flag illumination problem
I'm having trouble recognising ship nationalities at night due to the poorly illuminated flag on the staff. the lights arent aimed right toward the flag
and it renders the flag black. anyone here think the problem may be in coordinating the spotlight beams better to illuminate the flag better? and does anyone here know what file would contain the information for the x,y,z coordinates? thanks |
I donīt know your anwser but i agree that in SH3 the visualisation of the flags at night is very difficult due computer limitations, in real life you probably had more colors and better definition, or at least others ways to know the nationality of the ship (intercepting radio conversations as an exmaple) and probably some unique caracteristics of the ships that the Kaleuns must knew at that time. All these are absent in SH3, so, I agree that the flags must have a better way (better illumination?) to be spotted.:hmmm:
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The cheat is to hit the "." key and ID the flag.
Actually, what you need to do is attack the dark ships and leave the ones that are lit alone, as they are neutral. If a neutral ship is traveling in an enemy convoy, it is fair game. |
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Yes, it's obviously easy to know when a ship is neutral or not just noticing that spot light on the flag (anyway it have some exceptions during the campaign game)...but is really difficult (if not frequently impossible) to correctly identify a ship flag during night in SH3. Would be great if we had also anothers ways to identify the ships as in RL interception radio chats, unique details of the ships, etc. But i guess that this is beyond the game engine capacity.
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Moin,
I can think of a way to enlighten the flags just a little. Youīd have to alter the 'self illumination' byte of each texture in the flag.dat / flagS.dat. Raise the value a tiny bit and the flags will get brighter. But be careful, if you increase it to much, the flags will "glow". A tiny bit will probably do and the flags may look as if lit by the moon or dim light reflected by the water. Donīt worry about side effects during daytime. You will not recognize the 'glow' by day. Use the hex editor and it will be the 31th byte of the node (type 02/00), 11th byte after the nodeīs ID. Use S3D and search for the material properties. The value you have to alter is called 'Emission' or 'Emissive', IIRC No matter which method you use, you will have to do this for every single texture file in the flag.dat / flagS.dat. IIRC there are quite a lot, more than 50 per file for sure. Regards, DD |
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Nemo |
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If you yourself will not do this then I can look at it ASAP. This could be the best solution (as per game limitations) for SH3. IMO, a tiny enlight of the flags will do the trick and the game will have a new strategic approach then. |
The term "Shoot first ask questions later springs to mind"!
ok Rick |
Thanks again DivingDuck! Works very very well, no problems at day light.
I will posta pic in some minutes. If someone is interested I can release it as a mod with all credits to DD!:up: |
Moin Rubini,
just go ahead and do it. I donīt have any objections, how could I? Regards, DD |
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I made some tests and seems that 50 is a good number for GWX 3.0 standard and also to the more dark environment (that I use). The more lighten flags (that have more white or lighten colors on it ) could have a bit less. Than I plan to launch the mod with two options: 50/50 or 30/50 (more "lighten" flags/more "dark" flags).:up: Using 50 is now enough to recognize a more dark flags at ~500m using 4.5x, or ~900m using 10x. Well, we cant forget that i'm daltonic (color blind) so I have a bit more trouble on the matter.:DL |
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