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Old 05-08-11, 01:13 PM   #1396
Hans Witteman
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Originally Posted by Anvart View Post
Hans, you're talking about video-lessons... where do you put them?
I would like to see them...
Maybe i missed something?
Hi Anvart,

They will be available soon to everyone but at your level and seeing your past work you wont learn very much from them.

You are already a master at your art

Best regards Hans
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Old 05-08-11, 01:16 PM   #1397
Hans Witteman
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Originally Posted by MG Mike View Post
hello,

at first one thing:

Wow, Wow, Wow and only wow !!!!

What are you people doing here ???

That looks very great, very fantastic !!!! I´m really looking forward it.

and now the question: how long have we to wait until the relase comes ?


end of 2011, later, earlier ???

very great work !
regards
MG Mike
Hi mate,

Thank for the good words and welcome aboard we appreciated every bit of support we can get because it is a lot of work and without you guys we would have quit a long time ago

Best regards Hans
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Old 05-08-11, 01:18 PM   #1398
Hans Witteman
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Originally Posted by reaper7 View Post
There only available for now to the HAHD Team members.
Once the Mod is released they will be made available for everyone's use .

On another note how do you force Antialiasing in SH3. All the options I set for SH3 under Nvidia Control Panel for the SH3 Profile seen to be ignored
Hi mate,

Not in Sh3 you cannot you have to force it via the control panel of your video card and it will apply to sh3.

Best regards Hans
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Old 05-08-11, 01:23 PM   #1399
Hans Witteman
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Originally Posted by pelucho25 View Post
Hi friends, there is a specific date of release of this magnificent work?
I have plans to return to play Silent Hunter 3 and I wonder if there is any particular date. LSH What about the 5 to be tested? Or the Operation Mosun for Silent Hunter IV?
Hi mate,

Welcome aboard and for release it hard to fix an exact date because thing sometime go awkward without warning but to put more precise indication i have to finish the interior of typIIA and everything should be fine for our first release

Since the last couple of week i was pretty busy setting workflow for our team but now i can concentrated on the interior so thing should go faster.

Best regards Hans
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Last edited by Hans Witteman; 05-08-11 at 01:54 PM.
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Old 05-08-11, 01:56 PM   #1400
reaper7
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Originally Posted by Hans Witteman View Post
Hi mate,

Affirmative there will be one on animation and how to integrated in game but we don't want to go nut with animation because it is an all new ball game for the game engine, this is taking way more resources on engine then static mesh.

I will show how to optimize the animation loop by reducing the amount of animation frames without loosing too much quality.

Best regards Hans
Understood Look forward to trying it .

One other, I don't seem to have Alpha working on my Anchor system I created the Alpha Ok and saved as 32bit targa. Alpha texture displays ok in Silent3ditor but ingame I'm getting the background colour and not transparency. Is there another item I need to enable

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Old 05-08-11, 01:59 PM   #1401
Hans Witteman
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Originally Posted by Schwieger View Post
Will all that rust make the ship easier to sink?
Hi mate,

Waisting a fish on a trawler what a shame i will call BDU and inform them on your practice

Best regards Hans
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Old 05-08-11, 02:03 PM   #1402
Hans Witteman
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Originally Posted by reaper7 View Post
Understood Look forward to trying it .

One other, I don't seem to have Alpha working on my Anchor system I created the Alpha Ok and saved as 32bit targa. Alpha texture displays ok in Silent3ditor but ingame I'm getting the background colour and not transparency. Is there another item I need to enable

Hi mate,

Yep you have to activated in your material node type 2 just click the Disable Z-buffer write option and you will get the alpha working in game

Best regards Hans
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Old 05-08-11, 03:16 PM   #1403
reaper7
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Still no luck with the Alpha.
  • I have a Material Chunk Type 2 (Disable Z-Buffer is checked). Enable explicit Texture is checked and point to the tga texture
  • That has a child node Type 3 Embedded Image with the texture Imported into it. (This displays the Alpha Ok in both Argb and Alpha selections)
  • Also have a child node type 8 Label

Then Under the 3D model node I created the following:
  • A child chunk Type 4/100
  • With a Child chunk Type 1 3D model Pointing at the Anchor texture
  • With a final child chunk type 8 label

Looking at the Model preview of the 3D Model node the texture is not transparent but black background just as it is ingame.

