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rhinoferox
11-10-13, 12:32 PM
Many thanks for the work of the modders
I saw a lot of magnificient réalisations for SH5
but i haven't seen any mod for activation of navigation lights
is it so hard to implement ?

gap
11-10-13, 01:08 PM
i haven't seen any mod for activation of navigation lights
is it so hard to implement ?

Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list. :up:

alphasephirot
11-10-13, 01:55 PM
Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list. :up:
Yes!!! Make it happen!! :yeah:

Zky
11-10-13, 02:18 PM
That would be great, I always thought it was a bit to dark out there

gap
11-10-13, 02:29 PM
Yes!!! Make it happen!! :yeah:

That would be great, I always thought it was a bit to dark out there

What is needed, is creating proxy copies of ship classes to be used as neutral vessels, and equipping them with navigation lights and/or lit-up windows through their eqp files. That easy. The one complication, is creating the "luminous objects", and the nodes/bones on ship models that they will be attached on. I wonder why no one has done it before. :hmmm:

Madox58
11-10-13, 03:27 PM
Most people are scared by new file formats is what I think is the problem.
SH5 is alot more open to modding in some ways then again it is closed to what alot of old timers are use to.

Given TDW does some more of his magic on the GR2 program? I can see things changeing for the better.

gap
11-10-13, 03:46 PM
Most people are scared by new file formats is what I think is the problem.
SH5 is alot more open to modding in some ways then again it is closed to what alot of old timers are use to.

Given TDW does some more of his magic on the GR2 program? I can see things changeing for the better.

One of the last versions of GR2 Editor (not the last one though) should already be enough for creating the new lights and for adding the needed bones to stock ships.
Should GR2 materials' emissive property pose any problem, we can always rely on dat format lights.
Shouldn't dat lights render correctly on GR2 units, we can still light up imported ships. IIRC, this has already been done for SHIII :sunny:

Madox58
11-10-13, 04:10 PM
Anvart I believe did the first Units with lights for SH3.
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years.

I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.

May not be Historically correct but if it works it might open other options.
An idea never tested is the greatest failure you could ever have!

gap
11-10-13, 04:23 PM
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years.

I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.

how and how? I hope it is not a secret :D
The more ideas we share, the more new ideas we will possibly get :)


May not be Historically correct but if it works it might open other options.
An idea never tested is the greatest failure you could ever have!

I agree :up:

Madox58
11-10-13, 04:29 PM
I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)

gap
11-10-13, 05:01 PM
I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)

Yep, there are some old controllers which are no longer available in SH5. Some others don't seem to work the way they did in SHIII (an example? the "object linked to" property, in SHIIIZones controller, seem to always crash the game on compartment destructon if applied to a granny unit) and apparently some new controllers (e.g ObjectRemains) do nothing...

By the way, have you followed the starshell-lagging discussion? It seems that SH5 doesn't handle light nodes efficiently. I wonder if it is granny-related or rather a light shader problem :-?

Madox58
11-10-13, 05:28 PM
I've been watching that thread but have not really looked into the problem.
License info sent.
:D

gap
11-10-13, 05:49 PM
License info sent.
:D

Got it :sunny:

THE_MASK
11-10-13, 06:50 PM
There is a lit ship outside the bunker in Memel if using open horizon 2 .

gap
11-10-13, 07:54 PM
There is a lit ship outside the bunker in Memel if using open horizon 2 .

Yep, that's the hospital ship, but her lights are directly placed on the 3d model, so we are not currently able to use her in any other role than as an hospital ship or neutral liner. Had we made her lights external, we could have used the same model as a troop transport or for any other scope.

The beauty of the SHIV & 5 system, is that we can customize ships' types, color schemes, sensors, external equipments and, in part, their specifications, without having to clone their hull every time. This is done by creating "proxy" ship classes and by setting their cfg, eqp and sns files appropriately. The cloned ships can be set for being identified under the same class as their parent unit, or as a completely new class.

Perhaphs the biggest freedom comes from equipment customization. Give this term the wider possible meaning: from armament to superstructure, masts, lights, light-ship lanterns, barrage balloons, smoke screen launchers and even sirenes and flare-guns (as done by TDW for FXU). These are just few examples, but there is no limit to what we can do with a good dose of fantasy and some free time. Also note that many of the above features are not only cosmetic, but with the right combination of controllers and, sometimes, with some trickeries, they can be made fully functional :cool:

Anvart
11-14-13, 07:04 AM
Anvart I believe did the first Units with lights for SH3.
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years.
...

I think, you are late on 7 of years..? :woot:
I did lit ships in two ways:
1) with static lights by using so-called lit model of part of the ship.
2) very, very simple work... using the CityLights controller (made only one ship - Passenger Liner)... the lights in the windows were "turned on" in the evening and were "turned off" in the morning.
My tests have shown that the lights in the first version was more interesting... second variant I didn't like... therefore, i did 10 ships at the first version... ship at second version (and all other works, made by me for 4 years) was killed together with my hard drive, IIRC, at the beginning of 2010 or end of 2009.
...
I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.
...
When the method is known, why not? :O:
... but the submarine gets InHarbor or InHarborNeutral state only in 300 ... 400 meters from corresponding pier... other states are not good.

gap
11-14-13, 08:21 AM
I did lit ships in two ways:
1) with static lights by using so-called lit model of part of the ship.
2) very, very simple work... using the CityLights controller (made only one ship - Passenger Liner)... the lights in the windows were "turned on" in the evening and were "turned off" in the morning.

Thank you for sharing, Anvart :yeah:

I wonder if the CityLights controller would still work when placed on equipment objects rather than on ship models.


My tests have shown that the lights in the first version was more interesting... second variant I didn't like...

What do you mean? :hmm2:

Anvart
11-14-13, 09:59 AM
Thank you for sharing, Anvart :yeah:

I wonder if the CityLights controller would still work when placed on equipment objects rather than on ship models.
In SH3 this controller works everywhere. IIRC... I tried in interior too... but don't remember result of the test.
What do you mean? :hmm2:
... use SelfIllumination (material property) for the second texture (TexUnits = Texture1). It's like AO only with additional properties.
Very dim and badly adjustable glow.
Badly adjustable shading of not glowing parts of the texture...
IIRC.
All this is not very good looks in the game.
I don't like.....

gap
11-14-13, 11:09 AM
In SH3 this controller works everywhere. IIRC... I tried in interior too... but don't remember result of the test.

:up:


Very dim and badly adjustable glow.
Badly adjustable shading of not glowing parts of the texture...
IIRC.
All this is not very good looks in the game.
I don't like.....

I see. Maybe we could use that controller to light up only ship windows and hatches, though adding a bone/node for each of them would be a PITA :dead:

Cyril
11-14-13, 01:05 PM
When reading this thread I am getting the impression, that navigationlights are not that easy to employ and I wonder, whether it makes sense to use a lot of valuable modding effort to add navigationlights to neutral ships as the vessels, that we are looking for, surely would be carely covered and dark as the night. Just my opinion :)

gap
11-14-13, 01:16 PM
When reading this thread I am getting the impression, that navigationlights are not that easy to employ and I wonder, whether it makes sense to use a lot of valuable modding effort to add navigationlights to neutral ships as the vessels, that we are looking for, surely would be carely covered and dark as the night. Just my opinion :)

It could be an important feature for distinguishing among valid and not valid targets. Recognizing flags at night is not always easy and, as you may know, the sinking of neutral vessels is punished in game with the subtraction of renown points or, worst, with immediate ctd.

Even so we should still maintain some level of ambiguity, so to keep you virtual skippers always alert :03: