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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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Just some OT comments (sorry
![]() days ago i was looking at the Sh3 shadows issue again and as the ships (stock at least) have out of the box nice shadows and the uboats too (we can live without shadows on crew)...seems that the main problem is how to cast shadows over the water (ocean). The hard point is that the ocean isnīt a "visible" 3D object on sh3 files, so we canīt put on it the dynamicsShadows controller...so my question is : with the Seeadler's input above (ocean pixel shaders) we can have again some hope to have shadows cast on the water? ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#17 | |
Stowaway
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#18 |
Ocean Warrior
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Location: São Paulo Brazil
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Yes itīs true. If we could change the water pixel shader perhaps we could have finally transparent water! Yeah!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#19 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi shipmates,
This is very early stage compartment flooding test. the water is not showing with the reflexion pass only a rough render to see how it's look in game. The final render take a long time to do but the result are photorealistic. I also lower the opacity so we can see objects and crew foot under water. The water will be animated in 2 ways on the base plane that represent the water and on texture so the look will be very realistic and framerate shouldn't have a very big impact since it is a very low res object. Also the water plane have 3 different animation height in CR i call those states : 25%,50%,75% will also be easier to link them. I think i found a way to link the water to the flooding value i will test it further in the weekend, what i want to achieve is to make the water raise to match the flooding percentage or another controller that could do the trick. Here some early test pictures at day&night : ![]() ![]() Best regards Hans Last edited by Hans Witteman; 04-14-11 at 02:21 AM. |
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#20 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
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HOLY BUGGER
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#21 | |
Kaleun of U-3
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![]() Best regards Hans |
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#22 |
Stowaway
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#23 |
Stowaway
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#24 |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
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Truly amazing.
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Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
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#25 |
Helmsman
![]() Join Date: May 2003
Location: australia
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man id leave that water as is and release....
...exceptional find and outstanding work sir!! this is thinking outside the box ![]() |
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#26 |
Ace of the Deep
![]() Join Date: Jan 2007
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Holy smoke, this is outstanding
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#27 | |
Silent Hunter
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WOW, I donīt trust my eyes... ![]() ![]() ![]() ![]() ![]() Best regards, Magic ![]() |
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#28 | ||
Pacific Aces Dev Team
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In my widescreen dll I have hooked the DirectX function CreatePixelShader() and then dissassembled the buffer with the actual pixelshader code and dump it in a text file. Now I have every hardcoded pixel shader of SH3 as asm shader source code in separate files. Unbelievable but SH3 uses only 5 pixel shaders 1 = shadow shader 2 = water reflection shader 3 = water shader 4 = terrain shader 5 = ?????? in comparison SH4 approx 200 ![]() Quote:
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ps.1.1 tex t0 mov r0, t0 ![]() This is just a proof of concept to change the pixel shaders in SH3 from external files such in SH4/5. It needs allot more work, ...extend to shader version 2.0, make use of more texture registers, storing own textures in the registers and so on... |
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#29 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
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#30 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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First of all i need to find a way to make it work correctly with game mechanic and this is not yet done but i have confidence it would be overcome. Best regards Hans |
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