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-   -   [WIP] Lighthouses mod (https://www.subsim.com/radioroom/showthread.php?t=228731)

gap 07-30-17 01:28 PM

Quote:

Originally Posted by Kendras (Post 2503745)
Don't worry, parameters are still as simple as possible

Okay, but remember what happens with your buoys mod, when many light buoys are in the area :hmmm:

Quote:

Originally Posted by Kendras (Post 2503745)
and I don't think that a fastparticlegenerator is needed (and even possible ?).

Why not possible? It is in the list of the SHIII controllers. Not used much in SHIII, but in SH5 it is, and it is normally used for quick effects, like our flashing lights.
Not saying that we have to use it, but let's make a mental note about it, in case we need it in future :)

Quote:

Originally Posted by Kendras (Post 2503745)
Already posted just above ! :03: I'm currently making more tests about that idea.

good! :up:

Quote:

Originally Posted by Kendras (Post 2503745)
It's not really "pink". I let you test the new effect (color and animation) :

http://www.mediafire.com/file/g2i2f3...hthouse_FX.dat

Okay, I am going to test it :up:

Quote:

Originally Posted by Kendras (Post 2503745)
Yes, that would be so cool. I have to see what can be done here. :hmmm:

Yes please!
It is just a small detail, but one that might raise the realism level by a factor 2 :D

Kendras 07-30-17 02:07 PM

Quote:

Originally Posted by gap (Post 2503758)
Okay, but remember what happens with your buoys mod, when many light buoys are in the area :hmmm:

All was fine. A problem only occured if there was a lot of buoys AND a light node for each halo.

gap 07-30-17 02:28 PM

Quote:

Originally Posted by Kendras (Post 2503764)
All was fine. A problem only occured if there was a lot of buoys AND a light node for each halo.

Okay, light nodes are another nasty thing :up:

I have to go now. Tomorrow I will test your reworked light effect and hopefully I will upload the next version of our lighthouse with some new features and many fine-tunings, optimizations and fixes

Have a nice evening :salute:

Kendras 07-30-17 02:51 PM

Quote:

Originally Posted by gap (Post 2503744)
Brilliant! Maybe this effect is not very useful for the lighthouse we are currently working on

It will be for the Creac'h "landing" lighthouse (as we say in french), which has one of the most powerful light in the world. :03:

Kendras 07-31-17 03:27 AM

CREAC'H LIGHT
 
What do you think ? :D

http://i.imgur.com/qEJDevM.png

I just would like the beams to be larger on the extremities, to not looking like laser beams. :lol: The problem is that the texture is no more applied correctly on them, there are some holes in the light beams. Could you help me ? I will send you the testing tower by PM.

The idea is this :

http://i.imgur.com/qhA6LH2.png

itadriver 07-31-17 05:07 AM

Great !!!! :)

gap 07-31-17 12:43 PM

Quote:

Originally Posted by Kendras (Post 2503864)
What do you think ? :D

:up:

Quote:

Originally Posted by Kendras (Post 2503864)
I just would like the beams to be larger on the extremities, to not looking like laser beams.

I agree: smaller at their origin and wider at the extremities, and much more transparent :yep:

Quote:

Originally Posted by Kendras (Post 2503864)
The problem is that the texture is no more applied correctly on them, there are some holes in the light beams. Could you help me ? I will send you the testing tower by PM.

Sure, send the files :up:

On a side note: I have tested your improved flashing light effect and it works as a charm. Even the ghost sqare around the light flash texture has disappeared :yeah:

I have another suggestion. In theory, light intensity should decrease with the distance following the inverse-square law, but currently our effect is as bright when seen in close-up view as it is when seen from far away.
Would it be possible making it to gradually fade away until it completely disappears at a distance of about 8 nm (14.8 km) from its source? :hmmm:

EDIT: something else I would do, is making the flash considerably smaller: it looks a bit too big for such a modest light. If we kept the currents size, how big should be in comparison Créac'h's flare? :o

MLF 07-31-17 01:19 PM

Quote:

Originally Posted by gap (Post 2503718)

I wish I could take some screenies:

Hi Gap

I had a problem with that as well. Look in the Silent Hunter III root folder. If you have a file d3d9.dll rename it (don't delete). This will take you away from a wide screen view, but allow screenshots by using 'Alt'+ 'PrtSc' and the pasting into a prog like Paintshop to generate the .jpg file. Worked for me, but if d3d9.dll doesn't exist then not a solution.

