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Old 11-01-14, 04:14 PM   #31
v-i-c-
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Quote:
Originally Posted by iambecomelife View Post

There are lots of very nice pictures here too; they seem to have left the rafts grey or painted them in the relatively flat green/blue/white colors of their camo scheme. The artist was not 100% sure of colors, but based on other sources his colors for HMS "Bluebell" are correct, so I think these drawings are trustworthy:

By the way, I really hope you do the older version of the Flower Class with the large enclosed bridge, like the first ship below (pennant K220) - I have never seen them in any WWII naval game since "Aces of the Deep". Maybe they could be scripted to go out of service gradually, as the type was modified? Anyways, great work.
Thanks.
Some great shots in the video!

No problem to add the original flower corvette later. I just need time to make it.

Quote:
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very nice work
if you haven't tell that this is a unity water , i would never believe it !

very nice work on lighting too ! bravo V-I-C
Thanks. Unity has no "look", it depends entirely on your shaders and code (all my shaders depend on additional code and they all work together), a shader would usually look absolutely identical with any engine (and even with you custom "engine") because the GPU runs it, not the engine. …at least as long as the engine has no limitations. The engine just handles the basics.
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Old 11-07-14, 10:40 PM   #32
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…still haven't finished painting the command room, but I forgot to show more pictures of it:



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Old 11-09-14, 07:48 PM   #33
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Shots of the Flower Corvette taken from higher altitudes. (currently working on altitudes up to 12,000m for the automatic camera modes when showing aircrafts)







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Old 11-10-14, 05:06 PM   #34
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The new shots are much appreciated! I like the "valve tree" to the left in the command room shots - goes to show how complex these submarines were, and how much training was needed to operate them. The whole room looks impressive enough without textures (though I'm looking forward to them).
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Old 11-10-14, 05:22 PM   #35
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building the command room was the opposite of fun. Especially after I've found out that some of the details does not fit to U 96 during that time like the FuMo 30 or some stuff for the snorkel. But I won't change that before the release or I will lose even more time.
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Old 11-11-14, 01:29 PM   #36
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Quote:
Originally Posted by v-i-c- View Post
Shots of the Flower Corvette taken from higher altitudes. (currently working on altitudes up to 12,000m for the automatic camera modes when showing aircrafts)

...............
awesome pics V-I-C ! really good work on enviro !

try to eliminate this sharp line that appears on horizon (between sky and fog color ). it is immersion 'killer'

as for the interior: comments are not needed , you know that you did really well there !
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Old 11-11-14, 09:01 PM   #37
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try to eliminate this sharp line that appears on horizon (between sky and fog color ). it is immersion 'killer'
Thanks, you've just pointed me to an error.
The horizon made me nuts during the last week because it was already good before and I always thought I would need to fix that at a very different point in my scripts (where I adjust the distance fog by cloud coverage) but it was actually a problem in the ocean shader.

Guess I will get that under control now. (but on older devices it won't look as good as on newer ones anyway due to performance reasons)
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Old 12-21-14, 03:56 PM   #38
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Old 12-22-14, 09:39 PM   #39
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I like the new images (as usual!!), especially the interior. The missing flecks of red paint on some parts (like the engine telegraph) give a nice, used look - too often in games the player's submarine/plane/whatever looks way too "factory fresh".
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Old 01-17-15, 08:39 PM   #40
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Thanks.

I've added screenshots to the homepage and will try to add more over time. Possibly a few of them were not posted here before. (well, that was all what I've found on my HD while updating the WOTA website)

http://www.wolves-of-the-atlantic.co...vesofthea.html
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Old 06-08-18, 10:56 AM   #41
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Animated GIFs









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