SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-14-11, 02:21 PM   #391
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by reaper7 View Post
Nope didn't do the trick, moved it gradually from 0.5 up to 1. Still the same outcome just sinks in about 5 seconds from the rear.
I'll be happy to take a look at it
TheDarkWraith is offline   Reply With Quote
Old 05-14-11, 02:35 PM   #392
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by TheDarkWraith View Post
I'll be happy to take a look at it
My Fault - It was the centre of gravity I pushed it the wrong direction so was making the problem worse not better.
Pulled it back towards the rear of the boat and not the front and it did the trick.
Still needs a little fine-tuning but shes floating.

Thank You TDW.
reaper7 is offline   Reply With Quote
Old 05-14-11, 02:42 PM   #393
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

This is a small fishing boat, right? Is newly created unit, or an old model?
Zedi is offline   Reply With Quote
Old 05-14-11, 03:27 PM   #394
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by Zedi View Post
This is a small fishing boat, right? Is newly created unit, or an old model?
Its a reworked and UV wrap optimised version of the stock SH3 NF_Boat_1.
Its part of the WIP Mod U-Boot_HAHD that will be released for SH3,
Here's a vid showing the comparison between stock and rework:
and will be available for SH5 after the Mod release.

The UV Unwrap method we do allows for complete texturing of the ship with percise texture for all aspects of the model even both hull sides are seperate
Also other 3D models like Tyres and lifeboays have been added. Still more to do with it yet ;-)

Thanks TDW its floating correctly now. Next to get the damage working




Last edited by reaper7; 05-14-11 at 04:05 PM.
reaper7 is offline   Reply With Quote
Old 05-14-11, 08:40 PM   #395
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Did a lot of testing today with the alpha channel of the _Oxx maps. I've concluded that the alpha channel is like the specular intensity factor. If I make that alpha channel black (0x00000000) I get no specular reflections from sunlight. If I make it white (0xFFFFFFFF) I get amazing specular reflections.

Still playing with the alpha channel of the _Txx maps.

These shaders are responsible for the rendering of the _Oxx map:
\data\Shaders\UnifiedRender\URTex2PLightSMPS controls rendering from long distances (>= LowLODDistance)
\data\Shaders\UnifiedRender\URTex2PLightSMNMPS controls rendering from close distances (< LowLODDistance)

If you look at the alpha channel of the SH4 _Oxx maps you'll notice that they have NOTHING to do with the RGB channels. Recommend either deleting that alpha channel or setting it to some shade of white.

Adding/Removing alpha channel from the _Txx maps appears to have no effect on final rendering.

Last edited by TheDarkWraith; 05-14-11 at 08:56 PM.
TheDarkWraith is offline   Reply With Quote
Old 05-14-11, 09:13 PM   #396
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Quote:
Originally Posted by TheDarkWraith View Post
Did a lot of testing today with the alpha channel of the _Oxx maps. I've concluded that the alpha channel is like the specular intensity factor. If I make that alpha channel black (0x00000000) I get no specular reflections from sunlight. If I make it white (0xFFFFFFFF) I get amazing specular reflections.

Still playing with the alpha channel of the _Txx maps.

These shaders are responsible for the rendering of the _Oxx map:
\data\Shaders\UnifiedRender\URTex2PLightSMPS controls rendering from long distances (>= LowLODDistance)
\data\Shaders\UnifiedRender\URTex2PLightSMNMPS controls rendering from close distances (< LowLODDistance)

If you look at the alpha channel of the SH4 _Oxx maps you'll notice that they have NOTHING to do with the RGB channels. Recommend either deleting that alpha channel or setting it to some shade of white.

Adding/Removing alpha channel from the _Txx maps appears to have no effect on final rendering.
I am pretty sure you could just remove the alpha channel of SH5 shadow maps. They really make no difference.

Edit: Yup, just tested it, removing the alpha channel altogether looks just like if you set the image to full opacity.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 05-14-11, 09:18 PM   #397
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by SteelViking View Post
I am pretty sure you could just remove the alpha channel of SH5 shadow maps. They really make no difference.

Edit: Yup, just tested it, removing the alpha channel altogether looks just like if you set the image to full opacity.
Just deleting the alpha channel though doesn't look correct when sun is low on horizon. The specular reflections are way too strong. I think a color of medium white (alpha of 0x7F) is a good balance.
TheDarkWraith is offline   Reply With Quote
Old 05-14-11, 09:29 PM   #398
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Quote:
Originally Posted by TheDarkWraith View Post
Just deleting the alpha channel though doesn't look correct when sun is low on horizon. The specular reflections are way too strong. I think a color of medium white (alpha of 0x7F) is a good balance.
TDW, could you please send me the Oxx map for the NMFMPC after you have done this?
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 05-14-11, 09:37 PM   #399
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by SteelViking View Post
TDW, could you please send me the Oxx map for the NMFMPC after you have done this?
I'm using a different ship now. The Akita. Do you have it? If not, I'll send it to you after this last test I'm doing.
TheDarkWraith is offline   Reply With Quote
Old 05-14-11, 09:41 PM   #400
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

