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Guest Red Ocktober

which version had the Hydro.SBX scenery enabled in the editor...

 

and which version had the waves enabled...

 

i'm ready finally put this submarine thing out to sea, and i really can't wait until waves get back into mix (i'm working on some code now but with lil success)... so i may have to revert back to an earlier version...

 

 

 

thanks

--Mike

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hydro.gmf is in the LoadScene tutorial (the whole scene is a gmf model).

Ocean waves were in 2.23, however Josh said they might work in 2.3 also.

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Yep the Hydro scene is in the loading a scene tute, I converted it over as a test scene for use in 2.3 a few weeks back. And I was about to look for the ocean waves so thats saved me the trouble :( thanks Lumooja ..

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Guest Red Ocktober

MG... what did you have to do to get hydro into 2.3...

 

and what approach are you gonna take for adding the waves back... i tried creating meshes and doing the vertex manipulation on the cpu (i'm no good at shader coding)... i couldn't seem to get it working and now can't find code on any of my machines (shouldn't be too hard to recreate)...

 

 

--Mike

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MG... what did you have to do to get hydro into 2.3...

 

Nothing major.. checked .mat .phy files created lua files ect. and tweaked a few of the textures (personal choice not essential.)

 

and what approach are you gonna take for adding the waves back...

 

Absolutely .. no idea (yet) ;):D

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k... thx... i'll post anything i come up with...

 

--Mike

 

 

Great ;) It was something I was going to take a look at over the weekend , you shouldn't have any probs. with the hydro scene, I thought the scene would be handy for testing scripted entities and as a scaling reference for model conversion.

 

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Guest Red Ocktober

yeah.... i see some cool additions to the original level... niice...

 

 

hey, i got a simple sine wave undulating a mesh i made for something else working in the engine (BMax code)... definitely a rudimentary solution... but it seems to be working ok... gonna go over the tuts to see how to apply the water shader to it later this morning... just to see if i can get it to resemble the current water...

 

 

--Mike

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@Video: Some more intense lights please? Else, nice work on the camera ;)

I think the lights are OK, but there is waaaaaay too bright ambient light. The level should be very dark, except for the spotlights. Do people actually ever tune their monitor brightnesses? It seems to me they have so dark monitors that they can't even see a difference between RGB(0,0,0) and RGB(1,1,1) (when values go from 0-255) colors :)

Your monitor (and graphics card brightness) is tuned well, if you can barely see from a sideway view angle that the left side is black and the right side is darkest gray (at least you should notice a vertical line in the middle):

black_and_darkestgray.png

Between 0,0,0 and 2,2,2 the difference is much clearer:

black_and_2ndarkestgray.png

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The scene will be used for testing scripted entities and for a scaling reference for model conversion , thus visibility is actually a bonus in that endeavour :)

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You HAVE to make a scripted closed-circuit camera with a monitor now!

 

 

To quote a hero of mine "No, I don't. I have to take in nourishment, expel waste, and inhale enough oxygen to keep my cells from dying. Everything else is optional" :P

 

;)

 

But it IS on the to do list and the purpose of having a closed-circuit camera entity :) will keep you posted. ;)

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Guest Red Ocktober

i agree with josh here, (you big tease)... after seeing that remote cct i was sure i'd go into one of the rooms and see a computer screen with a showing the cct's output...

 

 

seriously though... the cam looks great... as do all the hydro additions...

 

 

--Mike

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Well I can't take credit for the cam model .. can't even remember where I got it from ;) might even be out of an old FPSC pack converted over... and the script for it was simply just calling its animations from lua .. I did alter the textures though as its original ones were far too clean and rust and dirt free to be where it was in that type of scene.

 

 

i was sure i'd go into one of the rooms and see a computer screen with a showing the cct's output

 

 

I am currently brainstorming with mack about that :)

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"I used to be alive like you .... then I took an arrow to the head"

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(hey, where are the textures for the walls in hydro hidden...)

 

 

Should be in the hydro data .. which for me is a folder but I tend to unpack everything as I like chaos ;)

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3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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