View Full Version : [REL] Exterior Lightmaps for VIIc
flakmonkey
02-13-10, 09:17 AM
http://www.filefront.com/15573667/ExteriorLightmaps%20VIIc.zip
From the readme:
ExteriorLightmaps VIIc v1.0
A simple eye candy mod that adds ambient occlusion maps to the exterior of the sub. (see http://www.subsim.com/radioroom/showthread.php?t=161617&page=2 for some comparisson shots)
Installation: Install via JSGME, place in your MODS folder and use JSGME to enable.
-You must enable the main part of the mod first (ExteriorLightmaps VIIc v1.0) then if you are using either tower2 or tower4 you should enable the appropriate addon file to give correct shadows on the hull, you do not need to enable any of the addon files if you are using tower1.
The mod also includes my free camera/water on lens mod, i strongly recommend its use, however it remains optional, enable via JSGME if you wish.
For those wondering just what the heck ambient occlusion is, it can best be described as very diffused non-directional shadows.
"Ambient occlusion refers to the blocking of indirect or diffuse light on an object. It refers to the darker areas of the object, typically creases, cracks and crevices. Ambient occlusion is caused by indirect light's inability to bounce around and illuminate areas that are blocked by a nearby object that absorbs the light rays. These subtle variations in lighting are visual clues for our eyes to detect surface details and distinctions that would otherwise be washed out and unnoticeable. Ambient occlusion adds realism to your scene by adding shadows in crevices, nooks and crannies, and so on. For each surface point, it calculates how much light is blocked by other geometry." from Maya`s help documantation
Right now the effect is specific to one sub type the Type VIIc with tower1,tower2 and tower 4(u-flak)
The mod will work with any external sub skin, ie one that is in the textures/tnormal folder but will overwrite any skins that are embedded in the .dat file.
Enjoy
-Flakmonkey.
(This mod would not have been possible without S3d.)
UHUHUU! The party started! This will be a very good weekend. Itīs carnaval here in Brazil - a long hollyday...letīs take a look at Sh3 again! Thanks Flakmonkey and looking forward by the new interiors!
I will post some feedback ASAP.:up:
It looks great :up:, but it is not compatible with two other great mods:
- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3
:(
flakmonkey
02-13-10, 10:43 AM
It looks great :up:, but it is not compatible with two other great mods:
- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3
:(
It should be easy enough to add this mod to those, what files do they modify??
If you can point me in the direction of some download links for the above mods i will do my best to release a compatible version (assuming i can find the original authors of those mods and get their permission to use their works)
It should be easy enough to add this mod to those, what files do they modify??
If you can point me in the direction of some download links for the above mods i will do my best to release a compatible version (assuming i can find the original authors of those mods and get their permission to use their works)
:salute: Those are quite popular mods, I think.
File conflict:
http://i47.tinypic.com/dqpuu1.jpg
- DFant_subFlag_2010:
http://www.subsim.com/radioroom/showthread.php?t=160940
download: http://www.mediafire.com/file/h2t2ygmmmmm/DFant_subFlag_2010.7z
-Waterstream+Exhaust Combi V2.3 for GWX3
http://www.subsim.com/radioroom/showthread.php?t=152144
dowload: http://www.mediafire.com/file/lvztinytryi/Waterstr+Exhaust-CombiV2.3.rar
Jimbuna
02-13-10, 11:22 AM
Have you plans to include the other U-boat types in the future?
urfisch
02-13-10, 11:42 AM
great! thanks a lot. to the conflicts...maybe you should take the waterstream datīs and include your new stuff there, instead the other way round. in your files the particle effects are missing...so we have no streams.
but, anyway. this is great!!!
thanks!
:yeah:
flakmonkey
02-13-10, 12:16 PM
Have you plans to include the other U-boat types in the future?
yepp, im just using this realease to test the waters and expose compatibilty issues etc. Eventually the rest of the subs will follow.
Jimbuna
02-13-10, 12:38 PM
yepp, im just using this realease to test the waters and expose compatibilty issues etc. Eventually the rest of the subs will follow.
Great news http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Magic1111
02-13-10, 04:23 PM
It looks great :up:, but it is not compatible with two other great mods:
- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3
:(
Oohhh, not good news ! :wah:
I hope that a new version / Update from this MOD will be released in the future, which is compatible with the MODs:
- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3
Best regards,
Magic
Hey flakmonkey,
I donīt know if you read my PM.
