW, I donīt trust my eyes... ![]() ![]() ![]() ![]() ![]() Best regards, Magic ![]() |
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#11 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi mate,
Don't worry ain't no photoshop there ![]() Best regards Hans |
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#12 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
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#13 | ||
Pacific Aces Dev Team
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In my widescreen dll I have hooked the DirectX function CreatePixelShader() and then dissassembled the buffer with the actual pixelshader code and dump it in a text file. Now I have every hardcoded pixel shader of SH3 as asm shader source code in separate files. Unbelievable but SH3 uses only 5 pixel shaders 1 = shadow shader 2 = water reflection shader 3 = water shader 4 = terrain shader 5 = ?????? in comparison SH4 approx 200 ![]() Quote:
Code:
ps.1.1 tex t0 mov r0, t0 ![]() This is just a proof of concept to change the pixel shaders in SH3 from external files such in SH4/5. It needs allot more work, ...extend to shader version 2.0, make use of more texture registers, storing own textures in the registers and so on... |
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#14 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Outstanding work ![]() I try many time in the past year to make water transparency with no sucess but since i have experience in 3d i know that the reflexion use in shader might be the culprit to it. If you go in Scene.dat and go in EnvData controller there is a water opacity set to 255 even if you change the setting nothing change in game water remain exactly as before so you can clearly see that they were planning to implemented transparency but for a reason they abandon the idea. I also try to open the SeaInf.Raw in Env folder and change the alpha to get transparency and nothing change in game i wonder for what they use that file in game and you see here in Env.cfg it is active : [Environment] SeaTypeImageDimX=4320 SeaTypeImageDimY=2160 LandIDX=255 DefaultSeaType=0 SeaTypesNo=1 [SeaInfo01] StartDate=0101 EndDate=1231 SeaInfName=SeaInf.raw Compressed=NO [EnvColors] SeaType00=EnvColors_Atl.dat SeaType80=EnvColors_Med.dat SeaType150=EnvColors_Arct.dat [SkyColors] SeaType00=SkyColors_Atl.dat SeaType80=SkyColors_Med.dat SeaType150=SkyColors_Arct.dat I know how shader work but unfortunately i cannot read C++ shaders coding. Best regards Hans |
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#15 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
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Could this be, Silent Hunter 6 ?
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