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02-04-17, 11:49 AM | #1 | |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
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Quote:
"I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go beneath the sea (see 1st screenshot of underwater view of sub)" Post 82 of this thread: "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." Hope this answers your questions. I had to add an AO controller in the texture for the reef to be able to see the weed. I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90) Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.
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Je pense donc je fuis! Last edited by MLF; 02-04-17 at 03:14 PM. |
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02-06-17, 01:24 PM | #2 | |
Stowaway
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Quote:
I'm testing Gap's rock by adding it into SH3 world with the Locations.cfg. That's all. I have just added a LH in Gap's file, which allows me to control its position with the rock. I think another good solution would be to place the LH in a file in the Libray folder, and add a placement node into Gap's file (still placed in the Terrain/locations folder) which calls the specific LH. |
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02-12-17, 10:45 PM | #3 |
Stowaway
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Any news ?
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02-25-17, 08:47 AM | #4 |
Stowaway
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We are lost in the fog here. We really need a lighthouse !
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04-01-17, 09:56 AM | #5 |
Stowaway
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Still no news ?
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04-08-17, 12:13 PM | #6 |
Stowaway
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Always thinking about the lighthouses ......
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05-24-17, 06:18 PM | #7 |
Stowaway
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No answers from Gap for nearly 4 months ...
It seems he has definitely gave up with that mod ! |
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