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oRGy
11-06-05, 10:51 AM
What's this?

I was fiddling around with air attacks on ports when I noticed that the Coastal Defence Searchlight doesn't work. Well, it does, but the light beam is transparent and doesn't actually look, like, well, light. Here's a pic:


http://img17.imageshack.us/img17/2115/oldcoastalsearchlight7xr.th.jpg (http://img17.imageshack.us/my.php?image=oldcoastalsearchlight7xr.jpg)

Well, I thought, what fun. I looked around with Pack3d and came to the conclusion it's some value setting the texture mode that must be incorrect. Since I'm not too familiar with that sort of stuff - though someone like sergbuto might be - I left it alone.

Instead, I added a new configuration option to the AADefense unit - a REF_big searchlight to be exact. This works like a charm. My only reservation is that in a future version I'd edit the 3d model and make the beam about 3x longer for looks. And extend the sensor range for searchlights, so they spot planes out for longer.

Here's a pic of them in action:

http://img413.imageshack.us/img413/1315/newaasearchlight7lz.th.jpg (http://img413.imageshack.us/my.php?image=newaasearchlight7lz.jpg)

There's also a single mission called "luftnachtstreik" that shows off this effect. (Best with IuB).

Also note that I included a guns.zon file which halves the effectiveness of AA rounds. This is necessary to correct the uber power of the AA even in RuB. Hasn't been tested in all situations, though.

Download link
http://rapidshare.de/files/7267736/NewAASearchlight.rar.html

Feel free to use it any which way you like.

Cheers

HEMISENT
11-06-05, 11:09 AM
Thanks Orgy
Just downloaded it. There was some discussion about searchlights back when the Leigh Light mod was first out but haven't heard anything more.
I'll be giving it a shot after I wrap up my current patrol.



:lurk:

ICBM
11-06-05, 12:32 PM
Will those light also lock on to your U-boat if you are dumb enough to surface?

oRGy
11-06-05, 12:53 PM
I assume so. I haven't tested it with enemy lights though.

Though that's actually given me an idea - create a custom mini spotlight that is placed invisibly in the u-boat bunkers so your boat looks lit at night... hmm...

kriller2
11-07-05, 04:48 AM
I have tested this yesterday and tried to mod the beam of light longer by modifying LCD_Beam in a 3d-program it worked, so now the planes are lit up by the beam, but you can't see the full length of the beam, anyone know why? - it colud be cool to see long beams of light in the air under airattack... :|\

Rubini
11-07-05, 07:29 AM
Great work. :up:
oRGy and Kriller2, please when you finish your work may I use them on the next HT mod?

Rubini.

oRGy
11-07-05, 09:36 AM
Sure! Kriller2, even with the default beam they light up planes up to I dunno, 1500 feet? So if you can get an extended 3d beam looking correct it would be great - just post up a fix.

I tried myself with wings3d but I didn't do it properly - I think. It's quite easy but that tool is rather unintuitive for me and I haven't got max to import properly yet.

I think you can extend their actual range in searchlights.dat (using timetravellers great file analyser tool)

Someone should take care regarding the AA settings I included though - I noticed in the flak artillery mission the AI crew member was only able to shoot down 2 planes before he ran out of ammo!

Rubini - naturally use the mod if you can. If we can get the beam of REF_big to be about 3x though, it would be great...

kriller2
11-07-05, 05:50 PM
I have tried resizing the tga that makes the beam but it does'nt work, although I can see the change in the beam.... :o

I have allso tried resizing the 3d-object REF_beam, but nope! :damn: it must be a setting somewhere that control how long the beam of the light is... :hmm:

oRGy
11-08-05, 05:26 AM
Hm, more likely to be a uvmapping issue.

If you've resized the REF_big beam, then it has to be bigger, but it's likely that if the uvmapping is not updated it won't appear any larger.

kriller2
11-08-05, 08:41 AM
Hm, more likely to be a uvmapping issue.

If you've resized the REF_big beam, then it has to be bigger, but it's likely that if the uvmapping is not updated it won't appear any larger.

Where do I change that setting in SH3?
Thanks for this great mod by the way :rock: I have tried to add the searchlight to other buildings, small bunker and it works, now we just need the detail with the length of the beam sorted out ;)

Type941
11-08-05, 01:17 PM
cool looking mod! :up:

kriller2
11-09-05, 05:25 AM
Yes!! finally I got the beam longer :cool: :
http://home.tiscali.dk/roesdahl/sh3/lights.jpg

Need some more work... But it's getting there! :D

gouldjg
11-09-05, 05:35 AM
You my mate

:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:


:up:

This just gets better bye the day

Rubini
11-09-05, 08:05 AM
Greta Kriller2! :up:

Rubini.

oRGy
11-09-05, 11:09 AM
Cool! Is that only for the REF_Big light?