I have the NKMCS_Akita.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 05-14-11, 09:49 PM   #401
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by SteelViking View Post
I have the NKMCS_Akita.
Using Photoshop I adjusted the levels of the RGB channels of the _Oxx map. I set the output levels to 122. I set the alpha channel to 0xB4B4B4 and set the alpha channel of the _Txx map to 0x3A3A3A. Looks really good
TheDarkWraith is offline   Reply With Quote
Old 05-14-11, 10:00 PM   #402
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

Quote:
Originally Posted by TheDarkWraith View Post
Did a lot of testing today with the alpha channel of the _Oxx maps. I've concluded that the alpha channel is like the specular intensity factor. If I make that alpha channel black (0x00000000) I get no specular reflections from sunlight. If I make it white (0xFFFFFFFF) I get amazing specular reflections.

Still playing with the alpha channel of the _Txx maps.

These shaders are responsible for the rendering of the _Oxx map:
\data\Shaders\UnifiedRender\URTex2PLightSMPS controls rendering from long distances (>= LowLODDistance)
\data\Shaders\UnifiedRender\URTex2PLightSMNMPS controls rendering from close distances (< LowLODDistance)

If you look at the alpha channel of the SH4 _Oxx maps you'll notice that they have NOTHING to do with the RGB channels. Recommend either deleting that alpha channel or setting it to some shade of white.

Adding/Removing alpha channel from the _Txx maps appears to have no effect on final rendering.
Hi:

Whats the color of the texture? specular maps in very white textures reacts more shinier than in darker ones (the light intensity affects too), probably you need to find good balance (rgb grey scale).

If the model comes with shadow maps, you can try adjusting white input to be darker, so all de model will take darker tone, lowering lightness of the diffuse will help too.

Bye !!
naights is offline   Reply With Quote
Old 05-14-11, 10:02 PM   #403
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Quote:
Originally Posted by TheDarkWraith View Post
Using Photoshop I adjusted the levels of the RGB channels of the _Oxx map. I set the output levels to 122. I set the alpha channel to 0xB4B4B4 and set the alpha channel of the _Txx map to 0x3A3A3A. Looks really good
Off the top of my head, that sounds like a pretty solid setup.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 05-14-11, 10:04 PM   #404
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by SteelViking View Post
Off the top of my head, that sounds like a pretty solid setup.
I set the alpha channel of the _Oxx map to 0xC8C8C8 for a little more specular intensity. Really liking the look of it now.

So here's what I did to the Akita:
- using Photoshop I adjusted the RGB levels of the _Oxx map. I set the output levels to 122
- I deleted the alpha channel of the _Oxx map. I made a new alpha channel and set the entire color to 0xC8C8C8.
- I added an alpha channel to the _Txx map. I set the entire color to 0x646464

All the shots were taken at the equator (location in world)

This is 1230 time:


This is 1730 time:


and this is 0130 time:


I think it looks really good. What do you think Zedi?

Last edited by TheDarkWraith; 05-14-11 at 10:17 PM.
TheDarkWraith is offline   Reply With Quote
Old 05-15-11, 02:40 AM   #405
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Quote:
Originally Posted by TheDarkWraith View Post
I set the alpha channel of the _Oxx map to 0xC8C8C8 for a little more specular intensity. Really liking the look of it now.

So here's what I did to the Akita:
- using Photoshop I adjusted the RGB levels of the _Oxx map. I set the output levels to 122
- I deleted the alpha channel of the _Oxx map. I made a new alpha channel and set the entire color to 0xC8C8C8.
- I added an alpha channel to the _Txx map. I set the entire color to 0x646464

All the shots were taken at the equator (location in world)

This is 1230 time:


This is 1730 time:


and this is 0130 time:


I think it looks really good. What do you think Zedi?
Perfect, now finally this ship look like a sh5 one and will not make a difference in a convoy. Sent you guys the normal maps.. somehow thos I made were lost and replaced with the sh4 ones. Now it should look just perfect. But please fix the gravity center on Akita, the bow is too low.

Here a report from my last tests in campaign when stalking a convoy:


Im not complaining about anything as this kind of things can happen in a convoy under attack, but this guy did nothing to get out of the troop transport way.


Here is 2 minute later, notice the bow splash traveling alone



I have to double check this .. but maybe when ships have cargo on board they travel low on water.. is the first time I see this guy traveling low in a convoy, so this need more testing.



Anyway, this is a completely different game now.. its just amazing how much the game changes in the last months.



Zedi is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:17 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.