SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

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

Reply
 
Thread Tools Display Modes
Old 01-31-17, 06:52 AM   #1
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by gap View Post
Hi Kendras, in my opinion for the best look of the reefs, their on land property should be set to true and, unlike your picture, they should be placed where the seabed is almost flat (alternatively you can make the terrain below them flat using Terrain Editor). I am pretty sure that some models disappearing under the soil when placed on land is due to some errors from your part. Something I have noticed is that SHIII objects are not placed in game directly, but they are assembled together in dummy files through placement nodes. The absolute position of those nodes and that of the 3D model might dictate at which heigth each object is placed on land.
I will test several solutions in-game with your rock model.

Quote:
Originally Posted by gap View Post
Where needed I can do some manual adjustements, but honestly I wouldn't like wasting too much time on some generic and pretty random rock models ;-)
Roger that.

Quote:
Originally Posted by gap View Post
is the object collisionable?
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.

Quote:
Originally Posted by Kendras View Post
  Reply With Quote
Old 01-31-17, 02:30 PM   #2
MLF
Weps
 
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
Default

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)
Attached Images
File Type: jpg shot1485889608.jpg (88.7 KB, 33 views)
__________________
Je pense donc je fuis!
MLF is offline   Reply With Quote
Old 02-01-17, 02:42 AM   #3
SquareSteelBar
Sea Lord
 
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
Default

Confirm that [except CTD]


inside reef:



underwater:




reef is transparent for light halos.
SquareSteelBar is online   Reply With Quote
Old 02-01-17, 04:46 AM   #4
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Icon2

Quote:
Originally Posted by MLF View Post
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.

Reef visible in game on surface (whether OnLand= true or false)

Nothing visible underwater.
Yes, that's logical, because the base of the 3D model will always be placed on the sea surface if the model is placed from the Locations.cfg file. But the base should be placed on the sea bed if you create a new land unit and place it with the mission editor.

Quote:
Originally Posted by MLF View Post
And I drove straight through it.
Quote:
Originally Posted by SquareSteelBar View Post
Confirm that ... inside reef

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

Quote:
Originally Posted by SquareSteelBar View Post
reef is transparent for light halos.
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.
  Reply With Quote
Old 02-01-17, 05:30 AM   #5
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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
  Reply With Quote
Old 02-02-17, 10:38 AM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Kendras View Post
About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :
The base vertices/edges of my current model are on an horizontal plane, just as in the picture you linked to your post. I only removed the flat faces on the base because I thought they would be hidden under the seabed anyway.

Do you want them visible instead?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-02-17, 11:26 AM   #7
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

One last comment for now (sorry for spamming your thread Kendras ): from MLF's and SquareSteelBar's screenies (thank you guys!) it is pretty obvious that the ambient occlusion texture is not rendered on top of the diffuse texture. I suspect the AO texture map to be blocked by the SpecularMask controller also applied to the reef material. Can someone please remove that controller together with its container from the file and/or move them below the "Reef1AO.tga" texture map, and repeat the test?

Another suspect is the "in-memory DX2/3 texture compression" flag that I checked both for the main and for the AO textures, but let's try with the SpecularMask controller first...
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-02-17, 11:49 AM   #8
MLF
Weps
 
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
Default

Hi Gap,


I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.

The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.

I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.

Here is the your modified .dat file:-

https://www.mediafire.com/?6h7401kv6ca55op

MLF


PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.
__________________
Je pense donc je fuis!
MLF is offline   Reply With Quote
Old 02-01-17, 07:20 AM   #9
MLF
Weps
 
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
Default

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:-
Attached Images
File Type: jpg Image3.jpg (61.9 KB, 12 views)
File Type: jpg Image1.jpg (86.5 KB, 12 views)
__________________
Je pense donc je fuis!
MLF is offline   Reply With Quote
Old 02-01-17, 07:24 AM   #10
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by MLF View Post
All reminds me of this:-
"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.
  Reply With Quote
Old 02-01-17, 10:23 AM   #11
MLF
Weps
 
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
Default

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!
__________________
Je pense donc je fuis!
MLF is offline   Reply With Quote
Old 02-01-17, 06:54 AM   #12
Kendras
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by MLF View Post
... And I drove straight through it.
Maybe it's due to the lack of the "Static object" controller, IIRC.
  Reply With Quote
Reply


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 04:44 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.