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#271 |
Eternal Patrol
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the game gets caught in a loop with the sea and wind states a little bit as it is changing and sometimes the ocean will run backwards. To fix this change the sea speed to 0.55 for all 4 wave states so they are even. The game dosn't like having them differn't anymore since I can now set the wind speed for each individual wave state. So all sea speeds need to be the same now to stablize all 4 ocean wave sates.
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#272 |
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this is to show what combining the new Kriller2 graffics looks like with the new LBO work being tested now. this is 6 meters per second winds and at 9:00 a.m.
![]() ![]() ![]() ![]() And BTW I forgot to mention that the sub you see is one that Lagger made for me per a request I made in the Airbase Nav mod vs4 I made. It is a Sargo class sub USS Sea Dragon it has the emblem for it on the conning tower. Last edited by leovampire; 08-19-07 at 07:42 PM. |
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#273 | ||
Lieutenant
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#274 |
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noticed and heard and didn't notice or hear for the rework of LBO to try and satisfy everyone as much as possable in the ocean effects. What good is a mod on one epecific area of the game play if you can't come close to meeting expectations. So I tryed my best to meet everyone's needs and wants without screwing up the base effect's and just make the over all impact of the ocean rework better in experience.
I may not reply to every post that someone has made in here but on all the one's that ask for something I make a note of it on a piece of paper and see what I can do to create the effect or enhance or make go away what ever significant thing is asked or noticed. For example one guy had asked for calmer sea's in the low wind states well here is the ocean at 0mps but what I did do is using the new S3D tool that Skwasjer created I adjusted in the materials file the wake effect for everything to have a little more impact on the ocean both above and below to create more of a extended ripple effect and wave creation and here is an example. ![]() then adjusted the physics to give the waves more density in each ripple so you get differn't colors in the ripples. These are probably things most people would never notice so that is why I am pointing it out so you would know what I have done as far as fine tunning goes to make this mod much better in the new release over the first release. Last edited by leovampire; 08-20-07 at 12:22 AM. |
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#275 |
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Captain Cox worked on the funnel smoke for the ships and I ajusted them to blow in the wind and move more with the ships direction. This is a 0 MPS wind and wave shot.
![]() ![]() ![]() And here is also an example on how much higher the sea's get for 15mps winds. Last edited by leovampire; 08-20-07 at 03:43 AM. |
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#276 |
Weps
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thanks for the update...and once again...Great work.
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#277 |
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Ducimus
Captain Cox Redwine Bando Reallydedpoet Kapitan_Zur_See Kriller2 AkbarGulag Jaketoox Digital_Trucker Seeadler As soon as they say it is good to go I will release the new VS of LBO. BTW guys thanks so much for the help and being up front and honest with me on all aspects of the new work and what needed extra work and for noticing the little extra's here and there. And sorry Jake didn't mean to miss spell your name! And I posted your names guys to put you on the spot with me for all the questions on when it will be done LOL! Now you have the pressure not me LOL!!! Last edited by leovampire; 08-20-07 at 01:22 PM. |
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#278 |
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so reduce the horizon value in the scene.dat file using the new mini tweeker scene file down to 6000.
Second you can put the sea speed at: 0.52 for wave state 1 0.53 for wave state 2 0.54 for wave state 3 0.55 for wave state 4 I found out the slight changes is acceptable and the game dosn't reject it and start acting funny. It is the larger changes that seems to make a difference. That should take care of the rest of the issues you guys have noticed and mentioned. |
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#279 |
Engineer
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Really nice work so far. Look forward for the upcoming release.
One thing though: Do you incorporate my smoke mod as well or will there be different versions of LBO ? I am refering to our P.M. a week ago.
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#280 |
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I am going to combine the 2 to get the best out of both and give you both credit.
As for the stand alone vs of LBO there is no need for the particles file. But to add the lightning effects the particles file and materials file are an absolute must. But seeing the work on the lightning isn't finished yet I am not going to worry about it just yet WilhelmTell. Just the materials file will be used in the download vs of LBO because of the ship and sub wake work and that has nothing to do with the smoke effects. So when the lightning is done then it will be included with that. I will show you the end results and Captain Cox as well and make sure you both are cool with it before it is all released. Is that okay with you? |
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#281 |
Engineer
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That's absolutely okay with me.
![]() I just asked because you didn't mention new smoke effects apart from funnel smoke. As I like to have some nice smoke + realistic water behaviour + beautiful environment colors + astonishing lightning effects in my game, I just wanted to know if I have to merge the particular particles.dat's for my own, which means quite some work again. Therefore I would be pleased as well as honored of course, if you implement needed parts of my smoke mod. ![]()
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#282 | |
Pacific Aces Dev Team
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#283 |
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I never looked into that part of it just for the ocean trying to get the waves to show up further away from the sub. But I did notice it made a bit of a difference in the storms. The problem some of my testers noticed is that you could spot ships on the horizon further than the sub's own sensors could pick them up. And you could see smoke from over 25km away from the camera possition
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#284 |
Pacific Aces Dev Team
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Horizon: ZMax below 1000
![]() Horizon: ZMax below 500 ![]() ![]() It depends also on the Skyobject radius Illustration of the 3D models in the scene.dat ![]()
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#285 |
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and I know it was set at 3000 for the 9km visability mod now I down sized the sun and moon evenly in the scene dat but only slightly and now that I look at it I can see the difference on when they fade vs how bright they are using the horizon setting so I understand now. Okay I will leave that all up to you seedler to find the right setting for that. Another words my hands are now off of that one LOL!!!
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