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Old 10-06-2017, 11:23 PM   #106
VonDos
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That's a deal that I would jump on VonDos, accept Kendras offer, before he realizes the troubles he is getting in
More than OK for me.
PM Sent to Kendras =)

@Gap, thanks for your description!
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http://www.subsim.com/radioroom/showthread.php?t=136508

Last edited by VonDos; 10-06-2017 at 11:31 PM.
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Old 10-07-2017, 03:50 AM   #107
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More than OK for me.
PM Sent to Kendras =)
PM sent
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Old 10-07-2017, 04:25 AM   #108
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Ready to work !

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Old 10-07-2017, 04:38 AM   #109
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@gap: With your method, how do you think it's possible to have a halo effect around the portholes ? like this:

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Old 10-07-2017, 06:24 AM   #110
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Ready to work ! ]
Wow, that's a super detailed plan

Portholes are FUBAR in the model exported from SH5. all their poligons are edge-splitted, and this fact can complicate your work, besides unnecesssarily increasing the number of vertices and edges. I could weld them, but since you are totally reworking them, maybe it is easier for you to create a new porthole model from scratch, that you can duplicate n times. Only the porthole "glass". I have already fixed the "frames"

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@gap: With your method, how do you think it's possible to have a halo effect around the portholes ? like this:
I think that can be done, but you should make each porthole bigger than its frame. The portion sticking out from the frame could be made transparent or it coul be painted black in the day texture, whereas the night texture would look similar to the last picture you have attached
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Old 10-07-2017, 06:53 AM   #111
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Wow, that's a super detailed plan

Portholes are FUBAR in the model exported from SH5. all their poligons are edge-splitted, and this fact can complicate your work, besides unnecesssarily increasing the number of vertices and edges. I could weld them, but since you are totally reworking them, maybe it is easier for you to create a new porthole model from scratch, that you can duplicate n times. Only the porthole "glass". I have already fixed the "frames"



I think that can be done, but you should make each porthole bigger than its frame. The portion sticking out from the frame could be made transparent or it coul be painted black in the day texture, whereas the night texture would look similar to the last picture you have attached
Hi!
Will not halo be visibile on the other side of the ship, throught the hull?
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Old 10-07-2017, 07:33 AM   #112
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Hi!
Will not halo be visibile on the other side of the ship, throught the hull?
I don't think so. Can you see city lights through objects?
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Old 10-07-2017, 08:27 AM   #113
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I've added position lights.

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Old 10-07-2017, 08:36 AM   #114
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After that, you should duplicate the object, assign a different material to each of the two copies of the porthole-glass-object, and re-group the two of them in a single object.
How to do that ?
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Old 10-07-2017, 09:08 AM   #115
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How to do that ?
Simple.
  1. Select one of the two objects in body selection mode.
  2. Switch to face selection mode.
  3. Right click on the geometry window.
  4. Right click on 'Material' in the following context menu.
  5. Enter the new material name.
  6. Undo the selection (space bar).
  7. Repeat the steps 1-5 for the other copy of the same object, using a different material name.
  8. When you have finished, select both objects in body selection mode.
  9. Right click on the geometry window.
  10. Choose 'Combine' from the context menu.

Done
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Old 10-07-2017, 09:55 AM   #116
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Originally Posted by Kendras View Post
I've added position lights.
Are those halos particle effects, or they are from an emissive material?

Regarding navigation light colors, I think you can refer to the following website (see this drawing for light visible angles)

http://www.bosunsmate.org/seamanship/lights.php

Its information is based on the International Regulations for Preventing Collisions at Sea first adopted in 1977. Prior to that, I think each country was free to apply its own regulations, but I think most countries stickied to the English maritime Law that the current regulation is largely based on.
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Old 10-07-2017, 10:17 AM   #117
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Originally Posted by gap View Post
Are those halos particle effects, or they are from an emissive material?
From an emissive material.

Quote:
Originally Posted by gap View Post
Regarding navigation light colors, I think you can refer to the following website (see this drawing for light visible angles)

http://www.bosunsmate.org/seamanship/lights.php

Its information is based on the International Regulations for Preventing Collisions at Sea first adopted in 1977. Prior to that, I think each country was free to apply its own regulations, but I think most countries stickied to the English maritime Law that the current regulation is largely based on.
Well, same problem as for sectorial lighthouses : the halo is always looking at camera, we can't control that.

---

Else, the city light trick doesn't work for me.
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Old 10-07-2017, 10:47 AM   #118
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Originally Posted by Kendras View Post
From an emissive material.
So emissive material's halo is automatically calculated... who knows, maybe also night lights have the same effect, without need of painting the halo on the texture

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Well, same problem as for sectorial lighthouses : the halo is always looking at camera, we can't control that.
Is the halo from emissive materials visible through objects? If not, you can achieve the effect by creating proper ship lantern model with the proper emissive faces angles

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Else, the city light trick doesn't work for me.
Can you give me some details?
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Old 10-07-2017, 10:59 AM   #119
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So emissive material's halo is automatically calculated... who knows, maybe also night lights have the same effect, without need of painting the halo on the texture
Not at all ! There is an emissive halo texture painted on a square model (+ "Look at" controller attached), in addition of the lantern object (with an emissive plain color texture).

Quote:
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Is the halo from emissive materials visible through objects? If not, you can achieve the effect by creating proper ship lantern model with the proper emissive faces angles
Not visible throw objects, but the problem is that the halo is 3 times bigger than the lantern.

Quote:
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Can you give me some details?
1. opened lantern object in wings
2. duplicated it
3. combined together
4. exported twice (the second with same name + "-uv2")
5. copied the 3 nodes from harbours_kit.dat (with ctrl + C)
6. changed all id
7. imported both model at same time
8. both textures linked to this model
9. imported new textures : day texture which is dark green, and light green for night light. This second texture never appears at night or day.
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Old 10-07-2017, 01:09 PM   #120
gap
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Not at all ! There is an emissive halo texture painted on a square model (+ "Look at" controller attached), in addition of the lantern object (with an emissive plain color texture).


Quote:
Originally Posted by Kendras View Post
Not visible throw objects, but the problem is that the halo is 3 times bigger than the lantern.
But you can remove the halo effects, or make them smaller, don't you? If navigation light's halos were that big in reality, it wouldn't be possible to screen them off at certain angles

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1. opened lantern object in wings
2. duplicated it
3. combined together
Did you assign different materials to each copy of the original lantern, before combining them in a single object?

Quote:
Originally Posted by Kendras View Post
4. exported twice (the second with same name + "-uv2")
5. copied the 3 nodes from harbours_kit.dat (with ctrl + C)
6. changed all id
7. imported both model at same time
Make sure that S3d, in the Uv map previe section, diplays two map channels for the recently imported object.

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Originally Posted by Kendras View Post
8. both textures linked to this model
Also make sure that you didn't accidentally switch the two matirials: their position matters.

Quote:
Originally Posted by Kendras View Post
9. imported new textures : day texture which is dark green, and light green for night light. This second texture never appears at night or day.
Try making the dark green texture not so dark, and the light green texture very bright and vivid, like lime green...
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