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10-06-17, 10:23 PM | #106 | |
Admiral
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PM Sent to Kendras =) @Gap, thanks for your description!
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 Last edited by VonDos; 10-06-17 at 10:31 PM. |
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10-07-17, 02:50 AM | #107 |
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10-07-17, 03:25 AM | #108 |
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Ready to work !
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10-07-17, 03:38 AM | #109 |
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@gap: With your method, how do you think it's possible to have a halo effect around the portholes ? like this:
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10-07-17, 05:24 AM | #110 |
Navy Seal
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Wow, that's a super detailed plan
Portholes are FUBAR in the model exported from SH5. all their poligons are edge-splitted, and this fact can complicate your work, besides unnecesssarily increasing the number of vertices and edges. I could weld them, but since you are totally reworking them, maybe it is easier for you to create a new porthole model from scratch, that you can duplicate n times. Only the porthole "glass". I have already fixed the "frames" I think that can be done, but you should make each porthole bigger than its frame. The portion sticking out from the frame could be made transparent or it coul be painted black in the day texture, whereas the night texture would look similar to the last picture you have attached |
10-07-17, 05:53 AM | #111 | |
Admiral
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Will not halo be visibile on the other side of the ship, throught the hull?
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Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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10-07-17, 06:33 AM | #112 |
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I don't think so. Can you see city lights through objects?
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10-07-17, 07:27 AM | #113 |
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I've added position lights.
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10-07-17, 07:36 AM | #114 |
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10-07-17, 08:08 AM | #115 |
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Simple.
Done |
10-07-17, 08:55 AM | #116 |
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Are those halos particle effects, or they are from an emissive material?
Regarding navigation light colors, I think you can refer to the following website (see this drawing for light visible angles) http://www.bosunsmate.org/seamanship/lights.php Its information is based on the International Regulations for Preventing Collisions at Sea first adopted in 1977. Prior to that, I think each country was free to apply its own regulations, but I think most countries stickied to the English maritime Law that the current regulation is largely based on. |
10-07-17, 09:17 AM | #117 | ||
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--- Else, the city light trick doesn't work for me. |
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10-07-17, 09:47 AM | #118 | |
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So emissive material's halo is automatically calculated... who knows, maybe also night lights have the same effect, without need of painting the halo on the texture
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Can you give me some details? |
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10-07-17, 09:59 AM | #119 | ||
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1. opened lantern object in wings 2. duplicated it 3. combined together 4. exported twice (the second with same name + "-uv2") 5. copied the 3 nodes from harbours_kit.dat (with ctrl + C) 6. changed all id 7. imported both model at same time 8. both textures linked to this model 9. imported new textures : day texture which is dark green, and light green for night light. This second texture never appears at night or day. |
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10-07-17, 12:09 PM | #120 | ||||
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Also make sure that you didn't accidentally switch the two matirials: their position matters. Try making the dark green texture not so dark, and the light green texture very bright and vivid, like lime green... |
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