I'm following this thread with amazement at the way you guys are progressing:Kaleun_Thumbs_Up:. Good stuff.

Regards,

MLF

gap 07-31-17 02:23 PM

Quote:

Originally Posted by MLF (Post 2503941)
I had a problem with that as well. Look in the Silent Hunter III root folder. If you have a file d3d9.dll rename it (don't delete). This will take you away from a wide screen view, but allow screenshots by using 'Alt'+ 'PrtSc' and the pasting into a prog like Paintshop to generate the .jpg file. Worked for me, but if d3d9.dll doesn't exist then not a solution.

Hi MLF, unfortunately there is not such a file in the root folder of my SHIII installation, but thank you anyway

Quote:

Originally Posted by MLF (Post 2503941)
I'm following this thread with amazement at the way you guys are progressing:Kaleun_Thumbs_Up:. Good stuff.

It has been a while since the last alpha version that you have tested, but compared to that, the upcoming version will have:
  • working specular reflections on all the model surfaces, changing with general luminosity and with light angle;
  • better caustics effect and shadowing both on the lighthouse base and on the underneath rock (but only underwater);
  • improved material attributes for all the materials used by the model;
  • improved light flare effect, which will cast reflections on the sea surface;
  • fully collisionable/damageable model;
  • damage decals expecially made for the model;
  • tower top, eaves and configurable items detachable from the model when they incur a certain level of damage;
  • hopefully (if Kendras manages doing the magic :O:), foam from crashing waves on the sea surface, around the base of the lighthouse;
  • maybe (if I manage doing the magic :D), different wave lapping/crashing sounds triggered by wave height, in place of the one lapping sound currently featured, that plays without interruption no matter what sea conditions are.

Stay tuned for this new version :salute:

gap 07-31-17 02:56 PM

Quote:

Originally Posted by gap (Post 2503937)
On a side note: I have tested your improved flashing light effect and it works as a charm. Even the ghost sqare around the light flash texture has disappeared :yeah:

I have discovered what caused halo texture borders to become visible: during my arrangement of the effect node, I had inadvertently moved the fog controller on top of the particle generator; apparently the latter must be on top :doh:

MLF 07-31-17 04:32 PM

Quote:

Originally Posted by gap (Post 2503956)

It has been a while since the last alpha version that you have tested, but compared to that, the upcoming version will have:
  • working specular reflections on all the model surfaces, changing with general luminosity and with light angle;
  • better caustics effect and shadowing both on the lighthouse base and on the underneath rock (but only underwater);
  • improved material attributes for all the materials used by the model;
  • improved light flare effect, which will cast reflections on the sea surface;
  • fully collisionable/damageable model;
  • damage decals expecially made for the model;
  • tower top, eaves and configurable items detachable from the model when they incur a certain level of damage;
  • hopefully (if Kendras manages doing the magic :O:), foam from crashing waves on the sea surface, around the base of the lighthouse;
  • maybe (if I manage doing the magic :D), different wave lapping/crashing sounds triggered by wave height, in place of the one lapping sound currently featured, that plays without interruption no matter what sea conditions are.

Stay tuned for this new version :salute:

:o wow!!!!!:Kaleun_Salute: brilliant!
This is ground breaking work that must be of great value to all modders of SH3
:Kaleun_Thumbs_Up:
Regards, MLF

gap 07-31-17 05:32 PM

Quote:

Originally Posted by MLF (Post 2503985)
:o wow!!!!!:Kaleun_Salute: brilliant!
This is ground breaking work that must be of great value to all modders of SH3
:Kaleun_Thumbs_Up:
Regards, MLF

Well, "groundbreaking" is definitely too much. Most of the notions that this mod in its current state is based on, are scattered here and there in the forum and/or borrowed from later games of the SH series. Anyway I believe that the work we are doing is at least original, and I hope that other modders can take ispiration from it for making the best of their own talent and creativity :up:

Kendras 07-31-17 05:36 PM

Quote:

Originally Posted by gap (Post 2503937)
Sure, send the files :up:

Already sent. :salute:

Quote:

Originally Posted by gap (Post 2503937)
I have another suggestion. In theory, light intensity should decrease with the distance following the inverse-square law, but currently our effect is as bright when seen in close-up view as it is when seen from far away.
Would it be possible making it to gradually fade away until it completely disappears at a distance of about 8 nm (14.8 km) from its source?

