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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ensign
![]() Join Date: Sep 2010
Location: New Jersey
Posts: 220
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After a few years of watching ships split in half and show hardly any damage, im requesting a mod that makes the damage more realistic.
Example, when a ship breaks apart, the area is just flat. But I need a mod that shows it all broken up, possibly the inside, whatever. Im running GWX 3.0 with SHC 3.2. |
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#2 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
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Not sure if its possible,, because if it was I'd think they would have included it with the SH4 effects for SH3
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#3 |
Medic
![]() Join Date: Sep 2010
Posts: 160
Downloads: 25
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There was something somewhere, I remember a mod about a highly modified and variable damage graphics to ships and sub, but don't remember where it is...
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#4 |
Stowaway
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Every 3D model would need exported, re-worked, then re-imported.
Most Ships break into 2 pieces, so both need re-done. That's a massive amount of work! GWX has one or two with better damage sections when broken. But I don't recall the exact Unit/Units. |
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#5 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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Hi folks,
I have start model ship damage for my mod so they will be included in U_BOOTTYPIIA_HAHD and probably as a solo mod just like i did with Torpedo_HAHD. Best regards Hans |
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#6 |
Stowaway
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Very Cool Hans!
![]() It's more work then I'd like to get involved with. ![]() |
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#7 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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#8 |
Ensign
![]() Join Date: Sep 2010
Location: New Jersey
Posts: 220
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The damage mod GWX installed to JSGME is sufficient :P
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#9 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
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The Enhanced Damage Effects mod? (I believe thats what its called)?
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#10 |
Ensign
![]() Join Date: Sep 2010
Location: New Jersey
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#11 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
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Jawohl
![]() Now I just need the realistic damage that GWX has... the system based off of ship flooding instead of hitpoints ![]()
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#12 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
Posts: 1,816
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![]() Quote:
I know for sure that i don't want to put millions of poly for simple ship cross section damage but i managed to simulate the effect with both poly model and alpha map transparency for metal rod and structure destroy by the impact and it look pretty cool you will see them in one video to be release soon, tonight i have to finish the IIA sub video and will upload the movie as soon as it finish. By the way the poly have minimal impact on the game engine specialy if they are static models i remember reducing millions of polygon on an others project to gain only 2 fps on the engine! Texture are what killing both the GPU and CPU cycle depending on how much ram and others variables. Best regards Hans, |
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#13 | |
Commodore
![]() Join Date: Jul 2010
Location: U-142
Posts: 624
Downloads: 62
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#14 | |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Everything is on that thread : http://www.subsim.com/radioroom/showthread.php?t=174889 But the damage are not explain so far i just start to modify ship damage recently it is work on progress. Best regards Hans, |
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#15 |
Commodore
![]() Join Date: Jul 2010
Location: U-142
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Danke
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