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Hi Gap,
I've tested the lighthouse more thoroughly this morning and here are my observations:- After installation of files using Generic Mod Installer (JSGME) As a Terrain object using Locations.cfg with following entries:- [Location 785] ; Rock_LaPlate Long=-4.759722 Lat=48.039167 Heading=270 OnLand=false ShowOnMap=true FileName=Rock_LaPlate LocationName=Rock_LaPlate [Location 786] ; LLH_LaPlate Long=-4.759722 Lat=48.039167 Heading=270 OnLand=false ShowOnMap=true FileName=LLH_LaPlate LocationName=LLH_LaPlate Result:- Light tower floating mid-air. No Top structure or lantern (Only tower with platform and perimeter railings) No flashing light No reflection (possibly too high in the air) The rock is on the seabed As Land Unit after amending the eqp file date for the light and removing entries in Locations.cfg:- Full light tower with upper structure and lantern showing on sea surface with base below sea surface level Light flashing 9 times. Reflection of tower Top mark looks black (Tried different sun angles but still black) No rock I then added the rock to the Locations Cfg again, keeping the light as a Land unit: the rock is on the seabed, but the light is not sitting fully on the rock - it's slightly to one side. The top of the rock is not visible above the sea surface. I hope these observations are helpful. regards, MLF Screenshots:- Ist one shows Lighthouse as Land Unit added in Mission Editor 2nd one shows as Terrain Object added via Locations.cfg 3rd one shows Light added as land unit and rock added as a terrain object (bit murky but look hard :03:) And 4th one shows the top mark (I expect you guessed that:)). |
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After installation of files using Generic Mod Installer (JSGME) Quote:
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In v5, the base unit is composed by the concrete base plus the tower, nothing else. The remaing structures (top metal platform, lantern with flashing light effect, top mark) are set as configurable equipments and linked to the main model through eqp file, which only takes effect when the lighthouse is used as an unit. Since during your test you could see the 'platform', I suspect you might have been testing v4 where the platfom (if by platform you mean the metal structure with ladder that lantern and top mark are placed on) is not an equipment but part of the main model. The two parts were separated in v5 :yep: Quote:
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In the meanwhile I will check a few things in my files, and I hopefully I will release a new versione with some fixes and some new features :up: |
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From them I get that:
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Hi Gap,
yes definately V5. Now used the Co-ordinate calculator to place the rock, and update the mission file and alignment mush better - Lat and Long obtained from Wikipedia. Excellent tool - thanks:Kaleun_Salute: Screenshot of rock and base of lighthouse:- |
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If you get time for yet another test, check that heading is set to 0 for both the lighthouse and the rock. If not, set them as I said, and run again your test mission. In the meanwhile I will make sure that the 3D coordinates of the two meshes are aligned correctly :up: EDIT: just checked, and I had forgot to flip the rock model before importing it in S3d. If you have no other plans for the next thirty minutes, stay tuned for updates please :D |
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Now set all headings to OOO.
Screen shot attached - still very slight mis-alignment. Regards, MLF Got to go out for a few hours now. |
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Tourelle de la Plate alpha v6
http://www.mediafire.com/file/qbbrvy...La_Plate_v6.7z
changelog: - I have flipped rock's 3D around the X axis. I am confident that this will fix the slight misalignment reported by Kendras and MLF, still present even after setting the appropriate lat, long and heading settings for both the lighthouse and the rock. - I have edge-splitted topmark's meshes. This should fix for good the problem of them being rendered totally black in game. Should it not, I can still move them apart, but I think it won't be needed. - New feature: the lighthouse base should have caustics now. @ MLF or Kendras: besides testing the features above, can you please check (again) that the rock is collisionable? Should the StaticObject controller not work (yet), I think I know what is the issue with it, and how to fix it :salute: |
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Hi Gap,
I've tested again. The topmark now looks good (and rusty):yeah: The icon on the map needs a severe talking to :o:nope: IMHO it should be a lot lot smaller. The lighthouse/rock alignment is still out. If, in the rock dat file, you bring in the lighthouse file using s3Deditor, align the rock under the lighthouse using the translation values, and then delete the lighthouse node from the rock dat file and save, would that not align things - this has worked for me in the past. The sub treated the rock like a Mcdonald's I'm afraid - complete drive through:doh::roll: thats the tailend of the sub sticking out the rock in the screenshot. I'm not sure about the caustics - possibly OK as there are shadows etc depending on where the sun is - would need Kendras' ( or somebody who knows about caustics) input on this. My own thoughts about the reflection is that it is far too faint. It can hardly be seen and the light house looks weird on the sea - sorry. see my last screenshot of a L/H I imported from Sketchup and put on your first rock. Kind regards, MLF |
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Now the question is: do those tga masks get scaled to a fixed size on map, no matter what is their pixel resolution, or they are displayed in real size and at their own resolution; in other words: should I scale the whole file, or only the visible icon within it? :hmmm: Quote:
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I know a tower raising directly from the waves is a bit weird, if this is what you mean, but that's exactly how the Petite Vielle looks like. Other lighthouse will be more conventional :up: http://www.dirm.nord-atlantique-manc...58-1-3714e.jpg |
Hi, i'm back :Kaleun_Salute:
Well done gap and MLF. Tried v6 : all is ok, but rock and lighthouse are still not perfectly aligned. I've used your coordinates with excel sheet (nice tool :up:). I may try to measure difference with your ruler. :salute: |
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I have checked again the rock and lighthouse meshes imported in the relative dat files, and they are perfectly aligned as far as their X and Z coordinates are concened. Anyway, I think I understood why they are not aligned in game even after using the ccordinates generated by my spreadsheet: in spite of unit coordinates being noted in .mis files as decimal numbers, decimal digits are probably ignored. A clue of that, is unit coordinates generated by Mission Editor having their decimal part always equal to '.000000'. This only applies to unit coordinates, not to terrain object's coordinates. Don't waste your time with the ruler for now. Node displacement values in one of the dat files could be used to compensate for the ignored decimal digits in the mis file, without need of empirically measuring stuff in game. Unless my reasoning is totally off, the latter would be a valid method, but I think that updating my coordinates calculator insteas, would be a cleaner approach, and one that will make lighthouse placement much easier. Stay tuned for new spreadsheet and lighthouse versions later today, please. Hopefully many bugs will be fixed, and new cool features introduced :D |
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But I don't think it will work. I think Mission Editor doesn't ignore decimal digits. But when you place yourself some units, they have no decimal digits because the resolution is not enough precise. |
I have an idea :
I have opened the mission file, then I moved the LH land unit one pixel up, and one pixel down, then I saved. I opened the .mis file, and the new coordinates are : Long=-571143.750000 Lat=5764737.500000 instead of : Long=-571143.720000 Lat=5764737.720000 So, could you change your excel sheet in order we can calculate what are the new coordinates in degrees ? Sorry, I can't see the formula ("read only"). I guess I have to divide by 120000 ? So the new coordinates are : Long=-4.75953125 Lat=48.039475 instead of : Long=-4.759531 Lat=48.039481 |
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