View Full Version : My crew is illuminated at night
james_nix
07-13-15, 04:35 PM
My crew is illuminated at night. Each crew member is lit up, I guess so you can see them. I don't want each to have there own lighting system, I want them to be lit up by the same ambient light that lights ups the sub.
How do I do that?
I checked the sub .dat files but didn't see any light node. Is there another setting somewhere that I can turn off so my crew is just as dark as the rest of the sub is?
cdrsubron7
07-13-15, 06:30 PM
My crew is illuminated at night. Each crew member is lit up, I guess so you can see them. I don't want each to have there own lighting system, I want them to be lit up by the same ambient light that lights ups the sub.
How do I do that?
I checked the sub .dat files but didn't see any light node. Is there another setting somewhere that I can turn off so my crew is just as dark as the rest of the sub is?
This is something I've never heard of in SH4. Could you post a screenie of this, if possible. I'd be interested in seeing it. :hmmm:
fitzcarraldo
07-13-15, 09:29 PM
What are your mods? In vanilla and GFO - default environment - the nights are no so dark and the crew is visible - but not "illuminated".
Regards.
Fitzcarraldo :salute:
james_nix
07-14-15, 04:59 PM
Maybe it's just my imagination, and this sub looks really dark because I am using a black skin. My crew just seems to have a glow on them. I mean, compared to say, the water or the radar masts, which looks darker.
http://i.imgur.com/WH0UTKV.jpg
Generic Mod Enabler - v2.6.0.157
[D:\SH4\MODS]
1_TriggerMaru_Overhaul_2-5
RSRDC_TMO_V502
RSRDC_V5xx_Patch1
Nav Map Make-Over v2.1
TMO19_interior3d_GATO_overhaul
TMO19_interior3d_PORPOISE_overhaul
TMO19_interior3d_SALMON_overhaul
TMO19_interior3d_SCLASS_overhaul
1.5_Optical Targeting Correction 031312 for RSRDCv502
1.5_OTC for 8 to 5 Aspect Ratio RSRDCv502
SH4 Authentic Flags Mod
Snarf_WoodModel
strategic_map_symbols
SMALLER SEA PLANTS SMALL
SMALLER SEABED ROCKS
(1) RUIM v1.0 for SH4v1.5
Aircraft_reflections
better rock and sand
Bigger Better Protractors
Easier AI for TMO 2.5 by Orpheus
Eye Patch for TMO v1.7
Hires_lightmaps
3000 Yard Bearing Tool (1920x)
LST_TMO_v2
TheDarkWraith_DC_Water_Disturbance_v2_0_SH4
Webster's Missing Voices for v1.4 & v1.5
TDW_Ship_Plane_Fire_Damage_v1_3_SH4
buck's tambor
MaxOptics IV for TMO_2
OPCF red
TorpedoupdateV2
newdepthcharges
Dirty faces
Black Hull
#1 ISE New clouds+Waves
#2 ISE Realistic Colors
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fitzcarraldo
07-14-15, 05:09 PM
Probably not the cause of your problem but you have some redundances and incompatibilities in your list:
TMO 25 include the Interiors mods.
If you use OTC you don't need MaxOptics and it is incompatible with OTC. You must not overwrite the file "cameras.dat".
Regards.
Fitzcarraldo :salute:
THEBERBSTER
07-14-15, 06:10 PM
Tell the last one to turn the light out :D
james_nix
07-14-15, 06:29 PM
Probably not the cause of your problem but you have some redundances and incompatibilities in your list:
TMO 25 include the Interiors mods.
If you use OTC you don't need MaxOptics and it is incompatible with OTC. You must not overwrite the file "cameras.dat".
Regards.
Fitzcarraldo :salute:
I know it looks confusing, but that really isn't MaxOptics, I just used the folder to add an extra zoom to my binoculars. It uses the OTC cameras.dat
I didn't know how to do it at first so I used the MaxOptics folder to understand how it was set-up. :know:
I didn't know that about the interiors but I believe OTC overwrites them anyway. I'll check. Thanks for the heads-up!
Treetop64
07-15-15, 01:04 PM
:huh: Lolo. "Mod Soup" much?
Anyway, judging by your posted screenshot, I don't see anything wrong. Your crew will always be a bit "visible" at night, and this would be true in real life if the moon or even just the stars are out. They won't be pitch-black or anything. Not sure what you were expecting. This is an old game, after all.
...but seriously, your JSGME urgently needs some housekeeping...
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