View Full Version : Lights on neutral ships
sergbuto
03-02-06, 04:35 PM
Once I saw a neutral transport... :)
http://usx218.fysik.uu.se/users/Sergei/files/NeutralLights01.jpg
http://usx218.fysik.uu.se/users/Sergei/files/NeutralLights02.jpg
OMG!!!!! :o :o :o
You actually managed to add lights to ships.
This is outstanding :rock: :rock:
Tikigod
03-02-06, 04:39 PM
can you add them to the windows as well? and what about port and starboard lights? are they feasible? this looks really good :up:
KptnLt Eric Karle
03-02-06, 04:44 PM
OMG Serg does it again :rock: :rock: :rock:
Wow!!! Great work, Serg! I worship the ground you walk on! :rotfl:
3 entries found for impressive.
im·pres·sive Pronunciation (m-prsv)
adj.
adj 1: making a strong or vivid impression; "an impressive ceremony" [ant: unimpressive] 2: producing a strong effect 3: Sergbuto.
Source: The American Heritage® Dictionary of the English Language, Fourth Edition
Copyright © 2000 by Houghton Mifflin Company.
Published by Houghton Mifflin Company. All rights reserved.
Hunterbear
03-02-06, 05:31 PM
Do my eyes deceive me???
:huh: OMG :huh:
Please tell me this is not a hoax.
I knew you'd probably the one to find the solution sergbuto!
AWESOME!!!!
:up: :up:
Can't wait for the 411 on how to do this
Congrats again sergbuto!!!!!
Captain America
03-02-06, 05:33 PM
WOW!!!! :o :rock:
Overstear
03-02-06, 05:53 PM
Looks really great. :up:
Nippelspanner
03-02-06, 06:02 PM
really impressive!
vodkaphile
03-02-06, 06:39 PM
Very nice but the real question is.... only on neutral?:P
Nippelspanner
03-02-06, 06:47 PM
Very nice but the real question is.... only on neutral?:P
Ok, imagine:
you are the captain of a british cargoship on your way from halifax to liverpool. you know that there are german subs out there, just waiting for you...
so its very polite from you to turn on the partylights and wave "hello, here we are!" :roll:
vodkaphile
03-02-06, 06:53 PM
Nippel: That is what I mean.
I was just wondering can he make it work with neutral ships only.
Because it'd be unrealistic to have all ships lit up. Sorry if I wasn't clear.
Lights on Neutral ships...no, no...in truth...Lights on SH3 again!
Thanks Sergei! :rock: :rock: :rock:
Just looking forward!
rubini.
Tikigod
03-02-06, 07:38 PM
Here is an example of what i would liek to see.....although I'm not sure how historically accurate it is...for wartime...but, maybe passenger ships an look like this....is this possible? if not I would at least like to see functioning port and starboard lights...it would make night time navigation in harbors alot easier.....especially with HT.
http://i4.photobucket.com/albums/y147/Tikigod78/NeutralLights03.jpg
SubSerpent
03-02-06, 08:05 PM
Cool!!!! :|\
I doubt you will see lit up windows..They would have to be painted on as the windows on the ships are nothing more than part of the skin that is painted on the ship.The windows are not individual objects.
Tikigod
03-02-06, 08:25 PM
I doubt you will see lit up windows..They would have to be painted on as the windows on the ships are nothing more than part of the skin that is painted on the ship.The windows are not individual objects.
Well, then what am I looking at in the above pic to this post? an object? or paint? and how did it get there? and why do you doubt? doubting is for those that hangout in the silent hunter general discussion forum...hahaha
Looks great! When will this be available Serg?
I doubt you will see lit up windows..They would have to be painted on as the windows on the ships are nothing more than part of the skin that is painted on the ship.The windows are not individual objects.
Well, then what am I looking at in the above pic to this post? an object? or paint? and how did it get there? and why do you doubt? doubting is for those that hangout in the silent hunter general discussion forum...hahaha
What serg did from what I am seeing is create a new object and attached it to the model of the ship.
