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Old 04-13-11, 08:36 PM   #16
Rubini
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Just some OT comments (sorry) but at least have something in common:the sh3 water...

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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Old 04-13-11, 10:03 PM   #17
reignofdeath
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Quote:
Originally Posted by Rubini View Post
Just some OT comments (sorry) but at least have something in common:the sh3 water...

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?
Dont worry about it being off topic, I just really want to know what that there chunk of information is. And what I dont get though, is why we cant have transparent water, I mean, its set so you can see up and out of the water (Looking up from external view you can see ships and such from underwater) but why cant you see down IN the water ?? I want this so badly, you dont even know. That and the shadows are a good idea too
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Old 04-13-11, 10:26 PM   #18
Rubini
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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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Old 04-14-11, 01:21 AM   #19
Hans Witteman
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Default Early flooding test

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
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Last edited by Hans Witteman; 04-14-11 at 02:21 AM.
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Old 04-14-11, 01:27 AM   #20
Weiss Pinguin
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HOLY BUGGER First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate
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Old 04-14-11, 02:18 AM   #21
Hans Witteman
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Originally Posted by Weiss Pinguin View Post
HOLY BUGGER First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate
How about a bar on dock with free beer

Best regards Hans
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Old 04-14-11, 03:23 AM   #22
reignofdeath
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Originally Posted by Weiss Pinguin View Post
HOLY BUGGER First we have expanded interior compartments, now internal flooding... I think wolfpacks are not far off at this rate
At this rate ShIII will be the NEW SHV!
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Old 04-14-11, 03:25 AM   #23
reignofdeath
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Quote:
Originally Posted by Hans Witteman View Post
How about a bar on dock with free beer

Best regards Hans
If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin

Good work Hans!
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Old 04-14-11, 03:26 AM   #24
ryanwigginton
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Truly amazing.
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Old 04-14-11, 03:39 AM   #25
anzacmick
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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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Old 04-14-11, 04:38 AM   #26
java`s revenge
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Holy smoke, this is outstanding
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Old 04-14-11, 06:07 AM   #27
Magic1111
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Quote:
Originally Posted by Hans Witteman View Post
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

WOW, I donīt trust my eyes...






Best regards,
Magic
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Old 04-14-11, 07:52 AM   #28
Seeadler
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Quote:
Originally Posted by Rubini View Post
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?
Maybe!

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:
Originally Posted by Rubini View Post
Yes itīs true. If we could change the water pixel shader perhaps we could have finally transparent water! Yeah!
Now in a second step I loaded this simple asm shader code

Code:
ps.1.1
tex t0 
mov r0, t0
from a file into the buffer and replaced the hardcoded water shader with it. This shader code simply takes the texture stored in register t0 and moves it to the output register r0



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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Old 04-14-11, 11:25 AM   #29
Fish In The Water
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Quote:
Originally Posted by Hans Witteman View Post
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.

Outstanding work Hans! Congratulations on achieving a true milestone!!
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Old 04-14-11, 11:41 AM   #30
Hans Witteman
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Quote:
Originally Posted by USNSRCaseySmith View Post
If you somehow get that finished before all of HAHD and would release it as a mod compatible with GWX 3, I think I would die. Just sayin

Good work Hans!
Hi mate,

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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