Thread: [WIP] Lighthouses mod
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Old 08-09-17, 04:36 AM   #497
Kendras
Stowaway
 
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Quote:
Originally Posted by gap View Post
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?
Yes, ok, let's do that.

Quote:
Originally Posted by gap View Post
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?
Do you see any difference in game ? Not me

Quote:
Originally Posted by gap View Post
What's the use of having La Plate in the German roster, since we have already added it to the French roster?
When France is occupied, France becomes a neutral country. But Germans can use all strategic devices they want, including lighthouses. So, we can consider them as German, and British airplanes will attack them.

(Note : About the foam effect, I'm not sure that it's working smoothly. Sometimes, I notice an unexpected flickering effect. Could you check that attentively ?)
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