Xww2 - The Submarine
Posted 03 September 2008 - 07:08 PM
@Rhino: To give the impression of looking through a periscope i rotate a scope in front of the camera when diving. Not yet perfect but better than nothing.
Edit: Here's a shot with the hull of a battleship in the background:
Its funny to note that the BF2 engine has display problems in 1P when the boat starts to dive. When the 3P camera shows the deck already below the surface, the 1P view still shows it above. Only much later ( when the whole boat is below ) the 1P view shows the correct underwater view. So BF2 is probably not the best sub simulator out there but its a lot of fun to drive it and fire the torpedoes
This post has been edited by mschoeldgen[Xww2]: 03 September 2008 - 07:15 PM
Posted 04 September 2008 - 05:58 AM
also I take it with 1p and 3p, the mesh's are not offset ie, geom0 and geom1? that might be the prob but doubt it.
looks really good thou
Posted 05 September 2008 - 07:25 AM
@CB: Good question - i didn't test it yet as in XWW2 we don't have a lot of radar, only the commander and a few large ships are equipped with it.
But for the moment i struggle with another problem - firing a projectile underwater. The very first torpedo fired in a game doesn't run as expected but sits in the water after a few meters . Its only the first torpedo and each subsequent torpedo does its job fine. Very, very strange and shows me that the engine still has some surprises to offer.
This post has been edited by mschoeldgen[Xww2]: 05 September 2008 - 07:27 AM
Posted 11 September 2008 - 07:53 AM
NaW also circumvented the above/below surface problem as their 1P view is always below the waterline.
But it was useful for my torpedo issue . The good old 'ETTorpedo' engine from BF1942 still exists in BF2 and does a fine job So, thanks to NaW for those hints !
Posted 16 September 2008 - 06:29 AM
Next on the list is a new army and their kits - which is a bunch of work again.