The water stream mod is easy to adapt...just donīt forget that ppl want the Combi mod, the one that also have uboatīs exausts. Also keep in mind that some ppl just play with WS, others with Combi mod and others only with the exausts. What a mess , no?
Well, to add both is just easy because you need only to add the WS entries, plus the exaust ones, both easy to be found on the .dat file. If needed i can also put all them on the .val file and itīs done, this way we can avoid major mods conflicts.
Cheers!
I love this , And will remove from now the Flag mod DFant_subFlag_2010
and Waterstream+Exhaust Combi V2.3 for GWX3
Just to use this until you fix a compat Mod...
thanks Flak, you made a guy happy...:yeah:
Brilliant work, I can not even imagine the hours testing and working on this Mod, Thanks Mate.
Me again, some feedback:
Works flawless, excellent addition to SH3 as always mate!
I mean works flawless with waterstream, anvart antenas, exausts.:up:
Cheers!
**Edited: small ws 7c file retired by some last minutes technical issues**
makman94
02-14-10, 02:46 AM
excellent Flakmonkey !! :up:
lucagaeta
02-14-10, 06:31 AM
hi.
FM
Nice good job, you get a greater depth of the diver, the My compliments, it took just a mod so :rock:
regards,
Luca
conus00
02-15-10, 05:41 PM
Looks really good but for some reason my conning tower is completely black.
No conflicts in JSGME. Any ideas?
piri_reis
02-15-10, 05:54 PM
Looks really good but for some reason my conning tower is completely black.
No conflicts in JSGME. Any ideas?
Same here, black untextured conning tower :06:
I disabled almost all mods that might interfere, skins, DD_OH, Anvart's Antennas, anything that touches the conning tower, but couldnt fix it yet, still trying to get it working..
flakmonkey
02-15-10, 08:14 PM
It sounds like another conflicting ID on the mesh, what mods are you running, its fine with GWX 3 but compatibility with others is an unknown at the moment.
+Let me know which tower it is and i`ll upload a version with a different model ID just for you. I never did find out during the testing what else in the campaign files was using the same ID. I think it came from mods made before s3d came along and gave us a re-map IDs option.
piri_reis
02-16-10, 07:17 AM
It sounds like another conflicting ID on the mesh, what mods are you running, its fine with GWX 3 but compatibility with others is an unknown at the moment.
Thanks for the assistance; The weird thing is I just did a completely clean reinstall of GWX3, enabled the GWX 16km and your base ExteriorLightmaps mod. Started a new career with a VIIC, tower1, and the tower is all black again :hmmm:
Just to be sure, I downloaded the mod again, results are the same.
Perhaps it's not an ID problem but something else, I'll try to fiddle with it and see if I can come up with why this is happening, any leads?
flakmonkey
02-16-10, 08:23 AM
Thanks for the assistance; The weird thing is I just did a completely clean reinstall of GWX3, enabled the GWX 16km and your base ExteriorLightmaps mod. Started a new career with a VIIC, tower1, and the tower is all black again :hmmm:
Just to be sure, I downloaded the mod again, results are the same.
Perhaps it's not an ID problem but something else, I'll try to fiddle with it and see if I can come up with why this is happening, any leads?
Try this one http://www.filefront.com/15599979/ExteriorLightmaps%20ID%20testing.7z
It includes turm1 with a differend ID for the mesh, if this solves the problem of the black tower i`ll change the mesh IDs on the other towers too.
piri_reis
02-16-10, 08:56 AM
Try this one http://www.filefront.com/15599979/ExteriorLightmaps%20ID%20testing.7z
It includes turm1 with a differend ID for the mesh, if this solves the problem of the black tower i`ll change the mesh IDs on the other towers too.
Thanks Flakmonkey, that fixed it. FYI I did two tests:
1.Clean GWX3
2.Modded GWX3 (StNaz&Schulese otherUnits v4, WB_VonDos_Campaing_2.7,DD_OH_3.09)
both, lightmaps were working beautifully :up:
Good work, Flakmonkey.
...
The second part is removed, because the author prefers only positive responses... :D
ViperU48
02-17-10, 03:33 PM
It's looking beautiful! :up:
I also just put in the turm 1 update and that fixed my black conning tower too.
