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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1831 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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@TDW
I think at this point after Hans has pointed out the transparency of the Atlantic is virtually nil there's more concern with how the water looks and behaves than being able to see through it. Just my 2 cents
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#1832 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Ok i see now what you mean but since i eat polygon since the last 15 years i can tell you these small triangle are not polygons because if they were then this sea would never be able to run realtime in a game engine. It is related with bump map and light angle i remember in a past production that i encounter such a problem with a water lake scene i did and i don't remember how i fix it since it a couple years ago but i think if i remember right i just played with my light setting. But your water look real nice with reflection on it it would be gorgeous. Also we have to make sure that any change we make to the ocean won't have adverse effect on game mechanic since ship react with the sea big time. Best regards Hans |
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#1833 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Don't forget Seeadler he is working on it as we speak just lookk at the thread i have open on Code guru's need here. For now i stop working with the ocean and for me transparency is not a must have reflection is! I am now working full swing on FX to finish it so i can do a movie to show you all the new stuff and the result so far are amazing i used many skills i have learn over the years to make the new damage model the way it deserved to be and many will come back to SH3 after seeing those vids i can guarantee you this ![]() Tomorrow i will start testing stuff on my new baby finally a decent card sapphire 6950 2GB ![]() The one who will say never will the one playing it in secret ![]() Best regards Hans |
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#1834 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Spot on ![]() Let's blow out some stuff before we sink! Best regards Hans |
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#1835 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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yes, i sign on that. i will continue to mess with the water, too...good, rough looking reflections are the key. anyone who analysed the sh4 and sh5 water will see, this effect makes the main difference between sh3 and the later waters. the scattered, light reflecting surface.
![]() an opacity would be a nice side effect, but with really nice reflections we are close to real water. ![]() all the time people dealt with sh3 water...i always thought about adding the needed dll data from sh4 to have the whole water mesh and all the shader stuff from sh4 in the game. THIS would be the real glory in sh3 modding. but i fear no one has the skills to do so... ![]()
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#1836 | |
Black Magic
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I will say that SH3 uses an ingenious system of determining what/when render states need to be set (culling, alpha-blending, Z-write enable), Streams set, Shaders set, etc. SH5's I still haven't figured out yet (doesn't seem to be anything like this well polished system). One thing SH3 does well is frustrum testing/culling/clipping before trying to render anything. SH5 just renders everything whether you can see it or not (and is why the game has low fps when many units present). Last edited by TheDarkWraith; 07-30-11 at 11:02 AM. |
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#1837 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Good news on the Graphics Front - and a nice card to boot : ![]() |
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#1838 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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Wow, never had an insight how this stuff worked. Thanx for the break-down.
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#1839 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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Feedback is most welcome guys.
![]() The way I want my game is a personal thing and I know many people have different ideas as to what is realistic.What I will do instead is just post here my findings and you guys can tweak it to fit your way. I started tweaking with cutting the horsepower in half and upping the L/R drag from .3 to .75....ala Thompsen's ideas.Then the issues started..... Horsepower is cut in half giving a much nicer acceleration and drag is increased removing the excessive(IMO)rocking back and forth to the Uboats.Thing is that now with higher drag and less HP the boats slow down too much in turns.This means that the TypeIIA just went from 2:05secs to 3:25secs.Easily remedied by a large increase to rudder drag but that has negative aspect of making the initial turn of the Uboat seem like a speed boat.I am going for turn speeds listed below TypeIIA=2:10....initial=2:05 TypeVII=3:00....initial=2:20 TypeIX=4:00.....initial=2:43 So I dropped down the COG from 1.95 to 0.25 and was able to bring the L/R drag down to comfortable 0.25.Any lower drop of the Left and right drag and you get a weird bug where the boat will not go where you set it to heading wise.Harrrrrd nut to crack ![]() ![]() UD drag setting controls the way the boat rides over the water.This is a hard one because it goes for all wave sizes.Small number makes small waves having the boats rock and jump up and down....fixed by higher setting but then the boat looks off on big waves .I go for .25(TypeII) .50(VII) and .75(IX).This works very well and tweaking it up or down just causes issues at different wave heights. Then the submerged UD drag setting.I put to 0.0 as it allows the TypeIIA to drop into water and then rise rapidly.If you put higher it causes the boats to get stuck in the water and slowly rise as if in mud.Can be tweaked