SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-27-21, 04:07 PM | #286 |
Navy Seal
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Impressive!
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12-03-21, 10:31 PM | #287 | |
Swabbie
Join Date: Aug 2021
Location: Pennsylvania
Posts: 11
Downloads: 29
Uploads: 0
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Take her down! |
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12-08-21, 09:32 AM | #288 | |
Grey Wolf
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i found another way to control the engine. instead of "dialing" an endless animation loop in and out of sight with a dial controller (engine rpm) i converted all the moving parts of the engine to particle effect objects which i can now control with the state machine, this means the engine animation will represent the actual rpm it is running on. |
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12-08-21, 10:10 AM | #289 | |
Argentinian Skipper
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Best regards. Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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12-08-21, 04:33 PM | #290 |
CTD - it's not just a job
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Oooh-ooo-ooohhh... noice! - we might have to "cop" a few ideas off of you later for FotRSU, with proper permissions, of course...
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12-10-21, 02:44 PM | #291 | |
Village Idiot
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12-10-21, 04:07 PM | #292 | |
Admiral
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Re: Query...
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With that "other way", what does that mean, exactly...? Does that, lighten the load & such... with regards to fps rate.... load time... (or perchance pray tell...) a mix/merge of those 2.? Secondly... with that "other way" & if by chance that does indeed lighten the load & fps rate/ratio down... can that same process, be then applied to... SH3... perhaps.? I ask this, in all seriousness... as I am truly interested... as I'm looking at ways, means, methods to slim down SH3 yet still have it load & not flat line... & on the flip side, of looking at that same possibility being able to be applied to SH4, as well. M. M.
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12-10-21, 04:45 PM | #293 | ||||
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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12-10-21, 06:04 PM | #294 | |
Grey Wolf
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thanks! using particle objects for machine parts is of course only the second best choice but it works better than i expected! i wish sh4 would accept the .anm file format from sh3, that would be easy to use. Quote:
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12-10-21, 06:54 PM | #295 | |
Grey Wolf
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only one texture channel (using the ambient occlusion as main texture) and the unified render controller. |
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12-10-21, 07:39 PM | #296 |
Grey Wolf
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12-10-21, 08:24 PM | #297 | |
Argentinian Skipper
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Fitzcarraldo
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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12-10-21, 10:21 PM | #298 | |
Navy Seal
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That is beyond cool, well done. So I take it they stop when submerged? |
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12-11-21, 03:03 AM | #299 | |||
Admiral
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Back.. I say... I say... back to the drawing board. Luckily, I keep all My tail feathers numbered, for just such emergencies... Thans for the... dissection there, Nisgeis... & explanation... M. M.
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12-11-21, 03:11 AM | #300 | |
Admiral
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Don't doubt it... with what you said... just that... it got Me to wondering, if that couldn't be a possible means to an end, of trimming SH3 & possibly 4 down... while still retaining pretty decent looks, while speeding up load times... yet, without having the whole shooting match... crashing & burning in a sun sized fireball... in the process. M. M.
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