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cervantes

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Everything posted by cervantes

  1. yes i have also testing this damned shader ^^ but you are alone actualy to find this reaction with super shader ๐Ÿ˜‰ but this shader do not work corectly with alpha chanels and he are totaly usless underwater and with alpha optic textures ๐Ÿ˜‰ i have discovering one interessant addons in steam workshop for add a pbr shader into arma3. that is one really amazing shader and that working with substance painter. but im really noob with substance painter i use that actualy with blender for unwraps my uvs and decimate polygons for my shadow volumes ๐Ÿ˜‰ and i have no idea how working a custom shader for arma3. i think if you really want use refract shader to work yourself a custom refract shader ๐Ÿ˜‰
  2. yes for that i have check a window_set rvmat works by bohemia and check diferent customs rvmats works for glass or windows for customs projects and see a DT can be replaced by fresnel in the stage2 ;). how you can see on this movie a nautilus is one large submarine and is really hard visual detection when he are underwater and static ๐Ÿ˜‰ also my _CO texture is working in black and white color for a perfect neutral adaptation to env colors around a submarine. this texture is one simple white alpha bubulle on totaly black background color ๐Ÿ™‚
  3. cervantes

    20000 Leagues Under the Sea.

    hi here i have finiched my mimetic refaction device turbine generator animations. the mimetic device how you can imagine is one big device and required an external turbine generator for work. this device can be destroyed by underwater weapons and explosions and of course if this device is damaged you lost your mimetic abilitie ๐Ÿ™‚
  4. finaly after learn more about a super shader and refract shader i have finaly find a simple way for simulating a cloaking with super shader ๐Ÿ™‚ nextpass working only with glass shader and refract shader do not use stage in material file and c'ant be used for simulaing a cloaking. the first rvmat describe on this topic not working corectly because a stages define in rvmat is not corectly defineds. a stage 2 and stage 6 for super shader required fresnel value instead textures. specular[] = {0.1,0.1,0.1,0}; permit to reduce a light reflection on the fresnel and offering one really good rendering and light refraction for this shader. of course a stage7 reflection is also important i have working mu custom _co texture for that .
  5. nice done and good work on 3d model ๐Ÿ™‚
  6. cervantes

    Naval Legends (WIP)

    nice done ๐Ÿ™‚
  7. cervantes

    20000 Leagues Under the Sea.

    hi guys i finaly finiched a mimetic cloaking refraction for my Nautilus. same to giant squid the Nautilus can be use a mimetic abilitie for a perfect stealth ๐Ÿ™‚
  8. ok finaly my conection is restored ๐Ÿ™‚ you can see here in first a basic refract rvmats you have write with alpha troubls and my alternative with nextpass. with next pass you obtain one cristalised textures effects and you can off course disable a lights and shadows refractions on the model for obtain one correct mimetic effect ๐Ÿ˜‰ ambient[]={5,5,5,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={0.5,0.5,0.5,1}; specularPower=2000; mainlight = "none"; nextPass="Nautilus\camo\sklo.rvmat"; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="nautilus\camo\refract_ca_nohq.paa"; //texture="nautilus\data\tex_nohq.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0,0,0,1,DT)"; uvSource="worlPos"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0.0,0.0,0.0,0.2,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1.0,1.0,1.0,1.0,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(argb,8,8,3)color(1,0.7,1,0,SMDI)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { //texture="nautilus\camo\refract_ca.paa"; texture="nautilus\camo\refract_ca_disp.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="nautilus\camo\refract_ca.paa"; useWorldEnvMap="true"; uvSource="worlPos"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; your rvmats with super shader and nextpass define. ambient[]={5,5,5,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,0}; specular[]={0,0,0,1}; specularPower=2000; renderFlags[] = {"NoTiWrite","NoReceiveShadow"}; mainlight = "none"; PixelShaderID = "Refract"; VertexShaderID = "Super"; and sklo rvmat you can observing i use a renderflags with noreceiveShadow and mainlight = "none"; this permit to refract a lights and shadows ๐Ÿ˜‰
  9. yes that is a alpha chanel troubls stburr91. you can't see refract because alpha chanel from your scope create this troubl ๐Ÿ˜‰
  10. Hi here ๐Ÿ™‚ i actualise this topic because i working a mimetic cloak for my nautilus submarine. In first ty very much for your experiences share with refract shader in materials. I obtain this rendering with rvmats and super shader apply on my model and your rvmat apply a cloak ๐Ÿ™‚ but underwater i observing troubls with alpha chanels and this do not working corectly. but we can apply a refract shader with next pass that is diferent effect but fix a troubls with water alpha chanels and permit also one light refraction and cloak, the model is cristalised. i send a movie when i obtain one conection on my computer.
  11. in your model.cfg you need also define axis from your turret. class periscope { type = "rotationY"; source = "periscope"; selection = "periscope"; axis = "osa_periscope"; animPeriod = 0; memory = 1; minValue = "rad -180"; maxValue = "rad +180"; angle0 = "rad -180"; angle1 = "rad +180"; };
  12. nice observation hcpookie that add better buoyancy simulation ๐Ÿ˜‰ is also a buoyancy lod affect a diving underwater penetration for a physx submarines ๐Ÿ™‚ that not fix this troubl if we use large geo lods but add a better buoyancy.
  13. hi here today i want share with arma3 devs and arma3 game mod developers a tutorial for working your physx submarines ๐Ÿ™‚ with this damned covid 19 quarantine i have finaly find a time for testing more a physx engine on arma3. after one habitual intensive brainsotrming ๐Ÿ˜„ around informations share by bohemia for we can understanding how working a physx vehicles on arma3. and wiki tutorials and samples generously share by bohemia interactive we have all informations for working a physx submarines. for that we need understanding the first most important interpretation on the physx engine from arma3. arma3 use 3 lods for simulating a physx vehicles, a geo lod, a buyoancy lod and a physx lod. when we playing a arma3 sdv we can see clearly a sdv use 3 vehicles type physx simulation. we can dive with altdiving and same keyboard config to helicopter vehicles types and use similar huds ๐Ÿ˜‰ also directions from sdv move working same to airplaines vehicles types ๐Ÿ˜‰ and also similar hud ๐Ÿ™‚ same into config .cpp with that and logic we can define a sdv use that 2 vehicles type properties and a sdv is also one physx boat ๐Ÿ™‚ if we read a manual for oxygen2 and object builder we can observing no limitations for use a geo lods properties for a vehicle type. a samples share by bohemia offering clearly this properties on the helicoptere and airplaine sample model. same for landcontact lod use same works to helicoptere sample. for the parent class i use a same to sdv config boat_f ๐Ÿ™‚ you can discovering for better understanding this tutorial movie for this geo lods properties exemple . and you can see a result on this first custom physx submarine for my personal project and working my first dlc for arma3. now a flight is fade on this mistery around a physx submarine ๐Ÿ™‚ hope that help devs and gamemod devs to understanding more on this awesome physx engine ๐Ÿ™‚ also i have not testing that on large submarine because i think the physx engine is not work for that hope one real developement from bohemia for that and add a torpedoes simulation ๐Ÿ™‚ Cordialy Cervantes.
  14. really amazing works ๐Ÿ˜‰
  15. cervantes

