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Old 03-16-11, 06:29 PM   #736
reaper7
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Can't wait to see the end result. Best get the popcorn on
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Old 03-16-11, 08:58 PM   #737
Hans Witteman
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Quote:
Originally Posted by reaper7 View Post
Can't wait to see the end result. Best get the popcorn on
Hi mate,

It is the third time i upload now and i am getting fed up of it

Read the forum on youtube on uploading HD videos it is a nightmare some days.

Maybe it is because a lot of people are uploading videos from Japan if it the reason then i can understand that.

So for the third time tonight if it work like it should it is going to be late at night. Better late then never!

I think the wait will be worth just my humble opinion

Best regards Hans
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Old 03-16-11, 09:57 PM   #738
drakkhen20
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Torpedoes & Tubes

Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
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Old 03-17-11, 03:56 AM   #739
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your 3d work is really impressive!
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Old 03-17-11, 04:00 AM   #740
reaper7
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Originally Posted by drakkhen20 View Post
Say hans,
I was laid up thinking last night about an idea. Now I dont know exactly how adjusting or changing the pistol type was done on a torpedoe(some of the brains I do have is telling me manually). Being that if these things where done before they where loaded and placed in the tubes is a reality most overlooked, but if they could be changed while in the tube then I guess im wrong. But I have a habit of changing the pistol after I have opened the tube. Is there a way to change this to add to your mod. Something like after you opened the tube those button dont work or the weapons officer tells you "the torpedoe is already loaded" when you try to change the pistol or make torpedoe related adjustments?
Nice idea, this would need an exe edit to achieve maybe its something Stiebler could achieve in his project look here:
http://www.subsim.com/radioroom/showthread.php?t=181352
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Old 03-17-11, 03:39 PM   #741
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Originally Posted by Hans Witteman View Post
Hi mate,

Nice specular map are some time a work of patience and i do sometime spend an hour or two just adjusting them until it look the way i want.

This technique will be show in video library

Best regards Hans
Pffff I've done some reading on specular maps and all (as well as a previous post you made here about the way you do your textures and skins) but I guess I'll have to wait for your video to go up, because what I came up with in google only causes more questions for me. Plus I don't know how to use s3 editor to make it recognize specular maps. Will the video be on the HAHD site? Or somewhere else? Thanks so far!
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Old 03-17-11, 09:52 PM   #742
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Hans I'm sure no one will mind if you upload in regular quality
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Old 03-18-11, 06:05 PM   #743
Bakkels
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No new posts in the HAHD thread for a whole day, now that is something I haven't seen for a couple of weeks. Perhaps this is the silence before the storm....

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Old 03-19-11, 02:59 AM   #744
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Quote:
Originally Posted by Bakkels View Post
No new posts in the HAHD thread for a whole day, now that is something I haven't seen for a couple of weeks. Perhaps this is the silence before the storm....

Hmm wonder what Hans is conjuring up
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Old 03-20-11, 12:13 AM   #745
Hans Witteman
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Default Update

Hi shipmates,

Think i was dead not yet

After i realized i forgot to add the reflexion to the Fletcher i scrap the video and remake it because the way i work with reflexion nodes it take a bit of time to optimized every nodes so the impact on game engine is minor.

After i finish this i look at the funnel smoke and i though damn that is looking pretty ugly so i tweak it and made new alpha mask that is more realistic for smoke.

Then i was almost going to upload it and suddenly i look at the destroyer bow spray i said to myself i should make it look better

No worry mates now i'm truly done and will upload the video sorry for my long silence but sometime i have to stop posting and concentrated on technical stuff

The new Fletcher look like he is out of SH9

Best regard Hans
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Old 03-20-11, 12:28 AM   #746
Schwieger
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Quote:
Originally Posted by Hans Witteman View Post

The new Fletcher look like he is out of SH9

Best regard Hans


Attention to detail is magnificent! Do you work with all the units this way?
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Last edited by Schwieger; 03-20-11 at 02:44 AM.
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Old 03-20-11, 07:13 AM   #747
reaper7
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Quote:
Originally Posted by Hans Witteman View Post
Hi shipmates,

Think i was dead not yet

After i realized i forgot to add the reflexion to the Fletcher i scrap the video and remake it because the way i work with reflexion nodes it take a bit of time to optimized every nodes so the impact on game engine is minor.

After i finish this i look at the funnel smoke and i though damn that is looking pretty ugly so i tweak it and made new alpha mask that is more realistic for smoke.

Then i was almost going to upload it and suddenly i look at the destroyer bow spray i said to myself i should make it look better

No worry mates now i'm truly done and will upload the video sorry for my long silence but sometime i have to stop posting and concentrated on technical stuff

The new Fletcher look like he is out of SH9

Best regard Hans
All the better for the end user . I've a feeling these are gonna make even the SH5 engine look dated .
No worries with the time taken, like I said better for the end user.
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Old 03-20-11, 10:26 AM   #748
Hans Witteman
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Originally Posted by reaper7 View Post
All the better for the end user . I've a feeling these are gonna make even the SH5 engine look dated .
No worries with the time taken, like I said better for the end user.
Hi mate,

This one took time but you will understand why today

And keep in mind i was not only on that i was recording videos and gathering my assets together to make it available to the team.

I still have many surprised in my bag of tricks

Best regards Hans
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Old 03-20-11, 10:36 AM   #749
Hans Witteman
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Quote:
Originally Posted by Schwieger View Post


Attention to detail is magnificent! Do you work with all the units this way?
Hi mate,

Like i said in an earlier post i will put detail where i can and as long the game engine stay at a decent fps for playability i will add more.

To give you an idea in a past project i clean many assets from close to 2 millions polygons and the gain in fps was 2, the textures are the real problem if we have too many high resolution texture we can easily put the engine to great stress.

So everything need to be well balanced and for that i made 3 set of texture like high,med,low but even the low one look a 100 time better than stock

Best regards Hans
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Last edited by Hans Witteman; 03-21-11 at 12:24 AM.
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Old 03-20-11, 10:42 PM   #750
Schwieger
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nice post count Hans

On a more serious note, I looked at the G7a torpedo vid not too long ago... was wondering if there is a torpedo with a dirtier texture or just the "clean" one?
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