I was just wondering if there will be a re-release with the fixed turm 1 tower and a compatibility version made with the waterstream+exhaust combimod? (exhaust still works but streams are gone when enabling this mod).
Not that there's any rush as I understand that quite a grand mod is in the works..:ping:
[SJ]nailz
02-17-10, 03:37 PM
I am too eagerly awaiting a version compatible with Exhaust & Streams v2.1
I will also wait patiently....
Just to show my new tower camouflage! This new special sthealt ink was developed by the engeniers of the u-boat waffe for the boat who are going to patrol the americas. They guarantee that this camo makes the tower more black than the darkest night! Special made for night surface attacks! Since only a few litres were made, only the tower was painted...
http://img687.imageshack.us/img687/9315/sh3w.jpg (http://img687.imageshack.us/i/sh3w.jpg/)
Just a joking! Tried the mod but got the same trouble that other's, but since I was not in mood for exiting the game and reloading all over. So For this patrol, my tower is camouflage...
ViperU48
03-01-10, 04:03 AM
Just to update for this mod; because it is in my opinion very promising and I hope that it does not get overshadowed by the awesome mods that are coming out there now (Flakmonkey's other big one included of course :) ) :
The new ID-fixed Turm 1 update posted earlier solves the issue of the black conning tower, but it seems that it also removes all water reflections for the type7 (both conning tower and hull). The original version works, and the black conning tower is even reflected.
flakmonkey
03-04-10, 07:08 AM
Just to update for this mod; because it is in my opinion very promising and I hope that it does not get overshadowed by the awesome mods that are coming out there now (Flakmonkey's other big one included of course :) ) :
The new ID-fixed Turm 1 update posted earlier solves the issue of the black conning tower, but it seems that it also removes all water reflections for the type7 (both conning tower and hull). The original version works, and the black conning tower is even reflected.
Oops, its because i play with reflections turned off to avoid an intel gfx glitch, i must have forgotten to switch them back on before uploading the ID fixed version.
I will upload a new version eventually but for now if you are familiar with s3d its an easy enough one to fix.
open s3d
find and open turm7c_1hd.dat (that may not be the exact filename but you`ll find it)
ctrl+f to open the find box, and search for "waterreflection"
for each waterreflection node change the values reflection=0 and refraction=0 to =1.
repeat with all the waterreflection nodes in the turm dat and then move on to the 7c_hull.dat and do the same.
Thanks Flakmonkey great work,
Greetings,
I have made the alterations mentioned by Flakmonkey to his ExteriorLightmaps ID testing mod/update to enable water reflections.
Thanks to Flakmonkey for this excellent mod, all I have done for convenience is edited the files as he advises. I am at work at the moment and will test tonight but I think I have carried out his instructions correctly. I have uploaded it for anyone who wishes to try it.
http://www.filefront.com/15738625/FM%27s%20ExteriorLightmaps%20ID%20testing%20plus%2 0Water%20Reflections.rar
Best Regards
Aces
Kpt. Lehmann
03-08-10, 09:00 AM
STUPENDOUSLY AWESOME WORK FM!!!
I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.
Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!
:rock::rock::rock:
Kpt. Lehmann
03-08-10, 09:23 AM
STUPENDOUSLY AWESOME WORK FM!!!
I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.
Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!
:rock::rock::rock:
WITH the new exterior lightmaps:
http://i46.photobucket.com/albums/f117/KptLehmann/With010_04151_921.jpg
WITHOUT the new exterior lightmaps:
http://i46.photobucket.com/albums/f117/KptLehmann/Without40_328.jpg
WITH the new exterior lightmaps:
http://i46.photobucket.com/albums/f117/KptLehmann/With0416_859.jpg
WITHOUT the new exterior lightmaps:
http://i46.photobucket.com/albums/f117/KptLehmann/Without1417_234.jpg
...AND you can see the difference here even without comparison. The definition of the bridge detail is VERY much improved:
http://i46.photobucket.com/albums/f117/KptLehmann/WITH3937_406.jpg
Sweet Dude!
Wasn't aware how much this would add to the game!
Keep it up mate!
Man this fresh wind in SH3 modding makes mi heart smile!
:rock:
flakmonkey
03-09-10, 08:58 AM
Good work, Flakmonkey.
...
but "softer" illumination is necessary for an ex-terrier, i think...
