@ Kendras
I have tested your patch. Good job!
In the next few days I will try to review all your changes and see if there's anything that can be improved.
My first remarks/suggestions below.
Quote:
Originally Posted by Kendras
LLH_LaPlate folder :
- LLH_LaPlate.dat : modified values of specular strenght for textures (in order that metal looks more bright)
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As far as I can see, you have basically decreased concrete material's specular strength. The resulting effect is coherent with what one would expect for such a material, but the low value also causes specular reflections from texture's alpha channel to be hardly noticeable. Couldn't we reset concrete's attribute to the value I had set in v12, and correspondingly increase metal's specular strength instead, thus simulating the specularity/glossiness of wet surfaces?
Quote:
Originally Posted by Kendras
Library folder :
- Lighthouse_FX.dat : modified the light halo (smaller, and shorter light signals, same frequency 10 seconds)
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The halo is finally of the right size. The quicker flashing light, makes it harder to count flashes for each period, but that's okay.
I had to restore the 3D model previously linked to the light effect though, in order to make it to light up surrounding objects (most notably lantern's glass). Was there a special reason for you to remove it?
Quote:
Originally Posted by Kendras
Roster folder :
- added the German folder
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What's the use of having La Plate in the German roster, since we have already added it to the French roster?