No, I think it's not possible.

Quote:

Originally Posted by gap (Post 2503937)
something else I would do, is making the flash considerably smaller: it looks a bit too big for such a modest light.

Yes, I used a big size to control the correct visual aspect of the effect. Now, it's easy to reduce its size. Another thing about the light : it's noted "VQ", which means very quick if i'm correct. But at the moment, the light is rather quick than very quick. So, I think I will make the light flashes shorter, but with same period of course.

Quote:

Originally Posted by gap (Post 2503956)
Hi MLF, unfortunately there is not such a file in the root folder of my SHIII installation, but thank you anyway

In order to take screenshots, don't use full screen option. Take screenshot with your normal shortcut to print the screen, and paste it in a picture software (paint).

Quote:

Originally Posted by gap (Post 2503956)
It has been a while since the last alpha version that you have tested, but compared to that, the upcoming version will have:
  • working specular reflections on all the model surfaces, changing with general luminosity and with light angle;
  • better caustics effect and shadowing both on the lighthouse base and on the underneath rock (but only underwater);
  • improved material attributes for all the materials used by the model;
  • improved light flare effect, which will cast reflections on the sea surface;
  • fully collisionable/damageable model;
  • damage decals expecially made for the model;
  • tower top, eaves and configurable items detachable from the model when they incur a certain level of damage;
  • hopefully (if Kendras manages doing the magic :O:), foam from crashing waves on the sea surface, around the base of the lighthouse;
  • maybe (if I manage doing the magic :D), different wave lapping/crashing sounds triggered by wave height, in place of the one lapping sound currently featured, that plays without interruption no matter what sea conditions are.

Stay tuned for this new version :salute:

Good news ! :)

gap 07-31-17 06:37 PM

Quote:

Originally Posted by Kendras (Post 2503997)
Already sent. :salute:

Where? My PM box on subsim or my private e-mail? :hmm2:

Quote:

Originally Posted by Kendras (Post 2503997)
No, I think it's not possible.

That's a shame. I think I saw LOD/distance settings among the parameters of some type of particle generator, but it was probably the, more sophisticated, SH5 version of them.

If we don't find any better solution, what about doing the effect a bit more subdued? As it is now, in full day, that litlle lantern is more shiny than the sun itself :sunny: :O:

Quote:

Originally Posted by Kendras (Post 2503997)
Yes, I used a big size to control the correct visual aspect of the effect. Now, it's easy to reduce its size.

Okay, I would halve the current size for a start, and see how it looks...

Quote:

Originally Posted by Kendras (Post 2503997)
Another thing about the light : it's noted "VQ", which means very quick if i'm correct. But at the moment, the light is rather quick than very quick. So, I think I will make the light flashes shorter, but with same period of course.

Well, if we must follow the VQ flashing pattern schematized in the picture I had posted a few weeks ago, the sequence should be:

(short dark interval + light flash) x 9 = 6s (light and darkness of more or less equal duration = ca. 0.33s each)
long dark interval = 4s

I think you got this sequence about right, but if you think you can further improve it, why not? :03:

Quote:

Originally Posted by Kendras (Post 2503997)
In order to take screenshots, don't use full screen option. Take screenshot with your normal shortcut to print the screen, and paste it in a picture software (paint).

I will try, but how do I switch to windowed mode?

Quote:

Originally Posted by Kendras (Post 2503997)
Good news ! :)

:up:

Kendras 07-31-17 06:50 PM

Quote:

Originally Posted by gap (Post 2504008)
Where? My PM box on subsim or my private e-mail?

Your PM box on Subsim is always full, isn't it ?

Quote:

Originally Posted by gap (Post 2504008)
If we don't find any better solution, what about doing the effect a bit more subdued? As it is now, in full day, that litlle lantern is more shiny than the sun itself.

I prefer a too much bright light during day, than not enough bright during night.

Quote:

Originally Posted by gap (Post 2504008)
I will try, but how do I switch to windowed mode?

In graphic options.


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