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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#151 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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I knew that clever modders would get the visual range fixed. :|\
Any screenshots that show it off though Ortega? |
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#152 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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So is this mod complete and what does it do exactly?
(Dont have time to read all those pages. ![]() |
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#153 | |
Pacific Aces Dev Team
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![]() As to 3D format, it seems it is not exactly 3DS or MAX due to faces being written in somewhat different manner/order. I think lurbz has found a good alternative by associating it with the Wavefront format. It is kind of a hex reminder of that format without vertex normals. It should not be very difficult to make a 3D importer for someone, who knows C#, based on a 3D exporter source code by lurbz. |
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#154 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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Thanks Serg!!
I didn't know about the DATnavigator tool. It is real amazing, has helped me a lot. This is the situation now: - Cloud sphere resized to 20 km radius (for testing) - Sky sphere pending to resize, but finally located ![]() Now I have to go to work. This evening I will make all the changes and will put some screenshots to show the advances.
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My Visibility mod HERE |
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#155 |
Navy Seal
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![]() ![]() Very interesting! Tell us what you get. This might just be what we need... |
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#156 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
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Hi Manuel,
how about quitting your job and concentrate on modding? ![]() Just kidding, sorry. Have you made any progress with your mod? For me, the visibility issue is on of the worst things in stock sh3. It's just like the wrong diving depths with early game versions or even worse. Just imagine what fixing would mean to gameplay... Thank you for all the work you´ve done so far and please keep us updated about any progress you made. ![]() |
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#157 | |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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![]() ![]() ![]() Yes, there are some problems again (a lot of values to tweak now): - Cloud sphere seems to turn invisible at about 12 km. I'm looking for changing that distance. - Definitively SH3 render is not capable of handle rendering 3d at such distances. This is probably the reason of the stock 8km limitation. With the limit at 20km there is a fps drop in the game engine, mainly when at port and with cities nearby. With a little of luck, this could be due to water reflection. If so, it can be tweaked to reduce the resolution of water reflections at very far distances (with any quality loss). A couple of images showing current advances: This ship is at 14.3 km (well, only smoke is visible at that distance) http://www.mp-labs.com/sh2mods/ship14km.jpg Two aircrafts at about 7.2 km http://www.mp-labs.com/sh2mods/planes7km.jpg
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My Visibility mod HERE |
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#158 |
Medic
![]() Join Date: Feb 2003
Location: 20 Meter von einer Wasserbombe
Posts: 169
Downloads: 0
Uploads: 0
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Either one of those visuals is quite acceptable with me... much better than the current visual distances..
Are those images with or without fog? Are there any known side effects on other in-game graphics with these tweaks?... other than the fps slowdown?... Cordialement, Duke of Earl
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U-627.... das \'Wabo-Magnet\' |
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#159 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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No fog at the moment. I will add a light fog at the horizon to smooth the ocean-sky transition. I haven't experienced anything else but fps slowdown.
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My Visibility mod HERE |
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#160 |
A-ganger
![]() Join Date: May 2004
Posts: 79
Downloads: 5
Uploads: 0
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nice job manuel,
how far can we see aircrafts WITHOUT binoculars? |
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#161 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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Manuel;
Sounds like fps drop near land and ports is due to the extra amount of terrain being rendered rather than water reflections. If you're tripling the view distance, then the extra amount of triangles rendered will be a multiple of that. In the open sea, since the non-detailed sea seems to be a flat plane, this isn't so much of an issue. Slowdown is worth it though to get a realistic view distance. I'm not too worried about frame rates at the moment since I have a GeForce 6600... |
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#162 |
Commodore
![]() Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
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Any chance of a pre-alpha release? :P
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#163 | |||
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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My Visibility mod HERE |
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#164 | |
Grey Wolf
![]() Join Date: Apr 2005
Posts: 798
Downloads: 3
Uploads: 0
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#165 |
Sailor man
![]() Join Date: Jul 2002
Location: Alicante - Spain
Posts: 48
Downloads: 0
Uploads: 0
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It is posible, but the difference between the ocean and the fake ocean is very noticeable. Before it was disguised with the fog, but now it has to start far away.
Z-buffer conflicts with ocean are history now. ![]()
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My Visibility mod HERE |
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