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ClipHeight = 0 Reflection = 1 Refraction = 1 FrustumTest = False (What IS that???) MaxVisDistance = 0.0 MinVisDim = 0.02 MaxVisDim = 0.2 Basically I think they were the settings Kendras used on his lighthouse at the beginning of the thread so I used them as they worked. Quote:
https://free3d.com/3d-model/light-ho...ble-96732.html Not sure what light house it is, but it looked so decrepit I thought it would be a good one to start with. It still needs work, especially with scaling. really need to get my head around Blender as my 3Ds Student license has expired. I've attached another screenshot with La Plate in the distance (same positions as La Veille and La Plate) and it's obvious the scale is out. Any observations and suggestions would be appreciated. Also the texture, although I tried to include OA seems a bit flat - all trial and error. Quote:
regards, MLF |
I think the easiest way is to set all 3D models as land units, or all 3D models as terrain objects. :yep:
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Even with values without decimal digits in .mis file, and corresponding values without more than 6 decimal digits in locations.cfg, both models are not aligned.
Long=-571143 ----> -4.759525 Lat=5764737 ----> 48.039475 :k_confused: |
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I won't update the spreadsheet until we discover where the slight error is coming from (hoping that we do). In the meanwhile you can see the formula of my spreadsheet by unprotecting it (Menu 'Review' => 'Unprotect Sheet'). No password is set :up: Quote:
If we don't, we will set the rock as a land unit rather than as a location, or as a library equipment, similar to the lantern and other subobjects. :03: Quote:
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Curiously, the version of WaterReflection I am using has not MaxVisDistance parameter. Are there two versions of the controller? Might the version you are using lead to a better visual quality of the effect? Other than that, I can only think that I have checked the DX2/3 compression flag of the texture used for reflection. This, indeed, might have an impact on their quality :hmm2: Quote:
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Problem solved ! |
Hi Gap,
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http://www.michaeljohngrist.com/2011....JT0vfXZD.dpbs Nice to know it "exists" :) Regards, MLF |
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You are using controller 10/-1 as am I, with a child node of 6/0 WaterReflection property yet the one I use has this added parameter.....very strange. None of my textures have the DX2/3 compression checked - I seem to recall a post somewhere where this was stated as causing a problem????? Regards, MLF |
How to properly choose and calculate coordinates
So, I've finished to test all possibilities, and here are my conclusions :
- In locations.cfg, coordinates D (in degrees) must have no more than 6 decimal digits. - In .mis file, coordinates M (in meters) mustn't have any decimal digits. Even if the converted number in degrees (D) has exactly 6 decimal digits. As D should be equal to M/120000, the minimal move for a land unit is 3 meters (0.000025 or 25.10^-6 degrees), in other words M must be a multiple of 3. But there is more ! When you convert the coordinate M (in meters) to D (in degrees), you must apply this formula : for longitude : D = M/120000 - 6.10^-6 for latitude: D = M/120000 + 6.10^-6 |
If you want to test yourself new coordinates, here is a little tool :
http://www.mediafire.com/file/54akqo..._-_mast_ref.7z The land unit is a red mast (stored in environmental folder) The terrain object is a blue mast :up: |
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I have amended the reflection propertie's parameters, and also removed the DX2/3 compression checks on all nodes in LLH_LaPlate.dat and Lighthouse_Parts.dat. In my view the reflection now looks stronger bringing the light house into the sea rather than on it?
regards, MLF |
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Could you also add some reflections nodes for the sub parts ? |
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I added the reflections to all nodes in the lighthouse_Parts.dat - when I zoom in on the reflection they are there, but fainter, possibly because they are further away from the sea which is possibly more realistic than having the reflections all the same strength. I'll see if I can improve on them but need to go out now for a couple of hours. regards, MLF |
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