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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 |
Black Magic
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#392 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() ![]() 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. ![]() |
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#393 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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This is a small fishing boat, right? Is newly created unit, or an old model?
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#394 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
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. |
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#395 |
Black Magic
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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. |
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#396 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
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! |
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#397 |
Black Magic
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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.
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#398 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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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! |
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#399 |
Black Magic
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#400 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I have the NKMCS_Akita.
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#401 |
Black Magic
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#402 | |
Sparky
![]() Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
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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 !!
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http://www.subsim.com/radioroom/album.php?u=239334 |
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#403 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#404 | |
Black Magic
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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. |
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#405 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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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. ![]() ![]() |
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