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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#2 |
Planesman
![]() Join Date: Apr 2008
Posts: 192
Downloads: 82
Uploads: 0
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Nice
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#3 |
Samurai Navy
![]() Join Date: Nov 2009
Location: kapandriti, Greece
Posts: 576
Downloads: 103
Uploads: 0
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nice one. What type of u-boot it is?
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#4 |
A-ganger
![]() Join Date: Jul 2007
Posts: 76
Downloads: 13
Uploads: 0
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very impressive, with refinement (like removing the bow wave appearing through deck) this will be a great addition to SH5. Very well done!
I would very much like to see a Type VII along side for size comparrison.
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#5 |
Watch
![]() Join Date: Mar 2010
Location: Adelaide, South Australia
Posts: 25
Downloads: 22
Uploads: 0
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Sweet!!! Great work.
Yes, a side by side comparison would be nice. |
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#6 |
Admiral
![]() Join Date: Oct 2006
Location: Brighton, England.Party capital of the south
Posts: 2,255
Downloads: 126
Uploads: 0
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Looking really good and it's also really good news for the game.
If this can be added then I would assume that more targets can too. At that point I may just start playing again. Awesome work - big thanks to all the modders working on the game. |
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#7 |
中国水兵
![]() Join Date: Feb 2010
Posts: 284
Downloads: 10
Uploads: 0
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Now thats a pregnant submarine!
Lookin sweet!!!! |
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#8 |
Silent Hunter
![]() Join Date: Jan 2006
Location: UK
Posts: 3,803
Downloads: 11
Uploads: 0
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Side by side shots under water, im not sure why, but the Milchow appears quite blury.... one for Privateer to look at.
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#9 | |
Frogman
![]() Join Date: Jan 2005
Posts: 302
Downloads: 72
Uploads: 0
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MIP mapping problem?
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#10 |
Stowaway
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The Occlusion and Normal mapping is not done on this version.
It was mostly built pre-1.2 patch. I also can rarely test the work in Game. System is to old. ![]() So I posted it up for others. There is a bit more to finish and adjust granted. But it works! ![]() |
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#11 |
A-ganger
![]() Join Date: Jul 2007
Posts: 76
Downloads: 13
Uploads: 0
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At what stage is this model actually at, especially in regards to AI.
For example if added to the game will it act like a harbour where you get the option to dock and refit? or does it actually react to the enemy by diving and operate under its own patrol orders sending reports of its position to the Type VII's? I especially like the screenshots for size compare, would love to see some on the surface! It really is a big beast, exceptional work and gives hope to the community, bravo..
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![]() "In the crushing depths of the ocean, lies safety" |
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#12 |
Stowaway
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It does dive and avoid enemy contact.
So it does use the imperfect AI Sub scripting. It carried no offensive torps in real life, so this one doesn't carry them. BBW did some work on the campaign files and resupplied from it. ![]() So that works also. Not sure about radio contact and all that. There's much more important work to do first. All the effects of current in-Game Subs needs to be finished, the occlusion and normal mapping stuff, and new crew for the deck. (The old SH3 models just don't cut it in SH5) ref, ju_88, and Icneumon did the original XIV for GWX. So don't forget to credit them! I've only been doing the conversion to SH5 with a few updated 3D parts thrown in. ![]() |
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#13 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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If you look at the streams of bubbles coming off the VII's deck when submerged the streams get blurry as soon as they are no longer over the VII's "silhouette." Not sure why the game operates like this, but it appears that it makes things blurry underwater (as they should be) except for the submarines themselves, which are left clear and sharp...
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#14 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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That underwater blur is caused by the Depth of Field effect. If that sub was actually a .gr2 file from the SH5 pipeline, it would look OK. Haven't you found a way yet to convert .dat to .gr2 ? |
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#15 | |
Lucky Jack
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