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-   -   [REL] Naights Submarine Textures (interior) (https://www.subsim.com/radioroom/showthread.php?t=171658)

naights 02-17-11 11:10 PM

Hi:

No luck with Lights bulbs, must be some way to dim them and add little transparency... :damn:

Bye !!

stoianm 02-18-11 09:33 AM

Quote:

Originally Posted by naights (Post 1600154)
Hi:

No luck with Lights bulbs, must be some way to dim them and add little transparency... :damn:

Bye !!

Here i had dim the lights bulbs - now i just must to add a little transparency:up:

before
http://i1124.photobucket.com/albums/.../becbefore.jpg


after
http://i1124.photobucket.com/albums/...m/becafter.jpg

mobucks 02-18-11 09:43 AM

those bulbs look like they've been turned off.

stoianm 02-18-11 09:46 AM

Quote:

Originally Posted by mobucks (Post 1600350)
those bulbs look like they've been turned off.

I know:haha: - it was just a test - tell me how do you want to look:O:

mobucks 02-18-11 09:51 AM

http://www.istockphoto.com/file_thum...light-bulb.jpg

anything close to the one on the right would be awesome. Maybe not the filiment is possible but a less bright, somewhat amber color for the bulb.

The other thing is the actual interior sub lighting, like what is on the crews faces, could use some slight darkening/less bloom.

naights 02-18-11 10:44 AM

Hi:

Quote:

Originally Posted by stoianm (Post 1600346)
Here i had dim the lights bulbs - now i just must to add a little transparency:up:

Yup, I've also got something similar editing the bec_submarine.dds (darker) but the bulbs look like plastic (with no interior light "turned off")

I hope that you can get better results ;)

stoianm 02-18-11 11:37 AM

How i increase alpha or gamma value in photoshop to make a picture shining?:06:

http://i1124.photobucket.com/albums/...oianm/bec1.jpg


http://i1124.photobucket.com/albums/...oianm/bec2.jpg

Paris_England 02-18-11 11:49 AM

You can also change the colour/texture of reflectcube.dds but this is a cubemap 1 bit explicit alpha.

It's this texture which gives the glow. It's mixed with bec_submarine

To reduce the glow you need to open up a compartment GR2 & sim file (ie room_CR.gr2 and room_CR.sim) look for the bulb entries (This could be one of many things eg bulb-housing, sticla etc) and then edit the controller.

Render-EnvMappingController will give you access to what you need to dim the bulbs -- and to add new textures, if you like, to the reflection.

I think the only way to change the alpha of the bulbs is within the 3d model itself which is not accessible.

Before/After: Before is Naichts screenshot from the beginning of the thread -- no work on the bulbs. After is not exactly an apples to apples comparison as it uses Darker Interiors which effects the ambient lighting and a small mod by myself which effects the textures of the bulbs and edits the gr2 files.

The bulbs still glow, but they're not so harsh and they're yellow.

I'm sure this can be done better -- I'm just trying to share the info I have :)

http://i241.photobucket.com/albums/f...sh5/lights.jpg

mobucks 02-18-11 12:46 PM

that is quite a result! thanks for sharing!

naights 02-18-11 01:32 PM

Hi:

What is the exact file format for bec_submarine? im getting different bulb with the stock file but saved by me manually in photoshop.

stoianm 02-18-11 01:36 PM

Quote:

Originally Posted by naights (Post 1600525)
Hi:

What is the exact file format for bec_submarine? im getting different bulb with the stock file but saved by me manually in photoshop.

64-bit-A16B16G16R16, size 4x4, mipMap 1/3 , mem 0.1kb

this is after was alterate by MO - but i think that tdw keeped the same format as vanilla one

Paris_England 02-18-11 01:54 PM

bec_submarine is altered by steelviking's interior mod which is part of MO -- so unless TDW didn't include that bit, it is changed from the original.

in steel vikings mod it appears to be DXT1 no alpha, 2d texture. Size is 4x4 px.

The size can be upped and an alpha channel introduced. Mapping can also be changed from sphere to cube in the GR2, so painted textures can be made a little differently.

Don't forget reflectcube.dds -- if you don't save this down as a dds cubemap it won't show in game.

naights 02-18-11 02:12 PM

Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha

stoianm 02-18-11 02:15 PM

Quote:

Originally Posted by naights (Post 1600548)
Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha

I changed in DXT5 but keep the same size and mip - maping and it is working also:up:

i am impatient to see your finall results

naights 02-18-11 02:30 PM

hi:

Quote:

Originally Posted by stoianm (Post 1600551)
I changed in DXT5 but keep the same size and mip - maping and it is working also:up:

i am impatient to see your finall results

I can share what I have done and work the 3 together to get better results (if you want, better 3 brains than 1) :know:


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