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If you accepted my proposal of setting lighthouses either as sea or land units rather than as simple terrain objects, it would be easy customizing them through eqp/cfg files without having to duplicate the 3D model for every slight change. Another advantage would be that each lighthouse might be given its own light beam effect, and that some of them could be given a soundsource controller simulating fog horns :D Quote:
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http://4vector.com/i/free-vector-int..._art_hight.png See the following link, under the Chart symbols paragraph for further reference: http://www.sailingissues.com/navcourse9.html It is my understanding that lighthouses are internationally classified as "major lights" :salute: |
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MLF |
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with or without ...
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tests with Schnellboot mod v2
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pros / cons depending on the unit type
Location
+ visible anywhere on the map, possible to add colors to the icon + always placed at the same altitude, whatever the depth of the sea - problem of placement in the ground if placed on a land with altitude - not possible to custom the LH with an .eqp file Land + no problem if placed on a land with altitude + possible to custom the LH with an .eqp file - altitude depending on the depth of the sea - visible on the map only when in visual range, always green icon (for neutral units) Edit : All this can be solved by this trick : if we want to put a LH on the ground, let's create a land unit with no icon, and also add it (at same placement) in the Locations folder with a blanck file but with my icon of LH ! |
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I think that if the lighthouse models are already oriented with their North face pointing to what would be the prow of a ship, rotating them in ME/TE wouldn't be required, and their icon on map wouldn't look rotated either :hmm2: Quote:
...or as I told you a few days ago: get a basic geometry which will provide a stable floating platform, make it invisible, set it as a sea unit, give it a huge mass, a very low center of mass and exceptionally high drag coefficients for extra stability. Attach to it (in the same file) the actual lighthouse model and add to it configurable nodes for whatever equipment might be required, including the rock "base". Result: the lighthouse will always be at the same height a.s.l. Store the rock "equipment" in a library file, make it high enough that it will always touch the seabottom, no matter how deep is the sea under the lighthouse, and give it a sim file with a static object controller, similar to a normal terrain object. Result: the rock reef wont be considered by the game as part of the lighthouse itself, and collision with the seabottom wont be detected, but any other unit will be able colliding with it, just as with any other terrain object (fully tested in SH5, it should work in SHIII too). If need be, the lighthouse itself can be made collisionable/destroyable, and I am confident, though not absolutely sure, that with the correct settings some of them can be given a nationality and a visual sensor, so that they will report any enemy unit in the vicinity :D |
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I am just telling you that LH's as simple "environnmental" sea units (like icebergs) are just another possibility which shouldn't be discarded if it makes our lifes easier, and it provides more flexibility in campaign. That's it :) |
Any news ? :ping:
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Hi !
I can't wait to see how your rocks and reefs look like ! :) |
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It might come in handy for creating natural-looking small islands, rocky reefs, skerries and shoals :03: |
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