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Old 10-03-17, 02:05 PM   #86
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Kendras View Post
Just to say that the 3D portholes are wrong textured on the outskirts : there is a light wooden texture there.
Probably some of the porthole faces are using the same texture as the wooden decks. The issue should be easily fixable by switching all the faces to use the main texture/material.

Quote:
Originally Posted by Kendras View Post
And I remind you that it would be a wonderful addition if you could create enlighted portholes for the night (same way as the enlighted ships for GWX : a special light texture, but I don't know how it works precisely).
I have looked into this while working on ship's smoothing groups. For portholese to look illuminated, the central part of them should be given a "luminous" material. Unfortunately, the 3D portholes currently in place have only the external ring modelled, but not the central glass. That's something we can add, but there are hundreds of portholes: even if we illuminate only a fraction of them, putting all those small polygons is their right place is going to take some time.

Talking about the "special light texture", I didn't check how other modders (I think Anvart dealt with ship lights) have set it, but I think we can use the city lights controller to get porthole lights to be switched only after down.

Quote:
Originally Posted by Kendras View Post
I guess you should create a second unit for the war version of the ship.
I don't think so. Porthole "lights" could be stored in a library file and linked to the model through eqp file. By doing this, we should be able to switch them off by date, the same way that we change ship's paint scheme


Quote:
Originally Posted by Kendras View Post
Now, I think you are working on the bow section. This ship will be very nice !
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