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Old 02-14-12, 12:13 PM   #676
uekel
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Originally Posted by Rongel View Post
This ship still has the "UnifiedRenderControler" and that's why the reflections wont work properly. Also the window lights seem impossible because of this too.

The mast lights are almost the same as with the other ships, but the main light is made with S3D "light nodes" . Basically there is just two light sources on the sides of the ship. The tricky part is just to position them so that it gives the illusion of ship lights.

And when I attacked this ship, it turned on the search lights and the light nodes went off. So the switching off the lights could also be linked with the search lights.
Hmm..., the mast light is working with "ParticleGenerator". This in cojnuction with the RenderControler, i´ve never get to work. I ask, because it seems a perfect solution for my "Coastal Forts": http://www.subsim.com/radioroom/show...&postcount=590

Here I´ve tried the same with position lights for the antenna, it works, ...till I add the RenderControler.

And the main light, would in this case for the building himself, exact that what I´m looking for. Thanks to you, Rongel!

...must try it now....
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Old 02-14-12, 12:36 PM   #677
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Looks great Rongel - Well done
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Old 02-14-12, 12:51 PM   #678
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Originally Posted by Trevally. View Post
Yes - the test scapa fix will work with OHIIv1.6 also
But - you must start a new career to test it - starting a new career writes all the campaign info to your game.

If you use v1.6 and get ctds in scapa - thus not able to get that one campaign point - you will not get at total victory when you finish coastal waters. This will not effect the campaign.

In later campaigns (1941/42)- if you fail to get total victory - then some missions or campaigns will be blocked. This will never stop your game, just restrict your options.

With v1.7 - there is a new objective "Baltic Operations" in coastal waters. This will give a player an extra campaign point - so if they are unable to finish scapa due to ctds - they can still get a total victory.

When updating to a new verson of OHII - it is possible to keep your career going. To do this you can save your game in the bunker and exit.
Remove old OHII version and install new one. Load your bunker save and nothing will change.
The chance comes when you progress to the next stage i.e. coastal water to happy times.
Brilliant, Trevally, now it all makes sense! Thanks!

Since I'm still in Coastal Waters, I guess my choice now is between just ignoring Scapa (which really doesn't matter since not achieving Total Victory in that campaign doesn't block off any future choices) and then upgrading to 1.7 next time I'm on R&R back in Kiel (letting me enjoy 1.7 in full from Happy Times forward), or starting over altogether with 1.7. I think I'll just skip the point in this career and go grab it in my next one
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Old 02-14-12, 05:37 PM   #679
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Quote:
Originally Posted by uekel View Post
Hmm..., the mast light is working with "ParticleGenerator". This in cojnuction with the RenderControler, i´ve never get to work. I ask, because it seems a perfect solution for my "Coastal Forts": http://www.subsim.com/radioroom/show...&postcount=590

Here I´ve tried the same with position lights for the antenna, it works, ...till I add the RenderControler.

And the main light, would in this case for the building himself, exact that what I´m looking for. Thanks to you, Rongel!

...must try it now....
I can make a test mod from the ship hopefully tomorrow, then you see how I got the particle generators working. I have to say that it took a lot of tests, trial and error... Transparent materials don't seem to work with unified render controller, so I had to take out the actual lightbulbs from the masts.

And also I haven't tested the ship thoroughly yet, hopefully there won't be any nasty suprises. I hope that this info will help you with your mods!
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Old 02-15-12, 04:36 PM   #680
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Ok, here is a test version of the Hospital Ship with lights: http://www.gamefront.com/files/21335...ship_lights.7z

It's a bit tricky because the lights are on in daytime too, so they can't be too bright. But I think it's a pretty good compromise now. I would also like to add more lights, but it seems that the number of them is limited in one 3d model. They also can increase computer usage. I wonder if it should be used in other imported ships too... maybe passanger liners.

So test it if you have time, this requires OH II to work (oh, in the museum daytime view it's nothing too special, night makes it shine! ).
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Old 02-15-12, 09:07 PM   #681
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thx all for the good job
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Old 02-16-12, 01:19 AM   #682
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Quote:
Originally Posted by Rongel View Post
Ok, here is a test version of the Hospital Ship with lights: http://www.gamefront.com/files/21335...ship_lights.7z

It's a bit tricky because the lights are on in daytime too, so they can't be too bright. But I think it's a pretty good compromise now. I would also like to add more lights, but it seems that the number of them is limited in one 3d model. They also can increase computer usage. I wonder if it should be used in other imported ships too... maybe passanger liners.

