Results of tests
So, I placed your reef model and texture in my first mod. The file is placed in data/Terrain/Location, and placement written in data/Terrain/Locations.cfg. I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".
In GAME: Here at depth = -17 m (checked in Mission editor). Note that the texture is not applied, the land is grey, but with a stone aspect. Now, at depth = -28 m, and specular mask deleted. The same texture is applied above and underwater. Other thing : the sea surface is the same on the reef: Crash test OK: |
Hi Kendras
Did you use the file I gave link for, or Gap's original file? I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed. I then deleted the specular mask controller - again no difference noticed. I then created a Reef1AO Ambiant Occlusion controller - still no difference. Possibly there has been a change, and in my ignorance I've missed it :oops:, so what exactly should I be expecting to see? I have compared my original screenshots with the results of each change and no difference has been noticed. Can you explain what you did in more detail from your statement "I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".". What do you mean by 150% on the Y axis?:06: |
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http://i.imgur.com/hIquBV1.png |
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Weird that using the file Gap uploaded, your sub crashed into Gap's reef, yet mine and SquareSteelBar's sailed right through :hmmm: SH3 setup differences?
My test setup is patched to 1.4b, with GWX and only 2 mods - Wise's type VIIC and the 4Gb patch. |
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http://www.mediafire.com/file/e5cebi...ef_located.zip And don't forget : [Location ###] ; test new lighthouse Long=-4.755715 Lat=48.043404 Heading=0 OnLand=false ShowOnMap=true FileName=islets_reefs_shoals LocationName=La Vieille |
2 Attachment(s)
OK - looking at your .dat file I see you have possibly also solved the AO problem by putting the AO controller under the main material. This worked for me (see screenshots)
I have put your .dat file in the locations folder replacing Gaps initial one. I then ran up your mission and observed a lighthouse floating in mid-air with no reef in sight????????????? Perhaps I'm tired. |
kendras,
you have been wondering why the AO map does not appear? Well, simple answer is that you exported and re-imported the model without caring for the 2nd UV channel, which "carries" the AO map. So, go back to the original file gap kindly provided, re-export the model and make sure that also the 2nd uv channel is ticked, then import both channels into the new file; again make sure the 2nd channel is ticked. That's it. The AO map works nicely. Cheers |
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MLF,
gap's original file already included the correct settings for the AO map. I have no idea why you had to re-do what you call the AO controller after re-mapping the IDs. The re-mapping of IDs does not change anything with the settings of AO map. For testing, I did a ID re-mapping of gap's original file and AO appears without any problem ... I may add that there is an error in gap's original file -- the static object controller is not set up correctly. I acutally referred only to kendras' lighthouse file. In that the 2nd UV channel is missig and so AO will not work at all. Cheers |
The_frog,
This is what I did:- Installed Gaps .dat file in locations and ran a mission I created in SH3 - CTD Remapped ID's and ran the mission no problem testing Gaps reef file. My lighthouse was added in locations.cfg and not the dat file Took screenshots and posted them. Gap observed there was no AO mapping either in my screenshots or SquareSteelBar's. Kendras also seems to have the same problem. Regards, MLF |
MLF,
the CTD when trying gap's original file might have resulted from the mistake with the static object controller; however, I am not sure because I corrected it before trying. Also, I omitted the specular mask controller. Please note, I was referring the kendras' file that includes the lighthouse. The 3D model therein has no 2nd UV channel and therefore the AO will never ever appear. Cheers |
Thank you for your feed-back guys. Summing up:
Any other remark guys? Am I forgetting any important aspect of the present model which needs to be addressed? |
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About the rock's model, I don't like it, it seems not natural. Could you improve the sections ? Look how it is at the sea level, that's not really good : http://i.imgur.com/3aLyfZi.png The small reefs have to be more smooth, and above the surface, not a little below. Moreover, think about your lighthouse : it must be placed on the highest altitude of the island, and there must be enough space at this place. Could you increase a bit the altitude of the highest point ? I don't even know if we should keep this model ... but the concept is good ! Maybe smaller polygons for more precision ? |
kendras,
the specular mask may be of use with plain textures; with texures with an alpha channel it is of any use. And even with simple, plain textures I do not see much visible effects. However, that is my personal impression. Cheers |
I used the modified file by MLF: https://www.mediafire.com/?6h7401kv6ca55op
Removed SpecularMask node, ambient occlusion is working now. with SpecularMask: https://www2.pic-upload.de/thumb/326....41.52_225.jpg SpecularMask removed: https://www2.pic-upload.de/thumb/326....13.51_788.jpg |
This is the link to Gap's file I modded to show AO - green weed on rocks should be visible as shown in screenshot in post #90.
https://www.mediafire.com/?0frif35111ektqz If I have this wrong would someone please share a screenshot or file of what this reef looks like with everything working OK? |
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