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- Water reflections: I have applied the Min and MaxVisDis settings you had suggested, and I would like to know if reflections look okay now. - Caustics: I have added caustics to the lighrhouse base and during one of his tests Kendras reported seeing them, but only underwater. I have adjusted controller's parameters, and I would like to know if caustics look okay now. - Specular reflections on the model: as you probably have read already, in the latest version I have added relfection controllers to most materials used on the model and on its subparts. How do they look in game? - One last thing: tle latest versions of the mod have restored light effect in its original configuration, i.e. halo FX on, but eithout water reflections. Thatis due to the two controller crashing the game when working together, as you and Kendras have reported. In v. 8 I have included a copy of the FX file without halo but with water reflections. Could you tell us: a. if witha that file enbaled in place of the standard one, water reflections work b. what is more desiderable/better looking among halo lights, or lights casting light on water? :) Quote:
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Good news :
- the beacon can take damage now - it's destroyable as expected Bad news : - when the lantern or the platform is destroyed, the halo is still lightning over the beacon - the specular maps don't work, the beacon is quite black : Question : - how can you determine so precise values for damage zones ? Notes : If the platform is destroyed, the lantern and top mark are still visible, so : - I have moved the Y02 as child node of the platform - Y03 transformed into a child placement node of the platform |
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What happend when it is destroyed? It simply disappears from game or what else? Quote:
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@ Kendras
Please, enabled this patch on top of alpha v 11 without your node changes, and tell me if now lantern and topmark are destroyed when the platform is destroyed: https://www.mediafire.com/?szcdtoxxs1401qc Should the light still shine when the group of equipments is destroyed, try removing the RayTraceHalo controller from the light FX. I am under the feeling that this controller causes more problems than else :hmmm: |
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More answers tomorrow, I need to sleep, and night gives advices. :O: |
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Tonight is too hot and there are too many mosquitos in the room, can't sleep :doh:
Anyway, while at bed I was considering the reflect map corruption problem. The next information I need from you is wether rock's texture is similarly corrupted or not. Moreover, there is a set of tests you could do for us:
gap off :zzz: :salute: |
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Hi gap,Kendras.
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I would therefore expect to see light being reflected from the sea on to the lighthouse which I don't I'm afraid. However the light/shade does change when the sun moves around the tower. (See screenshot 2 and 3) Quote:
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I also noticed a gap (not you) appearing between the tower and the base/rock as the sea level rises and falls – IMO not critical as underwater (See screenshots 5&6) Chart Icon is much much better. (Screenshot 7):up: Rock and tower both collisionable (Screenshots 8 & 9):Kaleun_Thumbs_Up: As reported by Kendras, after shooting away the light – halo and top mark still exist. (Screenshot 10) Hope this helps :) Out for most of day, so won't be able to test. Regards, MLF |
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http://i.imgur.com/VECQwrj.png Quote:
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http://i.imgur.com/50mFVkl.png |
Kendras, gap,
in case you two want to have an addtional opinion about the texture issue, send me the *.dat file plus the texture (original site prefered) |
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and this is how SH5 mimics it: I know caustics are also featured in SHIII, but I don't know how well implemented they are. Quote:
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I then tried to add water reflections to the ligh effect, and attached a WaterReflectionController to it. When you tested this new version, you told me that the game crashed just after the first light flash and that you fixed the problem by removing the RayTracedHalo controller. That must have been the one stored in Lighthouse_FX, as the other one (the I had previously attached to the platform) had already been removed. Now my question is: after you removed that controller, were light reflections working? was the lack of light halo acceptable? I hope I made myself clear this time :) Quote:
You said a gap "between the tower and the base/rock". Base/rock and tower are two separate objects, that's right. Their junction lies at the top of the concrete base (bottom of the yellow/black tower), and it is well above the sea level. Your screenshot and your wording clearly show that the glich happens underwater, near the water line, and that it only affects the concrete base, which is a solid mesh. Did you ever notice a similar glitch while testing other versions of the mod? Might the Caustics controller (attached to the base) have anything to do with it? :hmm2: Quote:
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I have one of the damage decals ready, and another one is in the works. When we finish with more important features/fixes, I can create a destroyed tower model to be linked to the main model through ObjectRemains controller (or, if it doesn't work, I can split the main model in two halves), and we can work on some 'concrete debris falling in the water' effect. What do you think? :D P.S: can you please copy/paste your zone settings here? I might decide to reinstall the game and to do some tests myself :) Quote:
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This is the latest public alpha with reflection map enabled but corrupted: http://www.subsim.com/radioroom/show...&postcount=329 Should you want to carry out some ballistic tests as well, I suggest you to enable this patch on top of the main mod: http://www.subsim.com/radioroom/show...&postcount=334 :salute: |
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@ Kendras Please scrap all the tweaks I suggested yesterday and check the 'Disable z-buffer wtite + enable alpha blend' checkbox for all the materials with SpeculaMask action controller attached :salute: P.S: if you want to make the reflection effect more or less evident, you can play with the 'Specular strength' material property. In stock files, I have seen settings as high as 140; usually materials with no reflection map enabled, have much lower setting, similar to the ones that our 'concrete' and 'metal' materials are set to. |
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Here are my first values, but they can be a bit lowered if needed. Quote:
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