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I think you should take in consideration a short break from ships and naval simulations lol :rotfl2: |
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Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there. And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).
I guess you should create a second unit for the war version of the ship. Now, I think you are working on the bow section. This ship will be very nice ! I wish you Good Luck ! |
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Talking about the "special light texture", I didn't check how other modders (I think Anvart dealt with ship lights) have set it, but I think we can use the city lights controller to get porthole lights to be switched only after down. Quote:
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Hi mates!
Yes, i was working on bow section. Now i'm going to bed, but those are today results: https://image.ibb.co/ihWPqb/SH3_Img_..._1_3_2_971.png https://image.ibb.co/j11eOw/Nuova_immagine_bitmap.png @gap: those are ship's part who need to be reworked for light\shadow bug: https://www.sendspace.com/file/7fs77c Best regards, Vd PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue. Best regards, Vd |
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Hi VonDos,
I had a look into your files, and I must say that this time the problem isn't caused by erroneously split edges, but by some surfaces not being totally flat. I can fix the problem easily, but maybe it is better if you send me the whole model (or at least the whole superstructure) for me to make sure that the perimetral vertices of the flattened surfaces will match perfectly the corresponding vertices of adjoining faces. Sorry for making you to send the files twice, but as I said, at the beginning I thought the problem had a different cause :doh: :salute: |
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I'm sending you a PM |
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Best regards, Vd |
Porthole/window lights
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The only parts that actually had to be set as external equipments, are the ones that were historically modified during the conversion (vents, funnels, masts, part of the superstructure, etc). Imo the main hull and all the parts not modified during the conversions, should be stored directly in one of the dat files in the sea folder. Only one, not the two of them, because two (similar) units can share the same dat file (so you might also scrap the second dat file). How can you do that, you may ask? The answer is easy: by adding the following line to the [Unit] section of the cfg file, for the unit that you want to use another unit's model: Code:
[Unit] https://i.imgur.com/IB3bFcA.png In this example, the Colorado and the Penssylvania use the same texture, but if devs wanted the latter to use a special texture, I think they could have done that by editing the following entries in her ROSTER cfg file: Code:
[Texture 1] One last note: In the case of the Queen of Bermuda, having the ship set as two separate units (one being a proxy clone of the other), makes sense because the two versions of the ship had different roles and they require different unit types. For the Queen Mary, we just need one unit whose paint scheme and equipments (including the lightened windows) can be switched by date, through eqp and cfg files' start/end date settings. PS: check your PM box :salute: |
gap,
you asked me once if I tried the SH4 method of defining textures for certain for periods in the roster *cfg file in SH3. My answer was I tried but without success. So, my question -- have you tested the method in SH3? Cheers |
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I wish I could prove you wrong but, in any case, I think texture used (in case of multiple-textured models) can be controlled via campaign files: :hmm2: http://www.subsim.com/radioroom/show...9&postcount=44 |
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Hi the_frog, Gap and everyone! I also tested this method while working on Queen Of Bermuda, sadly without success. This is the cause of her strange library's configuration, with a war hull and a civil hull (and another different hull because some large parts were removed during war for create spaces for main guns). :doh: Btw, thanks again Gap, tested now, great work with light\shadows! https://image.ibb.co/eYj31G/SH3_Img_..._29_17_423.jpg Best regards, Vd |
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Still talking about the illuminated windows, I have seen that you have set their material as 'emissive', similar to what Anvar made with GWX neutral ships.
This is indeed an effective and easy way to make an object to look luminous in game, but such a lights are always "on". If you are looking for a more polished method to make ship lights to shine only at night, you can experiment with the CityLights controller. I have been looking into game files for its usage, and I think I have understood the way it works and how to set up objects/materials for it. If you are interested, I can explain here :up: |
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