but again its just this one setting for all wave heights. FR_ratio....this is how the boat travels over a wave so that a more forward setting drops the nose quick while a more rearward settings....doesn't ![]() The difference in mass of surfaced displacement to submerged displacement....this is the factor that shows the buoyancy of the boat ON the water surface.The difference of the initial mass compared to the surfaced is what determines the buoyancy while submerged. What else ![]() Dive plane drag settings....hard to tweak because I noticed that by going lower on the big boats(as it should be)causes a smaller dive angle to occur sadly. ![]() I also changed the scene.dat by removing the 4 wind speed stages.I use only two settings with 0 wind and second at 15mph wind speed.This way the waves slowly get bigger as wind speed increases .In game at stock the waves go from 0.05 to 0.14 at 4mph wind.This makes the slow wind speed waves bigger than they should be.Same with the say 12mph waves being very close in size to 15 etc.With just two stages the waves get gradually bigger as wind speeds pick up. Largewavesarmonics=the amount of large waves that will appear.Setting it to 0 makes for some truly magnificent seas but the SH3 boats look way off seeming to get stuck on the sides of them.The Largewavescoef=a way to get larger or smaller Largewavesarmonics since there is no way to add say 1.5 Largewavesarmonics.Instead you would do Largewavesarmonics=2 and Largewavescoef=0.5 Last edited by Wolfstriked; 07-30-11 at 03:22 PM. |
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#1840 | |
Stowaway
Posts: n/a
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That was not the first intrusion by the way. ![]() Nor the last by any means! I no longer care but also will no longer share information in an open way. I have a different look at things then many do. I like the WOW factor. Others use it for thier own Glory and Gratification. Those others will sweet talk you and come up with excuses everytime. I work with MANY others right now! But only by PM or E-Mail now days. If that does not make you happy? I really no longer worry about it. |
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#1841 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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Did some more work to the waves.I think its probably best as I can get it now.Reduced the single large wave height slightly as that seems to be the main factor in the stern staying out of the water.I reduced the height just enough but keeping with large waves as they make the ocean feel more real.Made a video but be warned its my first ever uploaded and the quality isn't great.
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#1842 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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so, does that mean, you would be able to change the tech sh3 uses to create water the one, sh4 uses? ![]() if so...THAT would be an extremly glorious thing for the whole community. many people spent weeks and month on changing the existing water. but there are limits we reach, as to the given technology and/or skills.
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#1843 | |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#1844 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
Uploads: 0
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Thanks Mate.
![]() ![]() In past I modded my Stalker game removing the horrible feel it had by changing all weapon positions and the walking running animation smoothing out so it wasn't so jerky.Then I modded in all new realistic ballistics,realistic recoils and spread and realistic scopes(view port on the highest accuracy rifles was only 3 inches of my 20in monitor).Loved my pistol modification in that all you had was a dot on screen and a large spread.Then I made it so that when you aimed with Rmouse the pistol would move up but not all the way so you were aiming with the dot but it looked like you were shooting a pistol....most games move the actual ironsight to center onscreen and it just feels off and unintuitive though it feels fine with rifles.So up close it was lethal but mid range to far you just sprayed everywhere giving meaning to all the different weapons.Was kool since you crouched for a tighter spray and up close as I said was deadly.It was super hard though since I also made enemies just as accurate.I mean when you won a gun fight in an abandoned factory deep in the zone against multiple enemy you were basically one bad mutha%^@$#%!!! Then I went and made it so that health packs were just bandages,stitches,splints etc and only used when you actually were near death.Then only to stop you from the severe limping I added in.I allowed this limping removal so player can at least "walk" back to camp. From there I fixed the issue that not one modder in Stalker community ever did....no health regeneration.It was either slight regen or slight decline of health over time.I then made it so you ate some food and then you had to sleep 8hrs for 1/4 health back. ![]() It was so bad ass to do missions this way,creeping around and feeling total tension when you see one enemy ahead let alone 5.I also modded the mutants to be less deadly but due to their mutations having super tough skin and fortitude they were harder to kill then humans.Sadly I got sidetracked by real life and erased all my work one day to make room for a new game. ![]() ![]() ![]() ![]() ![]() ![]() EDIT...sorry HAHD team...back on topic. ![]() |
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#1845 |
Chief
![]() Join Date: Feb 2011
Location: In the past...
Posts: 321
Downloads: 89
Uploads: 1
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Re: Wolfstrike Video
It does look good. ![]() Recommend emulating Hans and making virtually the same video with stock SH3 physics, and keeping the camera a little more stationary to increase the ease of observing the boat ![]() ![]() edit: where'd you get the camo? (I'm using NYGM, Magui, and nothing else... and i've never been to the "late war" :P )
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