Kpt. Lehmann
11-09-05, 12:12 PM
Kriller sir! That looks GREAT!!! :rock: :rock: :rock:

Have you updated the DL link... it seems to be the old one.

P.S.: Sorry about the bonnet! JUST SAY "NO" TO THE BONNET!!!

kriller2
11-09-05, 01:14 PM
Cool! Is that only for the REF_Big light? Yes, I think it still needs some work on the beam because it looks like lazerbeams now... :roll:

Marhkimov
11-09-05, 01:15 PM
Cool! Is that only for the REF_Big light? Yes, I think it still needs some work on the beam because it looks like lazerbeams now... :roll:
At least we know who to ask when we need to mod a super laser cannon... :rotfl:

kriller2
11-10-05, 04:54 AM
NO TO THE BONNET! I don't want to look like a nurse on sea! :rotfl: :rotfl: I made progress and the mod is allmost ready :up:

jaxa
11-10-05, 10:31 AM
It looks really amazing!
Rubini, I hope you will include this mod to new version of HT.

Fish
11-10-05, 06:19 PM
Not reading all the posts, this light mod is it only useable for SH III or is it possible to make such a mod for other sims too? :hmm:

kriller2
11-11-05, 09:00 AM
Not reading all the posts, this light mod is it only useable for SH III or is it possible to make such a mod for other sims too?
It's only usefull for SH3,but If you can modify the length and shape of the lightbeam from another game in 3d, it is possible to make the same mod there. I will try to release a beta tonight :)

Fish
11-11-05, 09:37 AM
Not reading all the posts, this light mod is it only useable for SH III or is it possible to make such a mod for other sims too?
It's only usefull for SH3,but If you can modify the length and shape of the lightbeam from another game in 3d, it is possible to make the same mod there. I will try to release a beta tonight :)
It's for Dangerous Waters to be more precise.

Totenkopf
11-12-05, 10:55 AM
Any possibility you can put this up on your site Orgy? Rapidshare and my Java are not speaking :doh:

kriller2
11-12-05, 03:17 PM
Here is the NewAAsearchlight mod with the modified lightbeam (see screenshots!)

Newsearchlight mod 0.9beta by Orgy and Kriller 2

DOWNLOAD:
http://rapidshare.de/files/7542211/NewAA_searchlight09beta.rar.html

Note that it's a betarelease!, so if you experience anything weird, please PM me :D

http://home.tiscali.dk/roesdahl/sh3/NEWsearchlight2.jpg
http://home.tiscali.dk/roesdahl/sh3/NEWsearchlight3.jpgGreat work.
oRGy and Kriller2, please when you finish your work may I use them on the next HT mod?
Rubini. You are welcome to include this mod in the next HT mod :up:
/Kriller2

Rubini
11-12-05, 03:37 PM
I'm doing this in this moment! :up:
Kriller, you find a way to do a better look for the light beams? (in reference to that "laser" beams)

Rubini.

Edited: forgot it! I just look in and they are great now!

kriller2
11-12-05, 03:42 PM
I'm doing this in this moment!
Kriller, you find a way to do a better look for the light beams? (in reference to that "laser" beams)
Great Rubini!
Yes I found a way to modify the lightbeam so that the beam grows from narrow to wider and I allso modifiedd the tga that makes the beam, but it still needs a little work.

Rubini
11-12-05, 05:23 PM
Kriller2,
oRGy,

Constructive comments after the first attempted:
1. All works well but,
2. The light beams can become yet more large at the top if possible.
3. I notice a strange camera behaviour when I use the AAs units (also in the demo mission). This happens when I change the unit view, though works well on free camera mode. I don't know if this is a stock SH3 fault... :hmm:
4. I notice that sometimes the search light only lights a bit late after the cannons already make some shots.

Rubini.

kriller2
11-13-05, 05:48 PM
Ok, here is my second attempt at making the lightbeams not looking like lazers, now they are 12 meters high which looks alot better: :)

http://home.tiscali.dk/roesdahl/sh3/newlight4.jpg

DOWNLOAD:
http://rapidshare.de/files/7599539/NewAA_searchlight09beta.rar.html

Rub: I havent touched the cameras, but maybe it's a fault when I use Pack3d?
/Kriller

jaxa
11-14-05, 10:01 AM
Good work!

