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02-02-17, 10:08 AM | #76 | ||
Navy Seal
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To me sounds more logical having the reefs anchored to the seabottom for at least for two reasons: 1 - If the rocks are on land, their base will always be on the seabottom, no matter what sea depth is, thus avoiding the risk of having "floating rocks" 2 - depending on sea depth, a bigger or smaller portion will emerge from water, thus providing more variety in game. What do you think? |
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02-02-17, 10:38 AM | #77 | |
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Do you want them visible instead? |
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02-02-17, 11:26 AM | #78 |
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One last comment for now (sorry for spamming your thread Kendras ): from MLF's and SquareSteelBar's screenies (thank you guys!) it is pretty obvious that the ambient occlusion texture is not rendered on top of the diffuse texture. I suspect the AO texture map to be blocked by the SpecularMask controller also applied to the reef material. Can someone please remove that controller together with its container from the file and/or move them below the "Reef1AO.tga" texture map, and repeat the test?
Another suspect is the "in-memory DX2/3 texture compression" flag that I checked both for the main and for the AO textures, but let's try with the SpecularMask controller first... |
02-02-17, 11:49 AM | #79 |
Weps
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Hi Gap,
I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked. The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup. I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air. Here is the your modified .dat file:- https://www.mediafire.com/?6h7401kv6ca55op MLF PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.
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02-02-17, 02:31 PM | #80 | ||
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Thank you MLF, take your time |
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02-03-17, 09:17 AM | #81 |
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Results of tests
So, I placed your reef model and texture in my first mod. The file is placed in data/Terrain/Location, and placement written in data/Terrain/Locations.cfg. I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".
In GAME: Here at depth = -17 m (checked in Mission editor). Note that the texture is not applied, the land is grey, but with a stone aspect. Now, at depth = -28 m, and specular mask deleted. The same texture is applied above and underwater. Other thing : the sea surface is the same on the reef: Crash test OK: |
02-03-17, 10:06 AM | #82 |
Weps
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Hi Kendras
Did you use the file I gave link for, or Gap's original file? 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. I then created a Reef1AO Ambiant Occlusion controller - still no difference. Possibly there has been a change, and in my ignorance I've missed it , so what exactly should I be expecting to see? I have compared my original screenshots with the results of each change and no difference has been noticed. Can you explain what you did in more detail from your statement "I have reworked your 3D model : 150% on Y axis, and 0 height at sea level. In Locations.cfg, if I set "On land=true", then the reef is not visible at all in game. So, I let on "false".". What do you mean by 150% on the Y axis?
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Je pense donc je fuis! Last edited by MLF; 02-03-17 at 10:53 AM. |
02-03-17, 11:28 AM | #83 | |
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02-03-17, 11:32 AM | #84 |
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02-03-17, 11:38 AM | #85 |
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02-03-17, 11:41 AM | #86 |
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02-03-17, 11:53 AM | #87 |
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02-03-17, 01:20 PM | #88 |
Weps
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Weird that using the file Gap uploaded, your sub crashed into Gap's reef, yet mine and SquareSteelBar's sailed right through SH3 setup differences?
My test setup is patched to 1.4b, with GWX and only 2 mods - Wise's type VIIC and the 4Gb patch.
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02-03-17, 01:48 PM | #89 | |
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http://www.mediafire.com/file/e5cebi...ef_located.zip And don't forget : [Location ###] ; test new lighthouse Long=-4.755715 Lat=48.043404 Heading=0 OnLand=false ShowOnMap=true FileName=islets_reefs_shoals LocationName=La Vieille |
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02-03-17, 02:16 PM | #90 |
Weps
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OK - looking at your .dat file I see you have possibly also solved the AO problem by putting the AO controller under the main material. This worked for me (see screenshots)
I have put your .dat file in the locations folder replacing Gaps initial one. I then ran up your mission and observed a lighthouse floating in mid-air with no reef in sight????????????? Perhaps I'm tired.
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Je pense donc je fuis! Last edited by MLF; 02-03-17 at 02:46 PM. |
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