SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
01-04-19, 08:36 PM | #31 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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I will never get tired of showing all my gratitude toward the subsim buddies who made our lives easier giving us tools, and towards the badass pioneers who had to do without those tools lol
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01-05-19, 04:11 AM | #32 |
Sailor man
Join Date: Nov 2018
Posts: 43
Downloads: 66
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@Jeff-Groves
Thanks to you and to ref for this fine tool. Will try it out immediateley. @gap Have to agree with oskar123: Great overview, that answers a lot of questions. The information contained in your posting should be stickied in some way. And what a question to ask, if we are interested in enhanced ports and channels? Let me answer anticipating without hesitation everyone else`s opinion: Of course we are! For my part I`am following the lighthouse threat with great interest and awaiting eagerly every new version of the Ecomod. In my view these are exactly the things that are lacking at this point in SH5. Meanwhile I have realized, that object editor is only able to place GR2 files. So I will take the „Ehrenmal“-files in Twos as example and trying it this way round as you proposed… experimenting a bit. |
01-05-19, 07:34 AM | #33 |
Watch
Join Date: Jan 2011
Posts: 20
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How does the exporter tool work with regards to implementing a new ship? Can it simply convert a .dat ship or is there more to it? I assume the latter. Will we have to build models from scratch?
I'm also wondering about the licensing deal you got; I assume any of us can't just download the exporter ourselves? If (god forbid) jeff should suddenly go missing like TDW, what will happen?
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I will always input AoB backwards. |
01-05-19, 08:26 AM | #34 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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There is something that I forgot mentioning: at times dat ships are rendered in game totally black . I don't know if this glitch is tied to dat units in general, or to some specific unit but it seems to happen more often with some ships than with others. A good example of dat ships prone to this kind of bug is TWoS/OHII's hospital ship IIRC. Maybe Vecko has managed solving the problem, but the lastt time I had a look into it, textures and materials looked in order. Quote:
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You can use this other workaround: take any simple terrain object (the German church is perfect for this purpose), duplicate it and rename it however you want, run terrain editor and place it where you want the dat-format lighthouse to be. When you have finished (don't forget to save before you exit TE) MapObjects.ini will be updated with the new location; open that file in notepad, look for the recently added object, and replace its name with the name of the lighthouse. Let me know if it works |
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01-06-19, 05:02 AM | #35 | ||
Sailor man
Join Date: Nov 2018
Posts: 43
Downloads: 66
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My captains here are complaining bitterly about this strange drawn-out crates, which do not fit into the holds of their ships and are blocking the docks unnecessarily. Tought I have seen recently some nice looking cargo in GR2 format into the library. Could be trying something myself. Quote:
Great workaround! Thank you a lot! Flakmonkeys lighthouse is still looking great now in SH5. Only drawback: the model has obviously the same LOD-trouble like Lange Anna in Helgoland. Later today I will open up an own lighthouse thread for SH5 and post some screens. |
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01-06-19, 01:31 PM | #36 |
Village Idiot
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IF the dat has the Unifiedrender controller?
There is an LOD setting. Try changing those. If your using an SH3 file? Run SH3 to SH4 on it and it will update the files to SH4 standards. |
01-06-19, 01:33 PM | #37 | |
Village Idiot
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Edit: Never mind. Dl'd the install and found a reference in the roster files that point to a Normals texture that does not exist. NHOSP does have the normals UV's but no Normals texture is in it's folder. NSHOS does NOT have Normals UV's so should NOT have a Normals texture pointed to it. Solution should be to add the normals texture to NHOSP folder and then delete the Roster NSOHP pointer to the Normals texture. Now a simple way to check ALL dat files for the second or Normals UV mappings? Run a scan with 010 to find all files that contain TMAP Searching only .dat files. Last edited by Jeff-Groves; 01-06-19 at 03:07 PM. |
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01-06-19, 03:27 PM | #38 | |
Sailor man
Join Date: Nov 2018
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But now I took simply the original file and it works. Lighthouse is not fading, fresnel is working. Have to test a little bit more, how far away the light is visible etc. |
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01-06-19, 03:30 PM | #39 | |
Village Idiot
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01-06-19, 03:44 PM | #40 |
Sailor man
Join Date: Nov 2018
Posts: 43
Downloads: 66
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No, I took the original SH3 .dat.
Had to extract it from a harborkit respectively I deleted the harborkit around the lighthouse + texture knots. The converter closed with the error message: list index out of bounds (0) Probably because the messy way of extraction or because I use only the .dat without any .cfg or roster file? |
01-06-19, 03:55 PM | #41 | |
Village Idiot
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It's not a perfect Tool for some needs. S3D you can add the Unifiedrender controller. |
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01-06-19, 04:05 PM | #42 |
Sailor man
Join Date: Nov 2018
Posts: 43
Downloads: 66
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Thanks again.
Will try to add unifiedrender controller. Atm I´m starting some night mission to see how far the lighthouse flare is visible. Scenery is Elbe mouth near Brunsbüttel, Gap`s Ecomod activated. |
01-12-19, 01:39 PM | #43 | |||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
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Sorry for the late replies guys
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Prior to their advent, general cargo ships and bulk carriers were used instead. The latter category was not very common though as it was mostly limited to coastal traffic. Quote:
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01-13-19, 06:54 AM | #44 |
Sailor man
Join Date: Nov 2018
Posts: 43
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No need for excuses! We are all doing this in our spare time.
If its like you said, that there will be no containership until late 40, what for Neptunes sake shall we do with all these containers in SH5 ports? And why there are container cranes? Annoyed by them I tried once some reskin with crate textures, but the outcome looked uglier than before. Not only the mapping is confusing, but its difficult to match this greyish colour temper. However to tell the truth, this is some minor problem. As I saw this beautiful lighthouse with his great texture in SH5, I fear I became a little bit too enthusiastic. Tweaking the ParticleGenerator does nothing. At about 3500m away the lighthouse become visible from the bridge of the Uboat. (But only if there is at least the water reflection controller inside the dat, even if there is obviously no water reflection. When I delete this controller, than the lighthouse starts popping up at close distance.) The flare is switched on suddenly at about 2700m. Will playing around with goblineditor and contollers (trying this MinRenderDim too) and reporting, if something is changing. In opposite the flares of the lightship is visible at long range about 17km. Its pretty cool to see them appearing at the horizon. Obviously other rules for sea units, than for land units. At the moment I do some testing if visibility at sea depends partly on the height of the light source, trying to place the lightship laterns on higher masts. |
01-13-19, 07:30 PM | #45 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Thank you for your understanding
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I don't think height on the horizon is taken into account for object visibility, but you better test it in game |
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modding |
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