Captain America
03-03-06, 12:20 AM
Here is an example of what i would liek to see.....although I'm not sure how historically accurate it is...for wartime...but, maybe passenger ships an look like this....is this possible? if not I would at least like to see functioning port and starboard lights...it would make night time navigation in harbors alot easier.....especially with HT.
http://i4.photobucket.com/albums/y147/Tikigod78/NeutralLights03.jpg
If there was ever the possibility to make the ships light up like that I'd crap myself. That would look so awesome. Tikigod, you are anal like me...you even painted the light reflections in the water.
I am still glad that serg was even able to put some type of night lighting on the ships and this is a mod I am really looking forward to.
-CA
KptnLt Eric Karle
03-03-06, 03:45 AM
If anything......I mean anything like your pic Tikigod (nicely done BTW -Anal Artists Society) could be implemented in SHIII then I would surely die and go to heaven. Can you guys imagine what a liner like that would look like emerging from the fog. :o
If anything......I mean anything like your pic Tikigod (nicely done BTW -Anal Artists Society) could be implemented in SHIII then I would surely die and go to heaven. Can you guys imagine what a liner like that would look like emerging from the fog. :o
:yep:
Like a burning christmas tree after a couple of 'eels'.
:yep:
what about the skins on buildings in harbors? How did their windows make the effect of "lit up"? How hard would it be to create soemthing like that as a window for the ship skin?
Tikigod
03-03-06, 07:26 AM
what about the skins on buildings in harbors? How did their windows make the effect of "lit up"? How hard would it be to create soemthing like that as a window for the ship skin?
Well the buildings are just textures (they don't give off light) so it wouldn't be hard to do....But, I'm not sure the ships switch to day and night like the buildings in cities do. Does anyone know if there are night time textures are for ships? If there aren't the game itself might be darkening the daytime textures in the engine itself. If that is the case we won't be able to make the textures bright enough to get the effect we want.
If someone can find the texture the ships use at night I can work on a test today to see how it looks....
what about the skins on buildings in harbors? How did their windows make the effect of "lit up"? How hard would it be to create soemthing like that as a window for the ship skin?
Well the buildings are just textures (they don't give off light) so it wouldn't be hard to do....But, I'm not sure the ships switch to day and night like the buildings in cities do. Does anyone know if there are night time textures are for ships? If there aren't the game itself might be darkening the daytime textures in the engine itself. If that is the case we won't be able to make the textures bright enough to get the effect we want.
If someone can find the texture the ships use at night I can work on a test today to see how it looks....
If you look in harbourkit.dat with pack3d you can see that there are separate objects for the buildings windows, don't know how are used.
Ref
Tikigod
03-03-06, 09:22 AM
If you look in harbourkit.dat with pack3d you can see that there are separate objects for the buildings windows, don't know how are used.
Ref
The following files are the night files for the buildings:
Kit_00_N.tga
Kit_01_N.tga
Kit_02_N.tga
Kit_03_N.tga
Kit_04_N.tga
Kit_05_N.tga
I'm looking for the equivalent for the ships...which I don't think exists....I think the ships are just daytime textures darkened by the nighttime of the game engine.....so it looks like we won't be able to make really bright windows on a dark ship texture. If you make bright piercing lights for day texture they will just look rediculous in the day and at night just be dark and dull liek the rest of the ship....if this is the case.
If there were night textures for ships they should be in the "SilentHunterIII\data\Sea" directory with other ships...but, I'm just seeing day ship textures along with variations of color patterns created by the variety pack...nothing that would look like was used for night.
Does anyone know if there is a naming system within SH3? that if I was to name a file with "_N" after the default name of the texture if it will change to the night version when night comes around?
sergbuto
03-03-06, 03:24 PM
can you add them to the windows as well? and what about port and starboard lights? are they feasible? this looks really good :up:
maybe passenger ships an look like this....is this possible? if not I would at least like to see functioning port and starboard lights...it would make night time navigation in harbors alot easier.....especially with HT.
what about the skins on buildings in harbors? How did their windows make the effect of "lit up"? How hard would it be to create soemthing like that as a window for the ship skin?