So test it if you have time, this requires OH II to work (oh, in the museum daytime view it's nothing too special, night makes it shine! ).
Hi Rongel!

You can try it with the docked ships. On their it looks like it should be.



I had also searched a possibility to turn off these lights on the day. So far everything didn't work so as it should. Perhaps you have more luck here.
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Old 02-16-12, 03:13 AM   #683
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Hi Uekel! Nice looking ship!

Quote:
Originally Posted by uekel View Post
Hi Rongel!

You can try it with the docked ships. On their it looks like it should be.
Do you mean that docked ships could be lit and it would be historically accurate? And did you manage to use more than two lights? I had to parent the lights to different nodes (different parts of the ship) to get them work.

Yes, it would be nice to turn off the lights in daytime but no idea how to make it work. I noticed that the lights go out only if the ship switches to search lights. I torpedoed the hospital ship () and it went down before it could activate the lights. So the main lights stayed on all the time.
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Old 02-16-12, 03:49 AM   #684
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Just playing OH1.6 and it is great refreshment compared to original campaign

I have a question on Royal Navy escort's formation... West of Scotland I sailed into task force in June 1940; around 1 battleship + 1 air carrier there was a circle of 9 destroyers ?

One would expect 2 capital Navy units to have firm escort protection - but circle of 9 destroyers is a bit exaggerated (there should be some 5-6, not more)

Is it "game coded" or it is possible to decrease in campaign engine ?
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Old 02-16-12, 04:04 AM   #685
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Quote:
Originally Posted by Rongel View Post
...
Do you mean that docked ships could be lit and it would be historically accurate?...
Not historical, what I meant, they are in harbour (well, in this picture museum). And it´s a deck-lighting. I can imagine, it´s look very nice when you see more of there, at various places in a dark harbour..

Ok, historical in the later war years we must turn off, or dim and change the colour to blue ("Verdunkelung-order"). but it´s another theme, the buildings and other, also must do.
Quote:
And did you manage to use more than two lights? I had to parent the lights to different nodes (different parts of the ship) to get them work.
Me too, seems to be limited.
Quote:
IYes, it would be nice to turn off the lights in daytime but no idea how to make it work.
That, I see as the main problem for the light nodes. I have try something (CityLights, InterieurLight and such other), but maybe it was not all? InterieurLight for example control the same light nodes and have a colour for night and day specified. You find it in the dat-files of SHIII and IV boats-interieur (folder interieur).
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Old 02-16-12, 05:33 AM   #686
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Dont put the lighted ships in later campaigns . Is that how this mission engine works . In total germany you can have ships early sensors and later campaigns middle and late war sensors ?
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Old 02-16-12, 06:32 AM   #687
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Hi sober!

Quote:
Originally Posted by sober View Post
Dont put the lighted ships in later campaigns .
What do you mean? Why?

In this case the lights are attached in the models itself. We can define two kind of these ships one lightened and one not lightened and they change by date.
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Old 02-16-12, 06:52 AM   #688
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Quote:
Originally Posted by uekel View Post
Hi sober!

What do you mean? Why?

In this case the lights are attached in the models itself. We can define two kind of these ships one lightened and one not lightened and they change by date.
You said not to .
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Old 02-16-12, 08:09 AM   #689
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Quote:
Originally Posted by uekel View Post
Not historical, what I meant, they are in harbour (well, in this picture museum). And it´s a deck-lighting. I can imagine, it´s look very nice when you see more of there, at various places in a dark harbour..

Ok, historical in the later war years we must turn off, or dim and change the colour to blue ("Verdunkelung-order"). but it´s another theme, the buildings and other, also must do.

That, I see as the main problem for the light nodes. I have try something (CityLights, InterieurLight and such other), but maybe it was not all? InterieurLight for example control the same light nodes and have a colour for night and day specified. You find it in the dat-files of SHIII and IV boats-interieur (folder interieur).
So the docked Z-ships in OH II could be lit with deck lights? Sounds good to me. I think also that there is no problem having the Hospital Ship with lights all the war years.

I too thought about adding second version of the ships (early years lit/later no lights). It should work without problems, only thing is that we need to get the dates right. Maybe just one or two for starts. And of course Trevally must agree on this!

But before this it's good to study the light system more. It would be great if we could have them turned off in the daytime.
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Old 02-16-12, 12:53 PM   #690
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Quote:
Originally Posted by Rongel View Post
And of course Trevally must agree on this!
Of course this is ok Without you guys and everyone else - there would not be an OHII
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