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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | ||
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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#2 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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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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#3 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
Uploads: 0
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Could this be, Silent Hunter 6 ?
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#4 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi mate,
Let's say SH3 the way it should have been since release or SH3 on steroids ![]() I learn one thing in life, when you want something in a game you like better think of do it by yourself instead of waiting for the version that would never see the light of day! Best regards Hans |
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#5 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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This IS SH6!
![]() ![]() Can you name it SH6? ![]() Just to make a point to Ubicrap how to make a game. ![]() |
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#6 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Sample. Object has VisibleUnderWater = false and is submerged in water ... you (camera) are over water ... You will see that object through the transparent water ... Why? because user's camera (you) is above water. ... and vice versa ... Sample. Let's say the water is transparent (and surface without refraction and reflection) ... Submarine is surfaced, you (camera) under water ... and you will see the bubbles (above u-boat), which should be visible under water ... Why? because the camera is under water ... ... Look at picture (my old small trick) - submarine is surfaced... camera is submerged: ![]() Conclusion. The opacity of the water is not very big flaw ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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