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01-30-17, 07:27 PM | #61 |
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No. The flares are not in GWX.
AO can be done in SH3. Check the Subs by Wise to see how to do the AO. |
01-31-17, 12:47 AM | #62 |
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I see
I have been told so Okay, thanks, I will have a look into them later. I hope I got my file right. Maybe you can check it too Last edited by gap; 01-31-17 at 03:34 AM. |
01-31-17, 06:52 AM | #63 | ||
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Without my computer, I can already answer to this : Yes ! I already tried this issue by colliding the rock with my U-boot. The AI ships are also stuck if they are near the island. So, no need to have a .zon file with collision spheres ! But if you make this model a land unit, then you will have to create a .zon file with plenty of collision spheres, and this will require a lot of time. |
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01-31-17, 02:30 PM | #64 |
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Tried the reef out.
Put the .dat file in \Terrains\Locations folder. Updated the Locations.cfg. CTD. Remapped id's in Silent3ditor No more CTD. Reef visible in game on surface (whether OnLand= true or false) Nothing visible underwater. And I drove straight through it. Screenshot of result (L/H just me having a play)
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02-01-17, 02:42 AM | #65 |
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02-01-17, 04:46 AM | #66 | |
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Strange ... If you try my work, you shouldn't be able to go through the island : d/L link : http://www.mediafire.com/file/ky0fvj...Kendras_LH.zip You will find : - the 3D model : K_Lighthouse_1.dat - an icon for the LH (maybe to improve a bit) - a single mission : Test new LH.mis It is JSGME ready. Put the folder k -- New lighthouses in your MODS folder and enable. Before launching SH3, open the file data/Terrain/Locations.cfg (of your installation), and write this at the end (change ### with the correct number) : [Location ###] ; test new lighthouse Long=-4.755715 Lat=48.043404 Heading=90 OnLand=false ShowOnMap=true FileName=K_Lighthouse_1 LocationName=La Vieille The problem doesn't come from gap's files. You have to edit the particles generators of the light halo, and change depth test from false to true IIRC. If you try my mod, you will see that you can't sea the lighthouse's light halo through the island. |
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02-01-17, 05:30 AM | #67 |
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About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :
Good tutorial here : https://www.darkcreations.org/hoddmi...hout-photoshop |
02-01-17, 06:54 AM | #68 |
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02-01-17, 07:20 AM | #69 |
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Had to delete Locations.cfg which came with mod as caused CTD (calls up bits and bobs that I don't have).
Edited my Locations.cfg as suggested, and all ran OK. Nice model The base extended beneath the surface of the sea (although placed using locations.cfg). I can confirm that it was solid when I tried to drive through) and that the light was not visible when it was behind another object. 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) I also tried changing the StaticObject parameters and setup to reflect yours but the boat still drove through. Hope this helps. All reminds me of this:-
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02-01-17, 07:24 AM | #70 |
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"Negative Captain, I'm not moving anything."
I just don't understand the last sentence : "it's your call" ... ? Last edited by Kendras; 02-01-17 at 11:03 AM. |
02-01-17, 10:23 AM | #71 |
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It means "It's up to you, alter course or ram a lighthouse!". Basically what we've been doing testing the mods - ramming lighthouses/rocks to see if they are solid or not!
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02-01-17, 11:27 AM | #72 |
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To GAP
Hi Gap,
Tried PM'ing but your mailbox is full. May have a fix for the drive through reef - added new node as child of existing node and moved 3d model, reflections below that. Possible that StaticObject describes a child object rather than an object at its own level???? Changed StaticObject type as well to 10/-1 and set squarelength to 200 (same as in Kendras' LH file) - not sure what that does though. Any objections to me posting the changed file in this thread? Regards, MLF
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Je pense donc je fuis! Last edited by MLF; 02-01-17 at 02:03 PM. |
02-02-17, 09:01 AM | #73 | |
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Thank you for your feedback and sorry for the late replies guys. Yesterday and the day before yesterday I was on my way to home, and I had hardly the time to read your comments
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02-02-17, 09:31 AM | #74 | ||
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As usual
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Yes, post it please. The more we are, the quicker we can sort bugs out |
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02-02-17, 09:48 AM | #75 | |
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