    Naval Legends (WIP)

    yes and your geo lod is not really large but long i think its that a problems with your side pitch ๐Ÿ˜‰ also of course you can now apply my tutorial on your geo lods properties and make more test on your lods meshs ๐Ÿ™‚
  16. cervantes

    Naval Legends (WIP)

    Ruders params affect also a pitch on vertical axis also for physx submarine. If a pitch is smal on the little geo lods this pitch is more perceptible on large res lods meshs. you can see this pitch on your uboat model. Its for that its extremely hard also for work a large physx submarine ๐Ÿ™‚
  17. Yes if we follow the uss iowa tutorial that corespond ๐Ÿ™‚
  18. cervantes

    Naval Legends (WIP)

    hi you can also modify rudderForceCoef=0.5;//0.2 rudderForceCoefAtMaxSpeed=0.09;//0.050000001 this affect also realy a turn move on physx buoyancy lods ๐Ÿ˜‰
  19. finaly i have trying to work a large sub model with large geo lods and the result is the next. all physx params in config is apply corectly only if a submarine is totaly submerged but encountering one heavy water resistance for dive to surface at totaly submerged. for fix that i have just reduced a size from geo lod and buyoancy lod. this 2 lods really affect a penetration to underwater. the alternative from DSabre is one solution. my meshs in geo lods is a same meshs works on the hull body from submarine resolution lod. just size is now diferents ๐Ÿ™‚
  20. cervantes

    Naval Legends (WIP)

    amazing works with that 3d convertions for arma3 ๐Ÿ˜‰ i really like also use a awesome artists models for my works ๐Ÿ™‚ they merit really to known ๐Ÿ™‚
  21. lol i just clic on your Fandom is broken really nice picture from kathy bates ๐Ÿ˜›
  22. hi hcpookie yes i think you can ๐Ÿ™‚ im acutaly works on on other model and that model is long and large i just add more mass in geo lod and that working ๐Ÿ™‚ that possible to work with various sizes of models for physx simulation i not known if size max is defined but i enlarge my subs at each model i work ๐Ÿ™‚
  23. i use a rgb antlantic green color code ๐Ÿ˜‰
  24. The north atlantic map is a custom map for the ww2 warships mod ๐Ÿ™‚ not actualy finished because i testing differents colored sat map for working a seabed. i think i can make better rendering but i need more practice for that.
  25. hi here ๐Ÿ™‚ i have finaly finiched a base of my last physx submarine dsrv. the NSRS srv1 class glasgow https://youtu.be/xP8ywu4t2zM you can compare a size with the AS-40 dsrv this model is more large and long. of course the size affect a diving and speed of this model. for diving i have add more mass on my geo lod and this diving better ๐Ÿ™‚ and change deffaut value of engine for a speed.
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