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07-20-17, 11:06 AM | #316 | ||
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About glow maps, is this the type used by the buildings' and ships' windows with light at night ? |
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07-20-17, 11:33 AM | #317 |
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By the way, since I gave real coordinates to lighthouses, here are the ones with a new depth :
pierres noires -52 petit minou -17.51 tevennec -18 |
07-20-17, 01:07 PM | #318 | |||||
Navy Seal
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There is. I have applied semi-transparent overlays to that texture and arranged ladder's UV projections so that top rungs are incrementally more rusty and lesser weedy than lower ones. There was a lot of work involved The effect is partly lost now due to the heavy hue/saturation adjustment layer I applied after your complaints, but it is clearly visible in the original version of the texture. Quote:
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I think so. If memory serves me well, crew models and a few more models use normal maps to create extra "detail" Quote:
It should. There is a controller for it. Anyway, soon we will know more about it, when I will send you my next update Quote:
Yep, sure. It is enabled through the CityLights controller IIRC. It might come in handy for illuminating the windows of some lighthouses pertaining to neutral countries. |
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07-20-17, 03:00 PM | #319 | |
Navy Seal
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Very useful, thanks ...but... is the sea around the Pierre Noires lighthouse really that deep? I have checked on Google Earth, and in reality near that lighthouse the seabed should lay under 10-12 meters of water. Either you entered the wrong coordinates or, as it is more likely, devs got the sea profile totally wrong there and we will have to fix it: I can not create a 80-m-high island lol Last edited by gap; 07-20-17 at 05:31 PM. |
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07-20-17, 06:13 PM | #320 | |
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07-20-17, 07:33 PM | #321 |
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Well done maps
Reflect map setting is finished. Hopefully it will work. I am now working on lighthouse damage. I am setting some new damage zones. Is that okay? |
07-20-17, 07:40 PM | #322 |
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07-20-17, 08:07 PM | #323 | |
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You read in my mind Could you help me setting the new zones I set? Code:
[ReinforcedTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [ConcreteTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [StoneTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [BrickTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [MetalTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Effect1=Effect1=#Fire_small, 70 Effect2=#Fire_big, 100 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [SkeletalTower] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Effect1=Effect1=#Fire_small, 70 Effect2=#Fire_big, 100 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [GasCylinder] Multiplier=3.000000 Flotability=0.000000 HitPoints=5 Destructible=Yes Effect1=#Small_splinter_explosion_no_halo, 100 Effect2=#Fire_big, 100 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [LanternRoom] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Destructible=Yes Effect1=Effect1=#Fire_small, 70 Effect2=#Fire_big, 100 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [LanternBig] Multiplier=1.000000 Flotability=0.000000 HitPoints=1 Destructible=Yes Effect1=#Small_splinter_explosion_no_halo, 100 Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [LanternSmall] Multiplier=1.000000 Flotability=0.000000 HitPoints=5 Destructible=Yes Armor Level=1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None |
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07-21-17, 03:33 AM | #324 | |
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07-21-17, 07:25 AM | #325 |
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Shells are passing through the tower without hitting ...
All your 3D models are ghosts. |
07-21-17, 11:25 AM | #326 | |
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Have you finished with damage zones setting? All the stock land units I have seen have a .zon file with a SH3ZonesCtrl controller and a damage box attached to it. I have already set up those items for our lighthouse unit and for the platform, lantern and topmark library equipments. That is a very simplified configuration though, and I doubts it can really enable ammo damage to be taken by any unit. Looking into Jeff's Maunsell forts, I have noticed he added a CollisonableObject controller to their zon files, as I would have thought logical also for other land units. I will add that controller to our model too. I will also add collision spheres. They are probably not needed for ammo damage, but they will make our model 'solid' to the camera and to other objects that might collide with it (especially planes: ships will collide with the base instead, which is already collisionable thanks to the StaticObject controller). Add to those controllers a sim file with cmdr_AI* and unit_* controllers. Again, I am not really sure that those controllers are required for damage detection, possibly not; probably not the two of them. In any case, they might be needed for enemy units to 'see' and attack our lighthouses. If that was true, we could omit the said controllers for the lighthouses that we don't want to be attacked, while still being able to damage/destroy them with our guns Stay tuned for an update by me before dark |
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07-21-17, 11:35 AM | #327 | |||
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Yes, that was easy. I have added the new zones to Zones.cfg (and chose values for each parameters, but couldn't test in game), created the .zon files for the land unit and library objects, also added the .sim file for the land unit because the unit couldn't be detected by Nelson.
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07-21-17, 11:54 AM | #328 | |||
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Did you match damage boxes' and 3D models' shape and position? Did you specify the correct zone number for each damage box you added? Quote:
CollisonableObject missing is my first candidate as a reason for damage not working during your tests Quote:
The update will be ready in about 30 minutes: just the time to wait for your zone settings, to revise the files for errors, to pack the up in a zip file, and to write the change log |
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07-21-17, 01:04 PM | #329 |
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Tourelle de la Plate alpha v11
La voilà:
https://www.mediafire.com/?coftg94397kwhns Change Log:
That should be all for this update. I am waiting for your feedback Kendras, and I hope that someone else will join our testing/modding team while we wait for MLF to report back on duty gap off for now |
07-21-17, 03:38 PM | #330 | ||
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I should be in a position to test the latest version tomorrow with a bit of luck, but I can't say when. Anything specific you would like tested? I can't believe you are doing all this without an installation - remarkable Regards, MLF
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Je pense donc je fuis! Last edited by MLF; 07-21-17 at 04:24 PM. |
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