Thread: [WIP] Lighthouses mod
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Old 02-04-17, 11:49 AM   #102
MLF
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Join Date: Sep 2002
Location: SW France
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Quote:
Originally Posted by Kendras View Post
I had a look in your file, and I have the same structure. I just don't understand why you changed SO MUCH X, Y, Z values for translation. About texture, without the specular mask, you will see a correct textured rock,
Post 69 of this thread (repeated post 79) :

"I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go
beneath the sea (see 1st screenshot of underwater view of sub
)"

Post 82 of this thread:

"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."


Hope this answers your questions.


I had to add an AO controller in the texture for the reef to be able to see the weed.


I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90)

Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.




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Last edited by MLF; 02-04-17 at 03:14 PM.
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