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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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![]() Quote:
To borrow a phrase, "it's all about the the motion in the ocean."
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#2 |
Ocean Warrior
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No it wasn't a textureing problem per se (i don't think that simulator uses textures in a traditional sense for the water). It was more how the colors shift and how reflectivity is generated which made it look too shiny and oily. That would probably be more an issue with the engine, or maybe the engine settings. There is also some other weirdness in how the water was moving, like forming strands in the air rather than separating into droplets, and it seems very resistant to separating.
Last edited by NeonSamurai; 04-29-13 at 12:16 PM. |
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#3 | |
Ocean Warrior
![]() Join Date: Jul 2008
Posts: 3,184
Downloads: 248
Uploads: 0
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![]() Im pretty sure that a lot of things can be tweaked and adjusted. Also the algorithm is suposed to be relatively efficient and realistic while not being too heavy on resources. It is a compromise for PCs. |
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#4 |
Chief of the Boat
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Well I'd certainly settle for it but it's early days and probably further improvements will be forthcoming in the future.
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