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Old 05-13-11, 03:43 PM   #136
TheDarkWraith
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Originally Posted by SteelViking View Post
Exactly. increasing the intensity of the Alpha channel is what needs done.

Edit: when it comes to shadow maps, you can actually remove the alpha channel all together, the image has to be 100% opaque anyway. Alpha channels are only used for transparency, which is not needed here.

2nd Edit: I also filled in where there was no color at all.
I'll send you the NMFMPC ship. I can't tell that much of a difference with the whited out alpha channel. Some strange things appear also when sun is glancing off side of the ship now
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Old 05-13-11, 03:46 PM   #137
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Originally Posted by TheDarkWraith View Post
I'll send you the NMFMPC ship. I can't tell that much of a difference with the whited out alpha channel. Some strange things appear also when sun is glancing off side of the ship now
Okay, I will take a look. I checked in game several times with the ship that comes with the Campaign mod, and I didn't see anything weird happen.
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Old 05-13-11, 03:48 PM   #138
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Okay, I will take a look. I checked in game several times with the ship that comes with the Campaign mod, and I didn't see anything weird happen.
In what I sent you load the single mission and change the time of day hour to 17. Then start mission. Place camera near side of ship almost parallel with the side so you can see the sunlight reflecting off the side. You'll see what I'm talking about.
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Old 05-13-11, 03:59 PM   #139
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Without even firing the game up, I am going to guess it looks like the surface of the ship looks like glass........That is because the base texture is 100%, that is not right. Almost all base textures in the game are transparent. Let me take a look in game to see if this is the case.

Edit: It looks like that is exactly what we are dealing with, let me play around with the texture to see if I can get it to work right, will PM you what I do.
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Last edited by SteelViking; 05-13-11 at 04:11 PM.
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Old 05-13-11, 04:32 PM   #140
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Hmmmm, I am also seeing some weird behavior from the occular occlusion map. This may actually be what you are referring to. Give me some time to look at that as well.
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Old 05-13-11, 04:35 PM   #141
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Update:

Reworked campaign "Western Approaches"
No more find and sink 2 Cruisers if you don't want too
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Old 05-13-11, 04:36 PM   #142
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Originally Posted by Trevally. View Post
Update:

Reworked campaign "Western Approaches"
No more find and sink 2 Cruisers if you don't want too
nice
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Old 05-13-11, 06:18 PM   #143
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Hey, TDW, how is the new set of textures looking for you?
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Old 05-13-11, 06:41 PM   #144
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Hey, TDW, how is the new set of textures looking for you?
Sorry, haven't looked yet . Too busy adding damage smoke to every compartment on the sub I'll look at it now
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Old 05-13-11, 06:54 PM   #145
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Sorry, haven't looked yet . Too busy adding damage smoke to every compartment on the sub I'll look at it now
Hey, you take your time with that, I have been waiting for that for a long time.
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Old 05-14-11, 09:14 AM   #146
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@Zedi, the shadow map itself has rust on it! Let me whip up a map without the rust and see if that solves the mystery of the unwanted rust.
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Old 05-14-11, 09:30 AM   #147
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Thanks you so much for this SteelViking. If you can do these improvements on all units, then finally these ships will fit the sh5 fleet.
Who knows.. maybe one day you guys can find a way to add shadows and the transparency of the ship hull underwater so there will be absolutely no difference between any ship.
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Old 05-14-11, 09:59 AM   #148
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Originally Posted by Zedi View Post
Who knows.. maybe one day you guys can find a way to add shadows and the transparency of the ship hull underwater so there will be absolutely no difference between any ship.
When a GR2 unit is rendered the game engine adds the verticies of the unit that are underwater to a depth map. This depth map is then used in the water pixel shader to determine whether that pixel is deep water color or the color of the ship that is underwater (it is linearly interpolated). No such thing exists for DAT rendered units. That is why you can't 'see' them underwater from above water. I made a revised water pixel shader that made them show but it's not perfect. It will take modifying the sh5.exe to do it correctly.
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Old 05-14-11, 10:08 AM   #149
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Thanks for the files Steelviking! I made another test, quick test, but I can't see much difference... Am I missing something? Maybe some screenshots? The one big thing that separates these ships form SH 5 ships, is the light/dark side. SH5 has really big contrast, but here it's almost the same... What do you think TDW, you have been looking at these ships some time too?

Well I'll get back on this soon, have to go now. But great work everyone .
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Old 05-14-11, 10:22 AM   #150
TheDarkWraith
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Originally Posted by Rongel View Post
Thanks for the files Steelviking! I made another test, quick test, but I can't see much difference... Am I missing something? Maybe some screenshots? The one big thing that separates these ships form SH 5 ships, is the light/dark side. SH5 has really big contrast, but here it's almost the same... What do you think TDW, you have been looking at these ships some time too?

Well I'll get back on this soon, have to go now. But great work everyone .
Yes I have same problem. Can't tell much of a difference at all
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