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Old 05-14-11, 05:34 PM   #406
stoianm
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Quote:
Originally Posted by SteelViking View Post
Oh, okay, I hadn't realized anyone released a fix for that........Well, temporary fix.
This mod is in Magnum Opus patch 2... but i dunno if is like a fix... because of that i told you i was thinking that maybe that mod just put back the bec_submarine.dds from stock file... tdw must know better this
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Old 05-14-11, 06:06 PM   #407
TheDarkWraith
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Sharks had a feeding frenzy near me


no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these
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Old 05-14-11, 06:08 PM   #408
stoianm
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Old 05-14-11, 06:21 PM   #409
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
Sharks had a feeding frenzy near me

no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these
Well, we know where the .GR2 and .sim are. But, I don't know about the pixel shader.
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Old 05-14-11, 06:27 PM   #410
naights
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Hi:

Quote:
Originally Posted by reaper7 View Post
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.
The alpha stored in diffuse map in SHV works "like specular map", is an information channel and defines the shinyness of the texture.

Here an example of what I did some time ago for Mafia 2 game mod.

The right image defines the shinyness (more white "grey scale" more shine when the light hits the texture).







I hope that this helps.

Bye !!
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Old 05-15-11, 01:52 AM   #411
THE_MASK
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Quote:
Originally Posted by TheDarkWraith View Post
Sharks had a feeding frenzy near me


no, seriously though was looking for the pixel shader responsible for these underwater rocks and plants. Now one would think that the shader would be dealing with terrain or water but it isn't.......still looking for what renders these
data/library/undersea gr2 , placed with the objects editor .
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Old 05-16-11, 01:35 AM   #412
gap
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Quote:
Originally Posted by SteelViking View Post
That's because alpha channels don't work like that in SH5. The game reads the alpha channel as a level of brightness or intensity, and at some angles a high opacity texture will look like glass. A very low opacity image will appear dull, and very non-reflective looking.
Quote:
Originally Posted by reaper7 View Post
Yes like SteelViking says Alpha dose not work in the same way for 3D Models as it does for the 2D Interface.
For the 2D Interface Alpha works like it did for sh3/4 giving a level of transparency from 0% to 100% (White to Black).
But for 3D models its more of a reflective texture to simulate metal glass etc.
Thank you guys,
your suggestions are very much appreciated ; nevertheless I've carried several tests during the last few weeks, and I am sorry to say that the alpha channel of seabed01.dds file doesn't work either the way you're saying. In fact:

1. its opacity doesn't determine how glossy sea plants are looking in game;
2. black/white values in alpha channel are rendered in game as respectively trasparent/non-trasparent areas (similar to textures used for 2D interface) BUT...
3. any grey value behaves either as black or white i.e. totally transparent/non-trasparent, depending on how dark it is (dark grey=black, light gray=white).

I am wondering if this behaviour can be changed in order to have semi-transparent plants. Maybe in gr2 file or in one of the pixel shaders?
Hope that the digging of TDW in this direction can give its fruits one day...
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Old 05-18-11, 05:51 AM   #413
stoianm
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Default Dynamic Environment SH5 - V2.1

Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
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Old 05-18-11, 09:53 AM   #414
tonschk
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Very Good Stoianm

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Last edited by tonschk; 05-21-11 at 01:34 PM.
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Old 05-18-11, 01:52 PM   #415
Magic1111
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Quote:
Originally Posted by stoianm View Post
Dynamic Environment SH5 v 2.1:

- fixed an error with incorrect wind speed ranges in some of the weather type zones .cfg files;
- fixed a small error with a missing average wind speed area in ClimateZones.tga map;
- decreased minimum wind speed value for calm wind areas from 1 to 0;
- renamed the optional mod Waves - Realistic Version to Waves - Hurricane Version;
- renamed the optional mod Waves - High Version to Waves - Realistic Version;
- added a new version of the optional mod Dynamic Environment SH5 - Undersea, to be used into the Mediterranean Sea.

See post #1 for details
Quote:
Originally Posted by tonschk View Post
Very Good Stoianm

Many thanks for new Version, will try it ! On screenshot looks very nice !!!

Best regards,
Magic
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Old 05-18-11, 02:10 PM   #416
Sepp von Ch.
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Thank you stoianm! Definitely must have mod for SH5!
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Old 05-18-11, 07:40 PM   #417
7thSeal
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Almost let this update slip by me, thanks stoianm and the others for your work on this mod.
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Old 05-18-11, 11:52 PM   #418
marleymen
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Wohoo !! Another great improvement from the Mario Brothers. v.2.1.

"Luigi" GAP and Stoianm "Mario".

Congrats for the hard work !!

(I opened the forum after 3 days of silent service )

Going to test this night. Like that people that searchs for pr0n at night when husband is asleep.
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Old 05-18-11, 11:56 PM   #419
marleymen
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176 Mb. ?

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... it´s gona be a good waiting time.
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Old 05-19-11, 04:56 PM   #420
stoianm
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Quote:
Originally Posted by marleymen View Post
176 Mb. ?

What did you put in it this time? Rocks?

Well... like I said in my before post .. You can do another things at night ... it´s gona be a good waiting time.
agree
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