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Old 04-14-11, 11:43 AM   #31
Hans Witteman
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Quote:
Originally Posted by Magic1111 View Post
WOW, I don´t trust my eyes...






Best regards,
Magic
Hi mate,

Don't worry ain't no photoshop there

Best regards Hans
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Old 04-14-11, 11:58 AM   #32
Hans Witteman
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Originally Posted by Seeadler View Post
Maybe!

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




Now in a second step I loaded this simple asm shader code

Code:
ps.1.1
tex t0 
mov r0, t0
from a file into the buffer and replaced the hardcoded water shader with it. This shader code simply takes the texture stored in register t0 and moves it to the output register r0



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...
Hi mate,

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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Old 04-14-11, 12:50 PM   #33
FIREWALL
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Could this be, Silent Hunter 6 ?
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Old 04-14-11, 12:59 PM   #34
Hans Witteman
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Originally Posted by FIREWALL View Post
Could this be, Silent Hunter 6 ?
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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Old 04-14-11, 01:13 PM   #35
Victor Schutze
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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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Old 04-14-11, 01:43 PM   #36
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Quote:
Originally Posted by Hans Witteman View Post
...
I try many time in the past year to make water transparency with no sucess but ...
Best regards Hans
Do you want to have a transparent water? OK. Then you will see all the shortcomings of the primitive graphics engine ...
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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Old 04-14-11, 01:52 PM   #37
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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   #38
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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   #39
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   #40
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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   #41
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   #42
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, 04:58 PM   #43
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
never watched what it is...

Yes... if i understand you correctly.
Hi Anvart,

Thank mate but my only worry is that even if we hex in to re activated water opacity setting it would probably create other undesirable effects?

The only way to know is to try it so if privateer or DD have the time for it it would be cool to see if they can find that Hex value to make it work.

Best regards Hans
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Old 04-14-11, 05:03 PM   #44
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I'd say if S3D does not show one? It probably does not exist.
Not saying S3D is the end all be all, but it's pretty good as is.
I'll take a look at the Scene.dat file.
DD should be busy enuff right now.
Or he's off Slacking somewhere. That's what us Slacker do!


Now for the Slackers Song!
Everyone join in!!

I've paid my dues -
Time after time -
I've done my Modding
But committed no crime -
And bad Hex mistakes
I've made a few
I've had my share of Blue Screens of Death -
But I've come through

We are the Slackers - my friends
And we'll keep on Modding - till the end -
We are the Slackers -
We are the Slackers
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I've taken my bows
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You brought me fame but no fortuen and nothing that goes with it -
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But it's been no bed of roses
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I consider it a challenge before the whole Modding Scene -
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We are the Slackers - my friends
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We are the Slackers
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Old 04-14-11, 05:06 PM   #45
Hans Witteman
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Quote:
Originally Posted by privateer View Post
I'd say if S3D does not show one? It probably does not exist.
Not saying S3D is the end all be all, but it's pretty good as is.
I'll take a look at the Scene.dat file.
DD should be busy enuff right now.
Or he's off Slacking somewhere. That's what us Slacker do!
Hi mate,

S3d is already showing the value for water opacity but when you change the value nothing happen in game so i just thought it has been de activated with a switch 0 or1.

Best regards Hans
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