Rubini
11-14-05, 06:19 PM
kriller2,

Great work!

But any news on that question about the problem with the cameras view? :hmm:

Rubini.

Soviet_Warlord
11-14-05, 08:40 PM
I have another mod installed, the KGV Gun Fix http://www.subsim.com/phpBB/viewtopic.php?t=44587&highlight=kgv+gun+fix , which also uses the gun.sim file. Could someone please merge the mods? Thanks.

kriller2
11-15-05, 01:00 PM
But any news on that question about the problem with the cameras view? Is it when you go to external view and swith unit with the keyboard you mean? I noticed that before installing this mod but thought it was SH3's fault.... :hmm:

camera mode. I don't know if this is a stock SH3 fault...
4. I notice that sometimes the search light only lights a bit late after the cannons already make some shots.

I think it's a SH3 fault. :-j, but I have seen a place in the files where you can set the time it takes for the men to move the lightbeam, maybe thats whats wrong... I will look into it.

I have another mod installed, the KGV Gun Fix http://www.subsim.com/phpBB/viewtopic.php?t=44587&highlight=kgv+gun+fix , which also uses the gun.sim file. Could someone please merge the mods? Thanks.

I will look into it, "Orgy" do you know if we can merge these 2 mods?
thanks! :up:

/Kriller

Rubini
11-15-05, 01:21 PM
Is it when you go to external view and swith unit with the keyboard you mean? I noticed that before installing this mod but thought it was SH3's fault....
Kriller2, yes and you are right, this is a SH3 fault. But think about it, if we can't fix it then is not possible to use this great AA searchlight mod because it will mess with cameras external view. I guess that we may find a way to fix it. Maybe the guys who works with camera's mod. CCIP and others... :hmm:

Rubini.

Rubini
11-15-05, 09:20 PM
Thanks for the info Cdr Gibs,

I just try some hex in the cameras.dat file but no success. I will try to mess with the environmental definition for the AA "land" units because the game don't focuses on them. I will post my results later. And interest info about this bug and patch 1.4b. Perhaps if we use the cameras.dat of the patch 1.3... :hmm:

Rubini.

Soviet_Warlord
11-15-05, 11:26 PM
I have another mod installed, the KGV Gun Fix http://www.subsim.com/phpBB/viewtopic.php?t=44587&highlight=kgv+gun+fix , which also uses the gun.sim file. Could someone please merge the mods? Thanks.

oRGy changed the gun.ZONE file, my KGV fix is the gun.SIM file. No need to merge anything ok. ;)

Oh whoops I feel so stupid now :oops: :oops: :oops:

kriller2
11-18-05, 05:38 PM
I just try some hex in the cameras.dat file but no success. I will try to mess with the environmental definition for the AA "land" units because the game don't focuses on them. I will post my results later. And interest info about this bug and patch 1.4b. Perhaps if we use the cameras.dat of the patch 1.3...
Hi Rubini
Do you have any progress on this? what about using the cameras from 1.3?
/Kriller

Rubini
11-18-05, 06:45 PM
Hi Kriller2,

Nice to meet with you!

Nope. I try a few more things but don't work. It's a shame. I really want this on HT but we must fix the camera bug first. Look, HT mod is a eye candy mod. If you can't use the object camera then it's a non sense addition. But still some few hopes: i don't try the cameras from patch 1.3 yet (I don't have it) and don't really make the AA a environmental unit. But I already use environmental units a bit in others moments and they lost some features so no much hope here. Can you try the cameras.dat from 1.3?

Rubini.

Kpt. Lehmann
11-18-05, 11:34 PM
As to the Bouncing Camera Bug, its a standed SH3 bug and not this lil mod. It happens whenever any1 of a SUBS sensors detects a LAND UNIT. From then on the camera will start to bounce and NOT lock onto the intended target unit. The "fix" is to NOT use the "Next Unit" camer button function and wait untill ALL land units are no longer detected. Then and ONLY then can the " Next Unit" camer button function be used. This Bug was introduced in Patch 1.4b.

I have found that in-game you can hit "ALT+TAB" to minimize SH3, wait one or two seconds and then click on the SH3 application to re-enter the game... and the camera bug goes away.

kriller2
11-19-05, 06:57 AM
Nope. I try a few more things but don't work. It's a shame. I really want this on HT but we must fix the camera bug first. Look, HT mod is a eye candy mod. If you can't use the object camera then it's a non sense addition. But still some few hopes: i don't try the cameras from patch 1.3 yet (I don't have it) and don't really make the AA a environmental unit. But I already use environmental units a bit in others moments and they lost some features so no much hope here. Can you try the cameras.dat from 1.3?

