SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
01-31-17, 06:52 AM | #1 | ||
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
Quote:
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. |
||
01-31-17, 02:30 PM | #2 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
|
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)
__________________
Je pense donc je fuis! |
02-01-17, 02:42 AM | #3 |
Sea Lord
Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 618
Uploads: 0
|
|
02-01-17, 04:46 AM | #4 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
Quote:
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. |
|
02-01-17, 05:30 AM | #5 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
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 |
02-02-17, 10:38 AM | #6 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
Quote:
Do you want them visible instead? |
|
02-02-17, 11:26 AM | #7 |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
|
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... |
02-02-17, 11:49 AM | #8 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
|
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! |
02-01-17, 07:20 AM | #9 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
|
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:-
__________________
Je pense donc je fuis! |
02-01-17, 07:24 AM | #10 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
"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 | #11 |
Weps
Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
|
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! |
02-01-17, 06:54 AM | #12 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
|
|
|