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-   -   [WIP] Lighthouses mod (https://www.subsim.com/radioroom/showthread.php?t=228731)

Kendras 02-03-17 09:17 AM

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:

 

http://i.imgur.com/1fdvaL1.png

"Ouch !"

http://i.imgur.com/sQPHuNL.png

"Help, we are stuck !!! The boat is flooding !!" :timeout: :03:

MLF 02-03-17 10:06 AM

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:

Kendras 02-03-17 11:28 AM

Quote:

Originally Posted by MLF (Post 2463175)
Did you use the file I gave link for, or Gap's original file?

Gap's file.

I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.

I didn't try, I think I should.

I then deleted the specular mask controller - again no difference noticed.

Strange.

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:

Just a pic to understand:

http://i.imgur.com/hIquBV1.png

SquareSteelBar 02-03-17 11:32 AM

Quote:

Originally Posted by MLF (Post 2463175)
...What do you mean by 150% on the Y axis?:06:

I think he stretched the height of the rock... :hmmm:

Kendras 02-03-17 11:38 AM

Quote:

Originally Posted by SquareSteelBar (Post 2463193)
I think he stretched the height of the rock... :hmmm:

Yes.

Kendras 02-03-17 11:41 AM

Quote:

Originally Posted by gap (Post 2462949)
I think it would be better if we found a way to link the model directly to the terrain.

Now, it's better : the model is linked directly to ... the sea level ! :up:

Kendras 02-03-17 11:53 AM

Quote:

Originally Posted by MLF (Post 2463175)
I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed.

Yes, I confirm, the stone remains grey (no texture of weeds).

MLF 02-03-17 01:20 PM

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.

Kendras 02-03-17 01:48 PM

Quote:

Originally Posted by MLF (Post 2463224)
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.

Because I've modified it ! :O:

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

MLF 02-03-17 02:16 PM

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.

the_frog 02-03-17 02:51 PM

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

MLF 02-03-17 03:01 PM

Quote:

Originally Posted by the_frog (Post 2463263)

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

I'm confused here. When I ran Gaps file after remapping the ID's, and not having exported or imported the model, the AO was not showing. I have just included an AO controller in the dat file (see my screenshot) and now I have weed on the rock. I'm starting to feel I've been smoking the stuff :confused:

the_frog 02-03-17 04:16 PM

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

MLF 02-03-17 04:33 PM

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

the_frog 02-03-17 04:51 PM

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

gap 02-03-17 05:26 PM

Thank you for your feed-back guys. Summing up:
  • My bad, after adding the StaticObject controller, I had forgot setting up its SquareLength property. The rock is now collisionable. Thank you MLF for pointing to my mistake :up:

  • The model is now anchored to the terrain. :up:
    How did you manage doing that Kendras?

  • According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map). The_frog, can you confirm that the AO map works correctly on your hand, and how it comes that it doesn't work for others?

  • The model modified by Kendras is 50% higher than the original model. I think doing that made the model a bit too sharp though. I can try making it smoother using Wing 3D's smooth command, maybe followed by an automatic polygon reduction in Mod Tools. An UV remapping will be needed too, if we want to avoid textures to be stretched vertically :03:

Any other remark guys? Am I forgetting any important aspect of the present model which needs to be addressed?

Kendras 02-03-17 06:07 PM

Quote:

Originally Posted by gap (Post 2463293)
According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map). The_frog, can you confirm that the AO map works correctly on your hand, and how it comes that it doesn't work for others?

It works now. But what about the specular mask ??? Is it useful, or not ?

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 ?

the_frog 02-03-17 06:49 PM

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

SquareSteelBar 02-04-17 02:44 AM

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

MLF 02-04-17 05:01 AM

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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