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Old 02-18-11, 02:32 PM   #61
stoianm
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Quote:
Originally Posted by naights View Post
hi:



I can share what I have done and work the 3 together to get better results (if you want, better 3 brains than 1)
yes - good ideea
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Old 02-18-11, 03:03 PM   #62
Paris_England
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This is the best I've been able to do.

bec-submarine is a flat yellow FFE757 dds -- no alpha.


This is reflectcube2.dds -- a new texture. This needs reworked a lot, but the trick at the moment seems to be to take some of the underlying bec_submarine colour and some of the nightlight colour so at least it looks like it might go with either type of ambient light. It's a real fudge, but until the night light controller is exposed I'm at a loss as to what else to do.




It is saved as a DTX1 cubemap <---important

Then the sim file has been edited in goblin.

In this case merge (data/submarine/common/rooms/...) Room_DER.gr2 and Room_DER.sim

Once it's open click on GLASSDOMES in the scene tree and edit the behaviours. In the example here EnvMappingCtrl has been edited:

Type: changed to 'Cube' (originally Sphere)
Teture Path: data\Textures\TNormal\tex\ReflectCube2.dds (was ReflectCube.dds)
Reflection Multiplier: 3 (was 9.9)
Fresnel Factor: 0 (was 0)

This is all affected to some degree by the HDR_interior_submarine.cfg

Last edited by Paris_England; 02-18-11 at 03:22 PM. Reason: wrong image pasted
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Old 02-18-11, 11:13 PM   #63
naights
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More shadow maps from command room.

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Old 02-19-11, 03:39 AM   #64
stoianm
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Quote:
Originally Posted by naights View Post
More shadow maps from command room.

look nice - more shadow all over the place in interior
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Old 02-19-11, 06:00 PM   #65
Paris_England
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your shadow maps are great!!! Keep them coming. Any chance you could get the galley map redone -- the hard line cutting the room in two is awful especially when using the white-walled interior textures

Thanks for your work

P
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Old 02-19-11, 06:26 PM   #66
naights
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Hi:

Quote:
Originally Posted by Paris_England View Post
your shadow maps are great!!! Keep them coming. Any chance you could get the galley map redone -- the hard line cutting the room in two is awful especially when using the white-walled interior textures

Thanks for your work

P
You can post screenshot? dont know exactly where is that hard line cutting the room.
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Old 02-20-11, 03:33 PM   #67
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Hi:

Quote:
Originally Posted by Paris_England View Post
your shadow maps are great!!! Keep them coming. Any chance you could get the galley map redone -- the hard line cutting the room in two is awful especially when using the white-walled interior textures

Thanks for your work

P
Edited shadow map, now looks like screenshot.

http://img823.imageshack.us/i/linevr.jpg/

Bye !!
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Old 02-20-11, 03:35 PM   #68
stoianm
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Quote:
Originally Posted by naights View Post
Hi:



Edited shadow map, now looks like screenshot.

http://img823.imageshack.us/i/linevr.jpg/

Bye !!
wow - you did a great job - i like more than dark interior

please upload this - i want to test
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Old 02-25-11, 05:27 PM   #69
Paris_England
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@ the galley!

Nice job -- and THANKS!!!!
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Old 03-04-11, 12:57 PM   #70
naights
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Floor Progress

http://img43.imageshack.us/f/42455504.jpg/

http://img146.imageshack.us/f/71537837.jpg/
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Old 03-04-11, 01:03 PM   #71
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i like it
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Old 03-04-11, 01:05 PM   #72
naights
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wood progress

http://img836.imageshack.us/f/45249050.jpg/

http://img856.imageshack.us/f/94259711.jpg/
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Old 03-04-11, 01:17 PM   #73
marleymen
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Naights, Maestro del retoque fotografico

Photoshop master.
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Old 03-04-11, 01:23 PM   #74
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you guys are awesome ! more darker and old looking interior is great for my taste and those screenshots look so cool. please share it with us when you guys are done with the progress.
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Old 03-04-11, 01:33 PM   #75
stoianm
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i like all the work this mate is doing because he is looking to come close to immersive feelings in his mods
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