Well the buildings are just textures (they don't give off light) so it wouldn't be hard to do....But, I'm not sure the ships switch to day and night like the buildings in cities do. Does anyone know if there are night time textures are for ships? If there aren't the game itself might be darkening the daytime textures in the engine itself. If that is the case we won't be able to make the textures bright enough to get the effect we want.
There are no night textures for ships. Although overlayed textured are implemented for Harbor objects, this mechanism may not necessarily work for ships. As I understand in order to try applying it for ships one needs to re-do UV-mapping for 3D models and even then it may not work because of possible specificity of this feature only for Harbor object in the SH3 engine.
As to port and starboard lights, the way I designed this mod will require actual changes in 3D models of each stock ship. Quite some work.
sergbuto
03-03-06, 03:26 PM
Nippel: That is what I mean.
I was just wondering can he make it work with neutral ships only.
Yes.
sergbuto
03-03-06, 03:27 PM
What serg did from what I am seeing is create a new object and attached it to the model of the ship.
That's right.
sergbuto
03-03-06, 03:29 PM
Looks great! When will this be available Serg?
It is basically ready. But I need to check acouple of points.
I was thinking about this last night. Are the models in the game hollow? I would assume they are.
If so, wouldn't it be possible to:
1. modify the texture so so that the windowed area's are transparent and or literally just holes in the texture
2. Place a light source resident inside the model, ie, like a search like from the destroyer or harbor lighthouse.
Have a flag that basically turns the light on/off whether it's day or night.
I'm not saying it would be easy, or even doable, just trying to "think outside the box"
Tikigod
03-03-06, 05:13 PM
serg,
Do those lights stay on in the day as well as the night? or did you figure out a way to make them turn on and off...
sergbuto
03-03-06, 05:30 PM
Do those lights stay on in the day as well as the night?
Yes, they do.
Tikigod
03-04-06, 07:05 PM
The SH3 engine would support reflections in the water from portholes and other lights on the ship if they did emit some sort of light....as you can see below how the fire does it.....the moon and the lighthouse do it as well....so it is possible to get the effect you see in the picture I made....if we could get the right type of light attached to the ship and emits toward the water...
http://i4.photobucket.com/albums/y147/Tikigod78/sh3-2006-03-04-18-43-53-24.jpg
http://i4.photobucket.com/albums/y147/Tikigod78/sh3-2006-03-04-18-44-08-12.jpg
The problem is after making the lights you would need them to turn both on and off as the day and night changed...also im not sure how they would affect frame rates with an entire convoy at night lit up....
serg is it possible to make your lights reflect in the water?
panthercules
03-04-06, 07:43 PM
...also im not sure how they would affect frame rates with an entire convoy at night lit up....
Presumably, ships in a convoy shouldn't be traveling with lights on, so the frame rate shouldn't be an issue if you were able to do this "correctly" so that only unescorted neutrals had their lights on - of course, I'm sure that raises more difficulties since SH3 seems to populate convoys with "neutrals" fairly often so it would probably be tough to make it so some neutrals (those traveling alone/unescorted) would be lit and some neutrals (those in escorted convoys) would not.
Still, a great idea if you can get it to work - I'd sure love to see it :)
Captain America
03-05-06, 03:51 PM
Bump... :up: Can't let this one get too far down....
Wow, I miss a few days on the forum, and I miss THIS? :o
One of the holy grails, that's for sure. I hope accommodations can quickly be made to the campaign to ensure that all neutral ships carry these :)
I always wondered if this would be possible. :up: The only problem is how to get the lights to appear for neutral/night time/single ships only. If that could be done, we could designate certain skins for certain nations and thus have correct neutral flags and shipping companies as well. :hmm:
The best thing I can think of would be to clone each ship and have one version for belligerants and one for neutrals. Of course, then there is the matter of neutrals like the US entering the war at a later date...
I am sure someone more experienced will come up with something. :yep:
The best thing I can think of would be to clone each ship and have one version for belligerants and one for neutrals. Of course, then there is the matter of neutrals like the US entering the war at a later date...
That's my assumption. It shouldn't be terribly complicated.