Soft global illumination with local correction by local light sources, may be...
http://img203.imageshack.us/img203/1220/fmhole.jpg
Thanks for the feedback, i think that hole in the tower was a stock issue since i havent altered any geometry but i will look into it.
Some of the problems you pointed out are related to resolution and mapping issues, the maps for the towers and hull are 2048 maps, i could loose those issues if i made them larger but the texture filesizes go up rapidly if i do that. I might try seperating those parts and mapping them seperatly.
I think it comes down to personal taste how soft the illumination is, also i wanted to make it as non-directional as possible so it would look approximatly correct in all lighting situations which is why i chose to use occlusion, if i had used global illumination i would have needed a definate lightsource (ie the sun and sky) which would have added in my opinion too much directionality to the shadows, not to mention increasing my render times:up:
Darkbluesky
03-26-10, 03:18 PM
That's strange, the type 1 turm does not work for me, it does not change nothing. But the others two work ok.
I have tested with SH3+1.4b+GWX3 and any other mods. Do you know why it could be?
Tx
EDIT: Found the "problem". I was testing with the VIIB not the VIIC. It only works with the VIIC, as the mod title says :oops:
sabretwo
03-27-10, 04:26 PM
Beautiful work, FM! Very nice.
What is the purpose of the revised sensors.dat? Have sensor values been altered?
brett25
03-28-10, 12:51 PM
thanks flakmonkey for another fabulous mod!:yeah:
Just found this Flakmonkey.
Great timing too, I've just started a new career in a VIIC.
What can I say?
Looks beautiful.
Good work mate :up:
ryanwigginton
04-17-10, 01:10 PM
STUPENDOUSLY AWESOME WORK FM!!!
I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.
Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!
:rock::rock::rock:
So... [ahem] one last version of GWX?? :D
Wolfehunter
04-17-10, 01:45 PM
Oohhh, not good news ! :wah:
I hope that a new version / Update from this MOD will be released in the future, which is compatible with the MODs:
- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3
Best regards,
Magic
This +1.. :up:
Any plans to do a Lightmap for the Type IX Flakmonkey?
ViperU48
09-19-10, 02:41 AM
After some playing I've finally encountered another error with this mod. This is distressing as it is by far one of my favorites!
The turm 1 ID test file fixed my problem with the black textured conning tower during career missions. I've now finally upgraded my Type 7 to the turm 2, and now the problem has returned.
I imagine it is the same issue as before, where the turm 2 mesh ID conflicts with something else.
I was wondering if anyone (flakmonkey - I hope you're still active :03:) knows how to precisely fix this problem? How do I edit the turm 2 files (and which ones are those) in the same way Flakmonkey fixed the turm 1 issues?
Thanks for the help!
Hi mate,
The easiest way is to use S3ditor:
Open the file: Turm7c_2_hd.dat located in the mod's "objects" folder.
Locate the following nodes:
Turm7c_2_coning7c_High
and
Turm7c_2_int_coning7c_High
export both of these 3d models with both uvs, uv and -uv2, don't flip co-ordinate system or reverse face winding
then delete the models and re-add them (append new child chunk) then 3d model and load the right one back in each place, it should be obvious by their filenames eg. Turm7c_2_coning7c_High.obj and Turm7c_2_int_coning7c_High.obj (and -uv2.objs for both)
This will cause them to have new ids. Save the file and test and repeat as the above if neccessary.
The problem is beacause the ids of one or other (or both) of these nodes have an id that's clashing with another mod etc.
hope this help
Best Regards
Aces
SquareSteelBar
09-20-10, 04:34 AM
I think it's not necessary to export, delete and reimport the models because it's possible to change the IDs directly by clicking 'New'...
http://img203.imageshack.us/img203/5938/50941333.jpg
hi mate, my experience with changing the id that way didn't work, it will remove the association with the parent node if you do this with 3d models so I gave the tried and tested way.
Best Regards
Aces
SquareSteelBar
09-20-10, 04:45 AM
Of course, you've to change depending IDs, too...
by 'copy & paste' of the new ID
http://img163.imageshack.us/img163/1007/000zj.jpg
Yes you can do that, I guess it's six of one and half a dozen of the other as the saying goes :)
Regards
Aces
ViperU48
09-20-10, 07:28 PM
Great!!
Thank you both for the quick and informative responses!
The solution worked perfectly and I am up and running with my setup in Bristol fashion!
Happy hunting!:arrgh!:
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