Don't know where I've gone wrong. Any chance you could shed some light on the situation
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Old 05-08-11, 03:28 PM   #1404
Hans Witteman
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Quote:
Originally Posted by reaper7 View Post
Still no luck with the Alpha.
  • I have a Material Chunk Type 2 (Disable Z-Buffer is checked). Enable explicit Texture is checked and point to the tga texture
  • That has a child node Type 3 Embedded Image with the texture Imported into it. (This displays the Alpha Ok in both Argb and Alpha selections)
  • Also have a child node type 8 Label

Then Under the 3D model node I created the following:
  • A child chunk Type 4/100
  • With a Child chunk Type 1 3D model Pointing at the Anchor texture
  • With a final child chunk type 8 label

Looking at the Model preview of the 3D Model node the texture is not transparent but black background just as it is ingame.

Don't know where I've gone wrong. Any chance you could shed some light on the situation
Hi mate,

It seem your alpha might be inverted just check if the chain mask is white.

For the rest everything seem ok to me but if you still have problem with it just upload the .dat in our ftp and i will have a look at it

Also never work while on the influence of alcohol

Best regards Hans
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Old 05-08-11, 05:36 PM   #1405
reaper7
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Quote:
Originally Posted by Hans Witteman View Post
Hi mate,

It seem your alpha might be inverted just check if the chain mask is white.

For the rest everything seem ok to me but if you still have problem with it just upload the .dat in our ftp and i will have a look at it

Also never work while on the influence of alcohol

Best regards Hans
Yup Alpha is white ok, I'm uploading it to General Folder in FTP
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Old 05-08-11, 07:41 PM   #1406
Hans Witteman
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Originally Posted by reaper7 View Post
Yup Alpha is white ok, I'm uploading it to General Folder in FTP
Hi mate,

You give me a good laugh tonight

Your ship is ok an your alpha is working fine what you see is the dark shadow from your AO pass just go in your paint program and erase the dark shadow and use your chain to make a soft shadow underneath .

I told you not to drink and work

Sometime we have to manually tweak our AO because of minor stuff like that the reason is the mesh representing the chain is render as the way it look in 3d software the AO do not take in account alpha.

Also your cabin texture look wash out try to adjust your contrast in paint program


Best regards Hans
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Old 05-09-11, 01:12 AM   #1407
Myxale
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LoL. You rule with an iron...bottle Herr Witteman.
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Old 05-09-11, 01:28 AM   #1408
reaper7
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Quote:
Originally Posted by Hans Witteman View Post
Hi mate,

You give me a good laugh tonight

Your ship is ok an your alpha is working fine what you see is the dark shadow from your AO pass just go in your paint program and erase the dark shadow and use your chain to make a soft shadow underneath .

I told you not to drink and work

Sometime we have to manually tweak our AO because of minor stuff like that the reason is the mesh representing the chain is render as the way it look in 3d software the AO do not take in account alpha.

Also your cabin texture look wash out try to adjust your contrast in paint program


Best regards Hans
That one drove me mad, kept redoing it over and over in s3editor thinking I was doing something wrong

Thanks mate never considered it was the Ambient occlusion, cheers for the tips - will make the Adjustments

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Old 05-09-11, 03:45 AM   #1409
Anvart
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Hi, Hans, my friend.
I'm late, as always... ... language barrier...
At last i understood, that for optimization, you are using simple objects with alpha blending (unlike full 3D objects)...
Have you thought about why Devs did not use this technique anywhere?
... because there are some limitations...
If object (with alpha blending) interacts with the particles (particle generator), for example, with sprays of water, alpha blending effect may disappear...
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Old 05-09-11, 05:30 AM   #1410
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
Hi, Hans, my friend.
I'm late, as always... ... language barrier...
At last i understood, that for optimization, you are using simple objects with alpha blending (unlike full 3D objects)...
Have you thought about why Devs did not use this technique anywhere?
... because there are some limitations...
If object (with alpha blending) interacts with the particles (particle generator), for example, with sprays of water, alpha blending effect may disappear...
Hi Anvart,

Yes my friend i am aware that alpha blend cannot be used everywhere but it work fine on thing like chains for anchor, radar on battle ship and other place.

I also used it in harbor to make hand rail with chain.

Also fog effect like underwater will interact with alpha.

We used it only where it is possible.

Best regards Hans
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