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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Mar 2002
Location: England, Manchester.
Posts: 235
Downloads: 104
Uploads: 0
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Amazing mod DW, sheesh where do you get the energy to be working on so many fantastic mods at one time....
When I was modding for Dangerous Waters (3D sub designs, existing and new, with 3DMax) I could just about produce a model every 5-6 days fully skinned and painted. I must have spent close to a year and produced just over 100 models including missles/ships as well in the end.. I said never again....I was so burnt out, how do you do it mate? Anyways everything you do is much appreciated not just by me but every member of the SH5 fraternity... ![]() Deep Six
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#2 | |
Black Magic
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![]() ![]() Last edited by TheDarkWraith; 08-18-11 at 01:57 PM. |
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#3 |
XO
![]() Join Date: Dec 2010
Location: Arkhangelsk
Posts: 427
Downloads: 324
Uploads: 0
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#4 |
Watch
![]() Join Date: Jan 2002
Location: Bonnie Scotland
Posts: 28
Downloads: 222
Uploads: 0
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Thanks TheDarkWraith and Mia389, hopefully I can sort it now and get rid of the flares
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#5 |
Ace of the deep .
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The smoke from ship smoke stacks resetting . Is it something to do with this file ?
C:\Ubisoft\Silent Hunter 5\data\Shaders\Filters\FilterVS If i comment out that shader than i just get a black screen where the water drops should be on screen . The smoke resets IE: smoke disapears and then reappears when the water droplets appear on the screen . Out.ProjPos=In.Pos;//mul(matProj,In.Pos); |
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#6 | |
Black Magic
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#7 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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what about using a modified smoke generator ?
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Stormy...... |
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#8 |
Ace of the deep .
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#9 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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Stormy...... |
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#10 |
Mate
![]() Join Date: Mar 2011
Location: Boston, MA
Posts: 52
Downloads: 90
Uploads: 0
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just updated from 0.0.16 and having a small problem...ships won't fire a star shell unless I inflict double the damage needed to sink them...ships are splitting in half and I still need to do more damage to get them to fire off the flare
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#11 |
Old Gang
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Using MO+OH2+FX+TDW UI
I figure this is FX problem. Although I saw the same issue with standard SH5. The mushroom of fire in a catastrophic explosion, the whole animation is too fast, it should be 1/3 of the speed. In SH3 we had nice slow motion explosions, which are not really slow motion, but look like slow motion due to the size of the explosion. What I'm seeing in SH5 is making the ships look like tiny little toys. From the start of the fire cloud explosion to the end of the animation, it's half a second. An explosion that huge (ships are huge) should last at least 2 or 3 seconds, maybe more. I don't know if this was discussed before, I didn't find anything in my search. Hope it's something worth looking for the next update.
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#12 | |
Black Magic
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#13 |
Old Gang
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THIS SAYS KABOOOM!
![]() THIS SAYS KABOOM! ![]() THIS SAYS.... PUFF? ![]()
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To each his own |
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