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-   -   [REL] "New" old unit: Queen Mary ocean liner \ troop transport (Reworked 2017 edition) (https://www.subsim.com/radioroom/showthread.php?t=233268)

Kendras 10-07-17 01:10 PM

Quote:

Originally Posted by gap (Post 2517399)
But you can remove the halo effects, or make them smaller, don't you? If navigation light's halos were that big in reality, it wouldn't be possible to screen them off at certain angles :yep:

Yes, but the halo will disappear at medium distance, so you won't be able to spot it from your submarine... :doh:

Quote:

Originally Posted by gap (Post 2517399)
Did you assign different materials to each copy of the original lantern, before combining them in a single object?

No, for 2 reasons : 1/ i can't do that, 2/ if i assign 2 different materials to the object in S3D, they should be both used ? ...

Quote:

Originally Posted by gap (Post 2517399)
Make sure that S3d, in the Uv map previe section, diplays two map channels for the recently imported object.

Yes, it does.

Quote:

Originally Posted by gap (Post 2517399)
Also make sure that you didn't accidentally switch the two matirials: their position matters.

It was the correct order.

gap 10-07-17 01:52 PM

Quote:

Originally Posted by Kendras (Post 2517412)
Yes, but the halo will disappear at medium distance, so you won't be able to spot it from your submarine... :doh:

Well, I think it is a matter of finding the right size for an aptimal balance between light arcs and their visible range. By the way, those are the interantional rules on light visibility:

http://navruleshandbook.com/Rule22.html

Quote:

Originally Posted by Kendras (Post 2517412)
No, for 2 reasons : 1/ i can't do that, 2/ if i assign 2 different materials to the object in S3D, they should be both used ? ...

That's the likely reason for your night lights not working. Stop asking yourself impertinent questions (lol) and strictly follow my instructions :O:

Quote:

Originally Posted by gap (Post 2517357)
  1. Select one of the two objects in body selection mode.
  2. Switch to face selection mode.
  3. Right click on the geometry window.
  4. Right click on 'Material' in the following context menu.
  5. Enter the new material name.
  6. Undo the selection (space bar).
  7. Repeat the steps 1-5 for the other copy of the same object, using a different material name.
  8. When you have finished, select both objects in body selection mode.
  9. Right click on the geometry window.
  10. Choose 'Combine' from the context menu.

PS: If S3D asks you whether you want to import one of the subsets separately, or raather collapse collapse the two of them in one object, choose the latter option :03:

VonDos 10-08-17 12:32 AM

Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details.
Here are first funnel horns pipes (2 with Y shape, not 2 vertical):

http://www.sterling.rmplc.co.uk/visions/funnel2.jpg
https://image.ibb.co/kzRZtw/SH3_Img_..._11_58_395.png
Best regards,
Vd

Kendras 10-08-17 04:47 AM

Quote:

Originally Posted by VonDos (Post 2517468)
Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details.
Here are first funnel horns pipes (2 with Y shape, not 2 vertical)

I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

Kendras 10-08-17 05:05 AM

So, in wings, I have duplicated the material and changed its name.

Now in game, the lantern is bright green during night :up:, but it is white during day :-? ...

VonDos 10-08-17 05:31 AM

Quote:

Originally Posted by Kendras (Post 2517480)
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

I honestly don't know this, but should be gorgeous!
Btw, voilą a "definitive" version:

https://image.ibb.co/npWWQb/SH3_Img_..._26_52_695.jpg

Best regards,
Vd

Kendras 10-08-17 06:03 AM

Quote:

Originally Posted by VonDos (Post 2517487)
Btw, voilą a "definitive" version

Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctm...-%20QM%20v1.7z

Anvar1061 10-08-17 06:40 AM

Quote:

Originally Posted by Kendras (Post 2517494)
Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctm...-%20QM%20v1.7z

https://pp.userapi.com/c639727/v6397...LGtxvgdsyI.jpg
What do these "nlusM" files mean?

Kendras 10-08-17 09:12 AM

Quote:

Originally Posted by Anvar1061 (Post 2517502)

Oh, I forgot to delete them...

Anvar1061 10-08-17 09:37 AM

Quote:

Originally Posted by Kendras (Post 2517552)
Oh, I forgot to delete them...

http://www.subsim.com/radioroom/imag...aleun_Rolf.gif

Kendras 10-09-17 04:27 AM

Quote:

Originally Posted by Kendras (Post 2517494)
Very nice ! :up:

@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night.

https://www.mediafire.com/file/3jctm...-%20QM%20v1.7z

Check the lateral lanterns (green and red) models, and try to find what's wrong . :D

gap 10-09-17 04:03 PM

Quote:

Originally Posted by Kendras (Post 2517552)
Oh, I forgot to delete them...

Quote:

Originally Posted by Kendras (Post 2517669)
Check the lateral lanterns (green and red) models, and try to find what's wrong . :D

I have tried to fix them, but still no joy. By the way: I have placed one of the stock houses on top of the Queen Mary (through placement node), Its windows are lit up at night, so the idea is still valid: we just need to discover what is wrong with our implementation of it :hmm2:

VonDos 10-09-17 04:30 PM

Quote:

Originally Posted by gap (Post 2517757)
I have tried to fix them, but still no joy. By the way: I have placed one of the stock houses on top of the Queen Mary (through placement node), Its windows are lit up at night, so the idea is still valid: we just need to discover what is wrong with our implementation of it :hmm2:

Hi!
Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?) creating a new library object... so we will maybe have enlighted nightime portholes like a library part we can link as equipment in timeline...

Best regards,
Vd

gap 10-09-17 05:56 PM

Quote:

Originally Posted by VonDos (Post 2517760)
Hi!
Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?)

That's exactly the point: I can change names, textures, etc, but when I replace the stock house model with a similar mesh, the light effect becomes broken. :hmmm:

I must be doing something wrong. Still investigating :salute:

VonDos 10-10-17 08:15 AM

Quote:

Originally Posted by Kendras (Post 2517480)
I always wanted to add working hornpipes to ships ! Do you think about a trigger that could be used to launch the visual and sound effect ? :hmmm:

Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm:

Hi!
Small alternative idea!
Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace.
After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound.
Is this possible?
Is this stupid?

Best regards,
Vd


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