SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
11-26-09, 02:52 AM | #1261 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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great...simply: great
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11-26-09, 05:53 AM | #1263 |
Hellas
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Absolutely fantastic mod !
congratulations DD !!!
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Knowledge is the only thing that nobody can ever take from you... Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
11-26-09, 12:02 PM | #1264 |
Planesman
Join Date: Mar 2008
Location: Far Far Down at the Bottom of the Sea
Posts: 185
Downloads: 339
Uploads: 0
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does this mean what I think it means?
That would BE SO AWESOME! AN ENGINE COMPARTMEN, oh MINE GOT!!!! YOu should have seen my face during that video: step 1: step 2: step 3: step 4: Freekin' Sweet!
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Stay Cool, its only a depth Charge |
11-26-09, 05:14 PM | #1265 |
Lucky Jack
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Wow...you gents are pushing the boundaries of SHIII in what you are doing. You have my and the communities deepest gratitude for what you are doing.
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11-27-09, 10:55 AM | #1266 |
Admiral
Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
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A big fat Amen to that mate!
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SH3+GWX SH5+WoS Still Sailing....still Deep |
11-27-09, 12:33 PM | #1267 |
Watch Officer
Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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The new upgrades are looking great! It is awesome to still be getting these kinds of features from you this long after release!
Quick question: Doesn't the 3D engine handle shading on objects? I ask because it has always bugged me that the rotatable handles (hydrophone anyone?) have shading in the textures which look terrible when rotated. Why isn't the lighting in the room used for this? The gramophone record is a new example of this (since it never spun before). |
11-27-09, 03:55 PM | #1268 |
Grey Wolf
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@Commander Gizmo: computing the shadows in game would have been way too much for the GPU back in 2005. As the objects never had been planned to be animated, there was no need to either. Baked shadows don´t hurt the GPU on the other hand. In fact they lessen the workload. btw 'FlakMonkey' has given his approval to use his fully reworked attack scope housing with OH. Thank you, mate Regards, DD
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11-27-09, 06:13 PM | #1269 |
Watch Officer
Join Date: Jan 2007
Posts: 339
Downloads: 76
Uploads: 4
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I guess now that you mention it, I haven't noticed too many shadows in the game. I have quite a few games that were older that had shadows although they had monster requirements. Thanks for the clarification.
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11-28-09, 05:38 AM | #1270 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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yapp, but for outside rendering, there are dynamic shadows...right? someone found the lost strings for it in the code and activated them...i guess.
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11-28-09, 06:32 AM | #1271 |
Ace of the Deep
Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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Is it possible to use this mod together with the Manos gui (makman) ??
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11-28-09, 09:44 AM | #1272 |
Grey Wolf
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@urfisch: 'Privateer' showed some shots with dynamic rendering enabled for a surface vessel. Interiors don´t use a SHD model. He had to use an older *.act file to make it happen. IIRC, after patch 1.4b this feature /the needed lines of code was / were withdrawn from the file. @Commander Gizmo: The crew uses another way to simulate lighting. They have bump mapping controllers tied to them. These controllers define direction, strength, angle of incidence, ..., ... of the light source affecting the respective crew member most. In conjunction with a bump map this gives the impression of real time rendered shadows. Never tried to link a bump map controller to a "static" object like the hatch. Might be possible to produce some nice effects. Will give it a try. @java`s revenge: it depends on what files are altered by this mod. If the 'cameras.dat' and 'command.cfg' files are unchanged, then there is a good chance it does work. If he´s taken them from OLC´s GOLD MkIId GUI and uses them without any change, then it should work with the fix for OLC´s GUI. Besides that any changes he made to the interior files will be overwritten by OH. Regards, DD
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11-28-09, 10:57 AM | #1273 |
Sailor man
Join Date: Jul 2006
Location: Finland
Posts: 46
Downloads: 105
Uploads: 0
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What is the current DL link? I cannot get mediafire working...
Thanks! |
11-28-09, 02:00 PM | #1274 |
Ace of the Deep
Join Date: May 2008
Posts: 1,231
Downloads: 92
Uploads: 0
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How about giving SilentHunterMods.com a try Version 3.8 is in Diving Ducks thread .
need a link ........ http://www.silenthuntermods.com/foru....php?board=7.0 |
11-28-09, 04:59 PM | #1275 | |
Ace of the Deep
Join Date: Jan 2007
Location: at periscope depth
Posts: 1,204
Downloads: 97
Uploads: 0
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Quote:
I have tried it but with this mod it isn`t a good idea. Periscope hasn`t 3x zoom anymore and the periscope graphics are out of line...
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