Here is the cameras from vers. 1.3, you can try examine it to see if we can remove the bug, I have tried the cameras.dat from 1.3 with SH3 1.4b with no problems:
http://home.tiscali.dk/roesdahl/sh3/Cameras.dat

I hope we can make this work for the new version of HT! :up:
/Kriller

Rubini
11-19-05, 07:21 AM
Thanks Kriller2,

I will do a deep look on cameras from 1.3. I will also look at this 1.3 file with the new TT tool. I'm at my work now. I will post my results later.

PS: you said that you don't find any problem using this 1.3 camera with patch 1.4b. You already test with the land units? You notice a loss on any feature that comes with path 1.4b? :hmm:

Rubini.

Kpt. Lehmann
11-19-05, 09:12 AM
All this being the case... It doesn't appear to me that the searchlight mod is the cause of the problem.

It seems to me that the searchlight mod is just as safe as using any other land unit in game.

Rubini
11-19-05, 09:47 AM
Kpt. Lehmann,

Yes, this is not a mod bug but another annoying SH3 stock bug.

I just try the cameras.dat from the patch 1.3: all the same. :down:

I don't know more where to find a solution... It's a shame. :cry:

Rubini.

Kpt. Lehmann
11-19-05, 10:00 AM
Kpt. Lehmann,

Yes, this is not a mod bug but another annoying SH3 stock bug.

I just try the cameras.dat from the patch 1.3: all the same. :down:

I don't know more where to find a solution... It's a shame. :cry:

Rubini.

Yes sir that is a shame.

kriller2
11-19-05, 10:39 AM
PS: you said that you don't find any problem using this 1.3 camera with patch 1.4b. You already test with the land units? You notice a loss on any feature that comes with path 1.4b?
No I haven't tested it with land units, but the file worked okay with SH3 1.4b patched game (no crash). It's a shame that it didn't work... :hmm:

Rubini
10-13-06, 12:45 AM
Hi mates,

So many time passed since the last post on this thread....
But we have a fix now. I passed so close of the solution and don't noticed it...Will be on GWX!

Rubini.

Venatore
10-13-06, 02:07 AM
:()1:Here's to the The Grey Wolf team !

kylania
10-13-06, 03:22 AM
You missed (http://www.subsim.com/radioroom/showthread.php?t=97303).

Rubini
10-13-06, 03:37 AM
No, I don't!;)

Sailor Steve
10-13-06, 11:06 AM
RUBINI! YOU'RE BACK!

:()1: :rock: :sunny:

Rubini
10-13-06, 11:25 AM
Hi Steve,

Thanks by the salute mate!
I'm in truth working at least 5 hours per day on GWX since the last 4 months. So, no much time to visit subsim...

Anyway,not only no more camera bug for Land units but I guess that now they will become destructible too. Let's see!

The Noob
10-13-06, 12:02 PM
Rubini....a legend from the past. I hope your mod work will come back to the glory days of old. :up:

GT182
10-13-06, 01:13 PM
Rubini, could you please make the update available to those that don't use GW or NYGM? I'd like to try it out without it in a Super Mod, just to see if it's what I'd like to use in the stock version of SHIII I'm running. Hopefully I'll still be online when GWX is released and be able to get it. We've 90% sold our house and I won't be back online for a month or so very soon. Just waiting for their bank's ok and us getting the money.... then we move south. :D

And it's good to see you back amongst us again. :D

Safe-Keeper
10-13-06, 04:34 PM
Awesome search trails. Need some more transparency, but yes, they're awesome. Couple those with some nice tracer fire, and [Drools]...

Only problem I see is that if you make them too long, they may go through strafing aircraft:-?.

Rubini
10-15-06, 09:13 PM
Rubini, could you please make the update available to those that don't use GW or NYGM? I'd like to try it out without it in a Super Mod, just to see if it's what I'd like to use in the stock version of SHIII I'm running. Hopefully I'll still be online when GWX is released and be able to get it. We've 90% sold our house and I won't be back online for a month or so very soon. Just waiting for their bank's ok and us getting the money.... then we move south. :D

And it's good to see you back amongst us again. :D
Hi GT182,
Well, some things on big mods can't arrive before the big mod itself. But the corrections on land units shall be used without GWX. Please, if after GWX release I forget to post how to fix this here in this thread just contact me.
Anyway, new corrected land units files (not my work) will be needed and they will come with GWX.:up: