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Old 04-14-11, 03:25 AM   #1
reignofdeath
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Quote:
Originally Posted by Hans Witteman View Post
How about a bar on dock with free beer

Best regards Hans
If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin

Good work Hans!
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Old 04-14-11, 11:41 AM   #2
Hans Witteman
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Quote:
Originally Posted by USNSRCaseySmith View Post
If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin

Good work Hans!
Hi mate,

First of all i need to find a way to make it work correctly with game mechanic and this is not yet done but i have confidence it would be overcome.

Best regards Hans
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Old 04-14-11, 01:52 PM   #3
brett25
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thats fantastic Hans, very nice work. Do you know about Urlfish's mod that makes smoke and fire inthe control room? Perhaps you can integrate this work into your work with his permission?

http://www.subsim.com/radioroom/show...ke+beta&page=2
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Old 04-14-11, 03:32 PM   #4
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@Anvart,

You do not think the level of the sea controls the visual render on and off?
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Old 04-14-11, 04:23 PM   #5
Anvart
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This all is rendering for camera... yes, but how to control manualy by it...?
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Old 04-14-11, 04:33 PM   #6
Madox58
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Ah, I see the point now.
So we switch off the visual of the camera not the rendering of the object.
Very slick and process lite.
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Old 04-14-11, 04:34 PM   #7
Hans Witteman
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Hi shipmates,

What the SeaInf.raw is for? This one still puzzle me, it has 2 alpha channel on it with black for the region of the sea.

I try changing black to medium grey to see if it was some relation with sea opacity but it doesn't change a darn thing!

Also if in Scene.dat/EnvData controller we have water opacity setting would it be possible to reactivate it via hex?

Best regards Hans
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Old 04-14-11, 04:46 PM   #8
Anvart
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Quote:
Originally Posted by Hans Witteman View Post
Hi shipmates,

What the SeaInf.raw is for? This one still puzzle me, it has 2 alpha channel on it with black for the region of the sea.

I try changing black to medium grey to see if it was some relation with sea opacity but it doesn't change a darn thing!
never watched what it is...
Quote:
Also if in Scene.dat/EnvData controller we have water opacity setting would it be possible to reactivate it via hex?

Best regards Hans
Yes... if i understand you correctly.
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Old 04-14-11, 07:06 PM   #9
Seeadler
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Quote:
Originally Posted by Hans Witteman View Post
What the SeaInf.raw is for?
I think the SeaInf.raw ist just the SeaInf.bmb in uncompressed RAW format and was intended to do the same thing as the climatezones.tga now in SH5, divide the world into climate zones.

The Arctic region in this file has a gray value=0, Med=80 and the rest of the world=150. In the Env.cfg these values ​​are assigned to the three different EnvColors/SkyColors dat files. But this approach is not been fully developed in SH3, because if I remember correctly, SH3 uses for all regions the EnvColors_Atl.dat and SkyColors_Atl.dat
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