Hi,
I'm afraid I did not have time last night to do any more testing etc. For the next couple of days I will not be available for anything, and thereafter, for a couple of weeks I will only have access if/when WiFi is available - possibly won't be able to test much though. Sorry about the short notice. But I will watch the thread and respond when I can if needed. Regards, MLF |
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About the light's icon, reducing its size by 50 % is still acceptable : http://i.imgur.com/Ekqq21v.png What do you think ? |
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What I have understood is that the game scales the tga overlay, no matter what is its pixel resolution, to fit the same space on map. That means that if a standard sized (1024 x 1024) texture is scaled down, let's say to 256 x 256 pixels, the result in game won't be an icon four times smaller than the unscaled version, but one having the same size than the original, but four times lesser smooth. This is exactly what is happening with the tga file I have placed in the Locations folder of the last alpha, and with the one you yoursels have scaled to 20% of the original size, both of which you have tested yestarday. The correct way to make the icon smaller, is scaling not the whole tga file, but only the visible pixels within it. In other words, If we want the tower symbol to be four times smaller and as smooth as the original, we should select the area within the tga file with non-trasparent pixels, and scale it down to 25%, repeating the process for both RGB and alpha channel. This is exactly the approach I followed for creating the tga file in the 'spare icon' folder, and that's why it is important that you make sure you have tested it. There is more: due to the size reduction, some icons and/or the text, might require their resolution to be increased in order to still look good. How to do it? If, folllowing the previous examples, we want the same icon to be four times smaller and four times smoother, we don't have to scale the tower symbol within the original tga file: all we need to do, is adding black/transparent pixels to it, so to modify its size from 1024 square pixels to 4096 x 4096. One might fear that by doing that the file size would increase exponentially but that's not really the case: with the compression method used for saving those files, black/transparent pixels get compressed, so the final file size will be bigger, but not so much bigger. :03: Quote:
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Whatever is your decision, can you please send me your tweaked and/or added files when you are satisfied with them, so I can keep working on up-to-date files? :) Quote:
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http://i.imgur.com/dDGL2LY.png Quote:
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Regards, MLF |
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Since we are at it... Quote:
What about moving the text on the left size of the icon, so not to overlap the overaly used for the La Vielle lighthouse? Quote:
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BTW, this same sound is used as SFX of both Maunsell forts featured in GWX :) Quote:
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Tourelle de la Plate alpha v8
So Kendras, my new update is ready:
https://www.mediafire.com/?159pcbzq3aqv3yj Change log:
That's all I think. Sound settings are unchanged of course, I am waiting for your updates :salute: |
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After testing sounds and collision solutions, I switched to the rockets mod, going on writting the readme, and searching for pics to illustrate it. Back to our subject : We need to add a new line into Sh3.sdl, even if the sound already exists. It must start with 'Land.' instead of 'Submarine.'. I don't like this sound very much, but it's still better than the ambient sound of buoys. Quote:
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Hopefully I made an obvious mistake. The concrete base is set as the rock, and it is still rendered. BTW: did you try hitting it too? Quote:
BTW: what is exactly the advantage of adding the RayTracedHalo to the light particle effect? Quote:
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Can you confirm that everything else is working? Tell me yes please! :O: |
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Ok. So the rock and the base are now solid (collision). The strange thing is that if I delete the 3D models circled in red, it's still working. What is special with the new 3D models (the 2 others) ?
http://i.imgur.com/abS6HOl.png Else, the Caustics controller works on the base, the effect is visible underwater. |
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What about foam? In SH5 the game automatically spawns foam on the water surface, around objects with a StaticObject controller on them. Does it work the same for SHIII, or we will have to add the effect through val file (provided that this is possible)? Quote:
In each tree, the first model is the one used for collision detection and it is invisible in game. The second model is the one you view in game; deleting it, or making it invisible, doesn't prevent the game from still detecting collisions when another object hits the collision model :03: Quote:
Does it look nice, or it will need its parameters tweaked? Should we add it to the tower (main unit) too? :) |
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Here is version 9 : http://www.mediafire.com/file/ajhtsd...La_Plate_v9.7z
Change log : - deleted the Rock_LaPlate.dsd file from the Locations folder - removed the aud_node in Rock_LaPlate.dat - corrected the visibility of the 3D model in Lighthouse_Parts.dat - added LLH_LaPlate.dsd - added the Sh3.sdl file - added the mission file with lighthouses (replaced by searchlights) - added the Locations.cfg file (from WAC 4.1 + lighthouses) |
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If no one volunteers and we become too impatient for waiting MLF to get back to us, I might decide to once again istall the game on my computer :D Quote:
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