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#1 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
After some more test tonight i am close to stop experimenting with it because if no one want to give us a hand with some heavy duty hex work i think we will go no where. Also i am pretty satisfy with the look i already have. For your bumpmap i think it is a controller that work only for interior i don't botter with it because bumpmap where not implemented for outside and don't confused the water bump system it has nothing to do with that controller. I think the only good solution is to have the reflex_atlantic.tga texture in a bigger resolution and i did some search with hex editor and i found nothing. Or if someone is capable of implementing shader model 2 in Sh3 and this someone is surely not me. Interesting fact that i noted on testing: You can have 2 different envsim controller in scene.dat i also try to link a shipwake controller to the cloud nod and it show on water but there is no value to make it cover the entire patch of ocean mesh and maybe it would be too much on the fps. Best regards Hans |
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#2 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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yes, you can also have many different subcontrollers in the envsim node. its quite interesting, but not very helpful, til now. for further actions we need some help for this. you are right, hans.
here my new success so far, some nice, noisy light reflections on the water: ![]() ![]() and type II on the atlantic... ![]() more waves... ![]()
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#3 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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![]() Quote:
Nice work but try to play with the fresnel coeficient to get it darker a bit and it should greatly improved it. Best regards Hans |
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