No is the same problem with lights and bodies in bridge and control room views ???
i remember that some lights pass through bodies and somebody made a fix for it. :yep: |
Quote:
|
Here is the link to the Halo not visible through body !! http://www.crypticmadness.com/Forum/.../smilejump.gif
Hope this helps.... |
Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.
Diving Duck you say the *.dat is already 40 MB, how big was it before your work on this mod? |
Quote:
thanks ! :up: |
Quote:
|
Hello
Quote:
Spotting SHIV at the horizont I never thought this project will be finished, until now. By the way, I do not care if the hatch is missing. Filax |
Quote:
Anyways, It's just fine by me to simply remove the thing. :up: |
Quote:
of course he could make it open to the right (seen from the captains quarter), I don't know in which direction it opened so, that would be fine with me, but I think it shouldn't just go away completely |
This is great, you even located the obs periscope in the right position :up:
|
Quote:
And looking at the size of the hatch and its relation to the radio room, I think it would be about right in the middle of it. Hey look, we can barely see the radio operator because the hatch is in the way...:nope: |
I think that CptGrayWolf is right, IMHO.... :p
|
Moin,
the doctors say there wonīt be any persistent damage to my brain. :huh: There will be no further additional compartments, UFN. To understand why I have to tell you about this project which was initiated by Urfish. In the end it turned out to be an issue of hex editing only. After youīre through youīll see that this pro isnīt made from magic. Iīve just copied and pasted some lines. The first approach was based on implementing newly created objects to the scene. This worked out basically, but the major problem, the scenceīs prelighting couldnīt be solved till now. Allthough the textures were apllied to them all new objects showed up "foggy". It seems that Pack3D isnīt able to import/export a specific section (TMAP). This section contains data necessary to enlighten the scene and works together with some data blocks that have been attached to the *.tga files to control prelighting. So I took another approach, I merged the command and radio room *.dat files and adjusted the camera sectors. Thatīs why no radioroom.dat is necessary. The CR.dat has grown from about 23MB to about 40MB. Pack3D refuses to import objects since then. And on the other hand we still have the problem of prelighting when adding new objects. Unfortunately the hinges are part of the radio room object. I rotated them already but the prelighting information was lost after re-importing. Actually Iīm trying to identify the data that represent the hinges. Maybe thereīs a way to rotate them by hex. As for the lights that shine trough the walls Iīm getting closer to a solution. Iīve found out how this has been achieved with stock lights in the radio room. Applied it to the command room bulkhead and it worked. But for some unknown reason the lights in CR turn off when passing the bulkhead now. Iīm at it and have reasonable assurance that it will work out fine. Regards, DD |
outstanding work there! :up:
but funny how things work out. think about it, if the game came with no hatches, would someone be doing exactly the same thing to add them in :hmm: ha keep it up! |
Thanks for all your hard work DD. This must be very time consuming.:up:
|
All times are GMT -5. The time now is 09:38 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.