Thread: [WIP] Lighthouses mod
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Old 08-20-17, 05:17 AM   #561
Kendras
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Quote:
Originally Posted by gap View Post
How should I use them? Do they require any previous patch? I see no particle library file in your patches, are the modified particle generators stored directly in materials.dat?
No, they don't require any previous patch, the particles generators are stored directly in LLH_LaPlate.dat and Materials.dat.

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Originally Posted by gap View Post
but in my case the flickering problem was caused by foam particles being flat and not following wave ripples.
That's my problem too ...

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Originally Posted by gap View Post
If that wasn't possible, I suppose that the second best solution would be making single foam particles quite small, and linking them to their particle generator as object particles, each of them with a floating object controller attached.
... even with floating objects.

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Originally Posted by gap View Post
As for textures, please have a look at the link below:

http://unigine.com/articles/procedur...ent-generation

We could extract a single frame from that big texture or, preferably, we could use it as a whole and set it as an amimated texture (has I have noticedm PG's support them). Should the resulting animation look too stuttering, we could extract just a few frames, and generate the intermediate frames with a morphing program
Very nice textures, but can be used only if they are following the waves' shape.

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Originally Posted by gap View Post
The best solution would be finding a controller forcing the game to render particles directly on the sea surface
Sure !

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Originally Posted by gap View Post
(provided that devs had thought about such a controller).
I think they didn't think about such a controller ...

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Originally Posted by gap View Post
Tests with this controller have not given univocal results so far: sometimes it seems to work, other times it seems not to have any effect, and some other times it seems to do things worse. The game randomizing environmental parameters every time the testing mission is loades, doesn't help either
Mmh. I set 0,5 for the light halo, and there is no visible change, the halo is not in front of the lantern as expected ...

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Originally Posted by gap View Post
I wonder how lighthouse keepers could live in those wet traps in days like those
A horrible noise preventing you to sleep, and the building quaking as if it was on the point to fall in the raging sea ...

Quote:
Originally Posted by gap View Post
I hope you guys aren't really aiming at mimicing that effect: wind speeds in SH games are limited to 15 m/s and such an huge splashes would be totally unrealistic even for the highest wave we can experience in game
True. Just a bigger splash effect when waves are 2 meters a. s. l.

Quote:
Originally Posted by gap View Post
The horizontal splash texture used for smaller waves is okay IMO
Precisely, it's not. I explain. This texture has not a round shape. And it's always looking at camera. So when you see it from the air, you see 'lines'. Don't know if I'm clear enough. This results in this problem :

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Originally Posted by gap View Post
I have increased placement nodes under request by MLF, who complained about the poor look of the splashes when seen from top.
So, we have to not use it.

Quote:
Originally Posted by gap View Post
Talking more in general, something we should do is setting PG's opacity/density scale far parameters appropriately. By doing that, we would save computer resources and improve the far look of splash effects (not being affected by haze, when seen from far distance our splashes stand a bit too much on the horizon).
Really don't understand what you're talking about.

PS : What do you mean with FX, SFX and PG's ?

Quote:
Originally Posted by gap View Post
The submerged wave sound could be improved too. Oddly, it sounds okay inside the sub, but I can hear some sound distorsion (like a clipping) at the end of the SFX when it is heard in free camera


Quote:
Originally Posted by gap View Post
During your absence I dealed mostly with effects, but now that you are back on duty I will leave them to you. Damage models are nearly ready. Below you can see how the top tower will look (more or less) after all the detachable eave pieces (12 in total) are blown up
Good work.

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Originally Posted by gap View Post
I only need to twist/smash up/rip away the rebar frame (most of it will be gone in the final version).
You mean the rusty metalic structure all around the top of the tower ?

Quote:
Originally Posted by gap View Post
Talking about effects and features that still need(ed) our attenction, I have reworked a bit your light effect. I have set its flashing period according to this graph:



light flashes duration: ca. 0.4 s
short dark pauses duration: ca. 0.3 s
long dark pausel duration: 4 s

All in all, flashes last a bit longer now, and they are more easily conted. I hope you don't mind me modifying your setting; tomorrow i will post here my update.
Yes, ok, no problem.

Quote:
Originally Posted by gap View Post
Still talking about the light effect, I have calculated that its range in the SH world, for the La Plate lighthouse, should be ca. 15 km (eqivalent of 8 nm at the same latitude in RW), and I have set effect's LOD distance accordingly. Despite that, in calm weather and with perfect visibility, the effect becomes invisible at a distance of ca. 9 km, whereas the lights of the generic lighthouse models you have added with patch 1 are visible from further away. I don't know if this difference is caused by the different sizes of the two light effect, or by the fact that 'unit' objects become invisible before 'terrain' objects. I have also read that SHIII's skydome is a 3d model, and that different mods have been released to increase the visible range of far objects; this limitation might also come in the picture. What do you know on the topic? What's the radius of the stock SHIII atmosphere, and what the rendering radius? Talking about the latter, as far as you know, is there any differenece between units and terrain objects?
In stock game, the radius of the sky is 8 km. In GWX, it's 16 km. So, if the object is more than 8 km away from you, it will disappear.

The 'rendering radius' is controlled by the fog parameters.
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