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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1771 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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thanks for the update.
but the water is one of the keys to a good and realistic sail-feeling. schwieger is right, we should take the sh4 water as a reference. yesterday i tried some tweaks with the sh3 water and the sh4 scene.dat in sh3. the result was not very promising. as to my last experiences, there are missing additional controllers for the water, to make it look more rough. but i can not add or import them from sh4, as sh3 does not recognize them. actually the sh3 water only has 5 ways to tweak it: - choppy waves controller (increased it leads to many odd looking, hard edged waves) - bump factor (leads to more rough looking water, but only via bright and dark areas, no light reflections. the bump-texture is not scalable, even there is a controller for this. so the bumpy areas are to large, to make it look more rough) - amount of reflection deforming (adds more or less reflection of the sky and other objects to the water. and let us also change the rate of deforming on the water. useful.) - fresnel coefficent (useful controller, changes the waves system) - waves armonic (longer or shorter waves. good for different weather and wind conditions) but it is missing a shader-like controller, for giving the water a better rough surface, which reflects the light in smaller pieces. only wind up to 1-2m per second results in flat looking waves. above this, the water gets small waves between the larger waves -> a rough surface. sh3 tries to simulate these with the bump-controller. but the areas are just bright-dark, not reflective. so the effect looks unrealistic. smells like reverse engineering, making the responsable dlls, or the sh3.exe reading new libraries/shaders and use them. but this is, where my knowledge ends. ![]() any help is appreciated!
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#1772 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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You cannot be more excited then me since early this morning i am testing the new damage model and i am having a blast with the deck gun i just got hook ! ![]() Sinking a ship have never been so fun then now even the SH5 crowd will be jealous! Best regards Hans |
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#1773 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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heres, what ive reached so far.
![]() the surface is now slightly more rough, simulating tiny waves on top of the water...but it seems, a real light reflection was not implemented in sh3. tried to mix the dlls and act files from sh3 and sh4...no success so far.
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#1774 |
Black Magic
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Would be a miracle if it did even work. The dll entry points are probably totally different and the offsets for the variables probably don't correspond to anything (not to mention function calls out). Surprised the game didn't CTD right off the bat on you.
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#1775 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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Nice work on this picture maybe just make the noise a little bit bigger or just forcing antialias on video card could reduced it. Best regards Hans |
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#1776 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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yes, i know. i should learn these things. i know, you have this point of view. but maybe you could make an exception? it is simply too much work for me, to learn all this stuff. @hans: no chance to get "noise" onto the water. the normal water does not use any texture, so i have only access via the controllers. and there is no controller which might add some kind of noise. sad one...i know. but the devs left some important things out, they added later in sh4.
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#1777 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
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Urfisch,first,do you have a computer to run high resolution?I notice in your pic you have stock GUI and this makes me ask this first question.Magui first off makes my game look so much better and more immersive that I do not notice things as much.Then going from 1024x768 to 1600x1200 makes the game just look sharper and more pleasant to view.
Second is do you use GWX and if yes have you tried the GWX16km mod.It seems to have tweaked the colors and looks alot better to me. ![]() |
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#1778 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi shipmates,
The damage model is almost finish and the movie will soon follow i will included comparison showing the drastic difference between them. Everything seem to come from another game and deck gunning and topedoe a ship is now the way i like it ![]() Best regards Hans |
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#1779 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
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I can't wait Hans.
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#1780 | |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
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#1781 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
Uploads: 0
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Hi mate,
How about sailors trying to extinguish fire on deck and sailors jumping in the water covered in flame? Also underwater school of fish passing by and some marine life. ![]() And the animated texture open so many new possibility like tonight i did some test with real footage from a floating oil slick and i can't wait to test it. Like for particle system changing a bitmap to an animated one drastically change the wow factor on many thing like bubbles, fire,smoke,splash etc. Like i said before i am only starting to test many new visuals for in game FX and the potential is there. We could have used other mods who had better damage FX but after testing some i saw that they were poorly optimize in almost every aspect of real time rendering but i can't blame the guys since they have no game development experience. Like smoke oufff i won't name the mod but hey the amount of particle count the guy put in was enough to scare any game maker, the trick with particle system lie in excellent sprite alpha and bigger particle with smooth blending and you get better looking effect with a very low count. That why i decided to completely re do it myself because it is sometime less work to redo from scratch then trying to optimize other work. Damn now i am starting to wonder if i will live long enough to mod this game to it ultimate state! Best regards Hans |
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#1782 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
Uploads: 0
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As long as we can run it, pile on all effects, lol, the more the merrier
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#1783 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
Downloads: 123
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If i can run it on an ati radeon 1900x i surely think everybody here have a better card than me! My objective for U-BOAT_HAHD is not to get lower then 30 fps on my old rig so anyone with better rig then mine would have no trouble at all. Best regards Hans |
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#1784 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#1785 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 230
Uploads: 0
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Hans,that stuff sounds crazy.Guys on fire trying to put out fires!!!
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