Thread: [WIP] Lighthouses mod
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Old 02-02-17, 02:31 PM   #80
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by MLF View Post
I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.

The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.


Quote:
Originally Posted by MLF View Post
I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.
Good to know. The model is 27.8 m (i.e. 2.78 game units) high, so if we set the Y translation value of its bone to, let's say, -1.78, the rock would rise 10 m over the sea level, and if placed on waters deeper than ca. 17.8 m, it would "float" rather than laying on the seabed. Easy math, but I think it would be better if we found a way to link the model directly to the terrain.

Quote:
Originally Posted by MLF View Post
PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.
Thank you MLF, take your time
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