SUBSIM Radio Room Forums


SUBSIM: The Web's #1 BBS for all submarine and naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-16-2019, 11:56 AM   #46
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 7,488
Downloads: 699
Uploads: 10


Default

Quote:
Originally Posted by Seaowl View Post
Thanks for the encouragement, Ashikaga.



There is one thing that bothers me at the moment however:
If I will not split off the lense from the lighthouse and import both together
as one GR2 file with attached sim into the land folder,
would it be possible,
that all this collision_mesh construction wouldn´t be necessary?


Is the visibility dependend on the folder (sea, library, land, air etc) , where the file is located?


But on the other hand placing a file into the library has the advantage that it can be used very versatile.
So is there any known side effect of these big collision meshes?
I´m asking this in view of a future ship import too.
Is ist better to separate all navigation lights from the model or should they be imported into the ships main GR2 as well?

And what happens, when – for example – two harbor lighthouses are close together
at a harbor entrance?
If they use the same fresnel from the library, their collision meshes would – like the name says - collide.
And what would be the effect of this deep fresnel collision?
Ok – I will have to test this.
You don't need big collision meshes. You can simply add a triangle or a square to the main mesh, and move it below the terrain level. That's how I fixed the rendering range issue with my Helgoland sea stack model
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-16-2019, 02:44 PM   #47
Seaowl
Seaman
 
Join Date: Nov 2018
Posts: 39
Downloads: 14
Uploads: 0
Default

After the test:
Nothing happens when two lighthouses are close together at a harbor entrance.
But the cause is not that there is nothing happening when two collision meshes collide, the cause is that the lighthouses are - of course - placed at different heights.

None the wiser...
But fortunately the problem itself seems gone:


Quote:
You don't need big collision meshes. You can simply add a triangle or a square to the main mesh, and move it below the terrain level. That's how I fixed the rendering range issue with my Helgoland sea stack model
Ok, I will check this. And if it works with the lighthouse light, I will strip the fishing vessel off its navigation lights and place them into their own library file.
Maybe then the stock fishing boat could make use of them too.
But thats a later issue.


Quote:
So the rendering range issue affects equipments as well as land units. Is that correct?
Yes, but I can´t name correct distances at the moment.
Possibly I will do sometime a proper testing with comparable results.

Quote:
Anyway, if I remember correctly I have a couple of Fresnel lenses modelled and textured, though right now I can't say which order they belong to. They are made according to the data I mentioned above, so they should be pretty accurate, though low-poly. If you think you can put them to use, I can check them and send them your way
Of course: I´m not sure if I can put them to good use, but at least I can try it.
It would be great to have a library file with different lenses and maybe I can ask Kendras, if he allows me to use some of his "special effects" (presupposed they work in SH5 as well).

Is it possible to send them via PM or should I send you - likewise via PM - my mail address?


Seaowl is offline   Reply With Quote
Old 02-17-2019, 12:17 PM   #48
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 7,488
Downloads: 699
Uploads: 10


Default

Quote:
Originally Posted by gap View Post
if I remember correctly I have a couple of Fresnel lenses modelled and textured, though right now I can't say which order they belong to. They are made according to the data I mentioned above, so they should be pretty accurate, though low-poly. If you think you can put them to use, I can check them and send them your way
Quote:
Originally Posted by Seaowl View Post
Of course: I´m not sure if I can put them to good use, but at least I can try it.
Check your PM inbox please.

The two low-poly models I sent you portray a 1st order and a 4th order Fresnel lens. They are correctly scaled relative to the SH proportions and they are already triangulated. Other than that, they might/will require some further post processing in order to be imported with GR2 Editor and to look good in game (removal/splitting of the hard edges, removal of the inner lens faces, setting up of a different materials for the crystal lenses than the one used for the metal frame, etc.).

As you can imagine from my comments above, I never used them in game, but I am glad to offer them to you and I am sure you that, with your time, you will do a good job with them. The one favour I ask you in change, is to keep updating us on your progress, on the problems you are facing, and on the workarounds that you are finding

Quote:
Originally Posted by Seaowl View Post
It would be great to have a library file with different lenses and maybe I can ask Kendras, if he allows me to use some of his "special effects" (presupposed they work in SH5 as well).
I already told you how to get in touch with him, but I am sure that, as long as you give him credit for his work, he won't have any problem granting you the permission to use it.

On a side note: SHIII particle generators have much in common with SHIV and SH5 ones. All the old generators should perfectly work in SH5 and, when importing SHIII-IV particle effects into SH5, you can always copy the parameters of old generators in the new ones. Btw: If you like using Skwas' Silent3ditor, I definitely recommend you to patch it with this extension by Rosomaha:

http://www.subsim.com/radioroom/show...79#post2438679

Perfect for messing with the generators of the three games using just one tool!
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-17-2019, 02:57 PM   #49
Seaowl
Seaman
 
Join Date: Nov 2018
Posts: 39
Downloads: 14
Uploads: 0
Default

Thank you, gap!




Just downloaded the file and couldn´t resist to throw a quick glance at them before writing this reply.

Both are magnificient.

Without further ado I will try out the first order lense in the latern room of Flakmonkeys lighthouse.

The fourth order lense seems suitable for some smaller harbor lighthouse.
Possibly - taking other models as example - I will attempt creating one myself.

Would be a good point to start.


In any case I will keep you and of course everyone reading this thread, informed.
But - of course - it will take its time.


By the way information: yesterday I reduced the size of the Collison mesh from 50.000x50.000 to 2x2 and even 0.1x0.1m.
In either of this cases the lense was functioning flawlessly.
Henceforth there seems to be no further obstacle in creating one central fresnel file into the library folder.

Seaowl is offline   Reply With Quote
Old 02-17-2019, 06:22 PM   #50
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 7,488
Downloads: 699
Uploads: 10


Default

Quote:
Originally Posted by Seaowl View Post
Thank you, gap!




Just downloaded the file and couldn´t resist to throw a quick glance at them before writing this reply.

Both are magnificient.

Without further ado I will try out the first order lense in the latern room of Flakmonkeys lighthouse.
I modelled that lens for one of the tall European landfall lighths destroyed during WWII: the grand phare de l'île de Sein, which was about two times taller than Flakmonkey's lighthouse. I don't know if a 1st order lens will fit within its lantern house...

Quote:
Originally Posted by Seaowl View Post
The fourth order lense seems suitable for some smaller harbor lighthouse.
You are right, that's exactly what I had in mind when I modelled it

Quote:
Originally Posted by Seaowl View Post
Possibly - taking other models as example - I will attempt creating one myself.

Would be a good point to start.
Good idea. There is plenty of free information, pictures and drawings on any order of Fresnel lense, so you shouldn't have problems finding them, but if by any chance they have been removed, I should have something saved in my archive

Quote:
Originally Posted by Seaowl View Post
In any case I will keep you and of course everyone reading this thread, informed.
But - of course - it will take its time.
No rush

Quote:
Originally Posted by Seaowl View Post
By the way information: yesterday I reduced the size of the Collison mesh from 50.000x50.000 to 2x2 and even 0.1x0.1m.
In either of this cases the lense was functioning flawlessly.
Henceforth there seems to be no further obstacle in creating one central fresnel file into the library folder.

I was sure about that. Also note that for collision of land units you can use the CollisionableObject controller. In all the SH games, this controller is used only with terrain objects, but as I have experimented, it also works with ship equipments (see the TWoS' coastal artillery bunker) and land units (see one of the testing versions of the La Plate lighthouse in Kendras' Lighthouse mod).
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:23 AM.


Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright © 1995- 2019 Subsim