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10-03-17, 02:05 PM | #1 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Talking about the "special light texture", I didn't check how other modders (I think Anvart dealt with ship lights) have set it, but I think we can use the city lights controller to get porthole lights to be switched only after down. Quote:
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10-03-17, 02:11 PM | #2 |
Stowaway
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Yes, but how can you control the paint sheme as well ? It's not by the eqp file, is it ?
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10-03-17, 04:46 PM | #3 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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No, provided that each unit's main texture was set as configurable in its dat/gr2 file, the texture can by changed by date (and by nation) using unit's roster cfg file(s). Tha above is surely valid for SHIV and 5, but I am reasonably confident that it applies to SHIII too, though there are not examples of this feature being used in stock files.
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10-03-17, 06:25 PM | #4 |
Admiral
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Hi mates!
Yes, i was working on bow section. Now i'm going to bed, but those are today results: @gap: those are ship's part who need to be reworked for light\shadow bug: https://www.sendspace.com/file/7fs77c Best regards, Vd PS About light question, please try to dowload and install my Queen of Bermuda mod. Try this unit in a single mission with mission editor in 1939 before war start date, in 1939 after war start date and in 1942. This could be interesting about portholes lights and timeline (neutral enlightened, war duty darkened..) and about textures management issue. Best regards, Vd
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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; 10-04-17 at 03:19 AM. |
10-04-17, 05:42 AM | #5 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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10-04-17, 09:14 AM | #6 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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Hi VonDos,
I had a look into your files, and I must say that this time the problem isn't caused by erroneously split edges, but by some surfaces not being totally flat. I can fix the problem easily, but maybe it is better if you send me the whole model (or at least the whole superstructure) for me to make sure that the perimetral vertices of the flattened surfaces will match perfectly the corresponding vertices of adjoining faces. Sorry for making you to send the files twice, but as I said, at the beginning I thought the problem had a different cause |
10-04-17, 02:48 PM | #7 | |
Admiral
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I'm sending you a PM
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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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10-04-17, 10:17 PM | #8 | |
Admiral
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Best regards, Vd
__________________
Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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10-05-17, 12:48 PM | #9 | ||||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Porthole/window lights
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The only parts that actually had to be set as external equipments, are the ones that were historically modified during the conversion (vents, funnels, masts, part of the superstructure, etc). Imo the main hull and all the parts not modified during the conversions, should be stored directly in one of the dat files in the sea folder. Only one, not the two of them, because two (similar) units can share the same dat file (so you might also scrap the second dat file). How can you do that, you may ask? The answer is easy: by adding the following line to the [Unit] section of the cfg file, for the unit that you want to use another unit's model: Code:
[Unit] ClassName=BBPennsylvania 3DModelFileName=data/Sea/NBB_Colorado/NBB_Colorado UnitType=11 ... In this example, the Colorado and the Penssylvania use the same texture, but if devs wanted the latter to use a special texture, I think they could have done that by editing the following entries in her ROSTER cfg file: Code:
[Texture 1] TextureName=data/Sea/NBB_Colorado/NBB_Colorado_T01.tga LightmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_O01.tga NormalmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_N01.tga StartDate=19000101 EndDate=19991231 Frequency=1 One last note: In the case of the Queen of Bermuda, having the ship set as two separate units (one being a proxy clone of the other), makes sense because the two versions of the ship had different roles and they require different unit types. For the Queen Mary, we just need one unit whose paint scheme and equipments (including the lightened windows) can be switched by date, through eqp and cfg files' start/end date settings. PS: check your PM box |
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