Plus, it'd be neat if we could have US merchants off the eastern seaboard still carrying the lights for Drumbeat (which they often did early on!)
Mil_tera
03-10-06, 08:51 AM
I was trying to dowload that coastal tanker but the file is not downloading anymore. Is it still available somewhere?
Thanks..:)
I was trying to dowload that coastal tanker but the file is not downloading anymore. Is it still available somewhere?
I just downloaded it without a problem. :-? Anyway, it doesn't matter - I am hoping to release version 1.1 today or tomorrow (which will no longer be a Beta version). That will replace the 1.0 file, which will be deleted. :yep:
In the meantime, try downloading other rapidshare files to see if it is the site that is the problem (or maybe your internet settings are the cause). If you still have problems, there is a thread based upon this ship in which you can post. :yep: Wouldn't want to hijack this thread. :cool:
redbrow
03-10-06, 11:49 AM
sergbuto has done it! finally a real neutral ship. i bet in time sergbuto will even figure out how to get neutrals to stop for inspection when a uboat surfaces near them.
panthercules
03-10-06, 02:35 PM
sergbuto has done it! finally a real neutral ship. i bet in time sergbuto will even figure out how to get neutrals to stop for inspection when a uboat surfaces near them.
NOW we're talking - I'd love this to be triggered by a shot from your deck gun across her bow - then you could approach close, and give orders to your watch crew to board her and sink her with charges if they find contraband - and your radioman could warn you if they were using their wireless so you could shell their bridge and stop them - and then you would see some new fruits and meats hanging in your control room from the fresh stores you liberated from the merchant before you sank it with the charges - how cool would this be? maybe something for SH5?
redbrow
03-11-06, 08:19 PM
Sergbuto hit the nail on the head about the entire SH3 - "specificity". Sh2 had little of it, SH3 has to much. its the 'specificity' that makes changing SH3 such a difficult thing. and the fact that so many things have redundant copies of data call outs where one would have served just fine.
Anachronous
03-24-06, 09:32 PM
Very nice. Looking forward to seeing more of this.
Tonnage_Ace
04-01-06, 04:05 PM
Wouldn't mods like this be more feasable with the SDK? Why hasn't Ubi released it yet?
Wouldn't mods like this be more feasable with the SDK? Why hasn't Ubi released it yet?
Of course they would be much more feasible! But I think its Ubi or someone who decided against it (I think that was the agreed on scapegoat).
The modding community would have a field-day if it were out... maybe they're scared the modders will make something better than SH4.
There has to be some way the SDK can be got. What about a petition or something?
Or someone with hacking skills can try and steal it from the devs computers and release it on a p2p file sharing program... ;)
The thing is IMHO,Ubisoft is pretty stingy with the SDK's of the games they deal with.I dont think I have ever seen them release one to any of their games besides Brothers In Arms.
Besides another reason it may not be released is they may be using the same game engine in SH4 so there would it would make no sense to release it and have some modder make what they are trying to sell.
Though I do like the "They are afraid the modders will do better than they can" idea. :rotfl:
Tonnage_Ace
04-09-06, 08:25 PM
SDK for HL2 is out, that engine has a long way to go before it runs outta steam(pardon the pun). There's a whole community of modders out there who churn out content for Valve's steam marketplace, of course, anyone who has HL2 already knows this.
Yeah, the amount of mods being churned out for HL2 is awesome, yet valve is still doing well with it's own releases.
I really don't know what ubi has to lose by releasing the SDK.
I really don't know what ubi has to lose by releasing the SDK.
Only the ability to sell SH4 for starters.
Since SH4 will be using the same game engine why would they release an SDK for it only to have some modders come along and release for free what they are trying to make to sell.
Well it's not like people aren't going to buy Half-Life 2 episodes because there are mods out there (and there are decent ones).
Why are the lazy bastards using the SH3 engine for SH4 anyway, when they never even finished SH3?
I guess I'll blame ubi, since they're the evil corporation.
I just hope SH4 includes the atlantic campaign with all the things they started to implement, and hopefully some engine tweaks while they're at it.
... or at least release the SDK after SH4 is out so the atlantic campaign can be reintegrated.
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