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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#211 | |
Black Magic
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#212 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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#213 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#214 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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I have heard awful things about it, even nastier comments than they said about SH 5 ![]() |
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#215 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Made a test with the new units and this is the status.
Rongel's ship is just perfect. Has crew, the light/dark sides are correct, not much bouncing. Elco has crew, but with no lifejackets, only 3 sailors/officers holding binoculars. Also the boat dark/light sides seems to be wrong/mixed. Akita still have her bow too low in water. Has crew on board but her light side of the hull is a bit too shiny. The passenger ship is a mess. Her light/dark side is mixed and the roll &pitch is too high.. is bouncing on the water like a lifeboat. Also, the dark side is too dark, almost black. Nets are ok. Mines or dolphins are causing "camera out of sector" error soon as I use the external camera. I dont know for sure which one as I dont have a separate mission for the updated versions, so im using the mission I made where all these new unit are placed all together. If you guys can use the external cam in that mission, pls send me your version of mines and dolphins. Hope I can get an update on the buoys from SteelViking when done. |
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#216 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Can you give me some guidance on this issue. Edit: Are you wanting me to add a shadow map to them? Never done it before, but that doesn't mean we can't.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#217 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Zedi, I will go ahead and work a little magic for one of the buoys. I will send it to you and if you like it I will do the same for all the buoys. If you don't like how it turned out, back to the drawing board.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#218 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#219 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Well, the NAMC is about done. Guns are on, crew in place, bow wave perfected, sound for the bow wave added, etc.
Rongel, you said something about the SH4 guns looking bad. Well I have been playing with the texture, and I have them looking pretty decent now. Not SH5 quality, but a LOT better than they were IMHO. Will send you guys everything once I've done the finishing touches on the NAMC.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#220 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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TDW sent me the PT boat, I'll check it and I can also take a look at the passanger ship, and it's bouncing on the water. I'll put a link here to the two revised boats when it's done. Oh yes, should we add a sound to the bow wave? I didn't think about that at all... |
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#221 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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When you add it though, make sure you create a separate node for it with S3D. For some reason SH5 will not accept sound sources that are on the same node as other controllers. Found this out the hard way, then I started reading back through TDW's posts, and come to find out, he already knew. ![]() Edit: Duh,(I wasn't thinking)There should already be a node you can use, and it will already have a sound source on it. But, this stock sound source wasn't working on the NAMC. So, I deleted the old sound sources and added new ones in Goblin, copying and pasting the info into the controller from another SH5 ships sound source. Hope this helps.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 05-18-11 at 02:18 AM. |
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#222 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Also, I think it might be a good idea to remove all controllers and nodes for reflections. The reflections don't work for non-Granny files, and tidying up like that couldn't hurt.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#223 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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![]() The cfg files aren't touched, so if you have modified them, you can overwrite these with your versions. |
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#224 | |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I also waste way too much time on details.. there are days since I have no serious progress on the campaign. After almost 3 days spent on reworking Kiel based on historical photos, reports etc.. I just found out that it was a huge waste of time. If there are more than 10-15 ships in port around the player, the fps drop to 0. There is no word to express my level of frustration and anger just because my dream was to build up living harbors with all kinda stuff in it, to have the feeling we leave or enter into a real port, not an abandoned harbor as it is in stock game. Im very disappointed about this issue, but there is nothing I can do about. The design of this game is just bad from start to the end. There is no excuse on why only 10-20 ships can kill your fps when games like Mafia2 can render millions of cars, buildings and even ants on high detail without any stress on the player pc. This is really a bad quality product ![]() |
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#225 | |
Soundman
![]() Join Date: Aug 2010
Location: Istanbul,Turkey
Posts: 144
Downloads: 65
Uploads: 0
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