![]() |
Quote:
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:
Quote:
BTW, this same sound is used as SFX of both Maunsell forts featured in GWX :) Quote:
|
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
|
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: |
Quote:
Quote:
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:
Quote:
Quote:
|
Quote:
Quote:
Quote:
Quote:
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:
|
Quote:
Quote:
Can you confirm that everything else is working? Tell me yes please! :O: |
Quote:
|
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
Quote:
|
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. |
Quote:
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? :) |
Quote:
Quote:
Quote:
Quote:
|
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) |
Quote:
Quote:
Quote:
Quote:
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:
|
All times are GMT -5. The time now is 11:34 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.