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Anyway look at what I was able to do: :rock: http://img215.imageshack.us/img215/3...0821025458.jpg Don't ask me how (probably due to fires by your Fx updates, because I don't remember I had hit that searchlight) the reflector went ripped off, leaving its base alone. This is exactly the final result I wanted to attain with the ObjectRemains controller, though I am sure it was not its merit in this case, since for testing I had set a gun to show instead of the searchlight. Notice that only the base got a wpn controller, a box and a collision sphere, so I was expecting not to be able to smash off the reflector alone, without its parent object. But I made base's box and sphere big enough to surround the reflector as well, and I gave them the reflector as linked object. I wonder if those settings have anything to do with the outcome you can see from my screenshot :hmm2: |
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Anyway how do you think that that controller can be related to the disappeared reflector since: a) ObjectRemains was assigned to the base; b) it was set to show a completely different object, and not a reflector-less base :hmm2: |
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I will keep on my tests on this subject anyway, and I'll keep you informed about them :salute: |
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Under SearchLightEffect controller, Atenuation group, there are two parameters called A and B. Light intensity at any given distance from the reflector is calculated as: Light intensity = 1 / (A + B*<distance>) Try to match the visual beam's luminosity with the Range parameter, found within the same controller. Based on sparse information on common naval reflector ranges I've found on the web, I have set it to 800 mt (stock setting was: 200 mt), but you might want to further finetune it. Within the same controller there are two other parameters for adjusting beams color (I've set it to a shade of violet) and cone angle. Another controller you might want to fiddle with is WaterReflection, found in the same sim file, though I don't fully understand all of its parameters. Keep us informed on any progress you will be doing! :up: EDIT: beam's shape and gradient transition (from bright to dark) could be affected as well by two dds textures found in data/Textures/TNormal/tex: raza_reflector_1.dds and raza_reflector_2.dds. To fully understand them you should look at their alpha channel. |
@gap
I had a look at the file you're referring to and it's in code. Should I be using some sort of editing software? |
@gap - just had a thought come to mind as to why the ObjectRemains controller is not working for you. The zones(s) you have chosen for the searchlight, do they have this entry:
Destructible=Yes If not, try choosing zone(s) or make new zones where this is set to yes. |
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We have still another chance though, since I haven't tried yet placing the controller in an fx file. Currently I am not at home, and I have not my laptop with me, but I'll carry out this test once back home, before the next week end. Let's keep in touch :up: Quote:
If you are not familiar with Goblin Editor, refer to this quick tutorial for its basics and don't hesitate to ask for help on the forum :) |
Thank you :sunny: Gap :yeah: for this mod. :salute:
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You're right, i am not at all familiar :o Am I on the right track? Before I got to this stage, I had the searchlight beam highlighted in green, but when I tried to edit it, this window would pop up and the 3D model would change to bombs :doh: Are those supposed to be colors in the right-hand column? Why are they shades of grey? If I can only achieve one simple thing, it would be to increase the brightness of the beam. Just to make them show up a little better in-game. |
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Goblin Editor' to understand what I mean. It is stickied in the f:up:irst page of this forum. I am sorry no to be able to give you more support than this but I am curently writing from my mobile. I will be able to provide you with more detail in 24h. Quote:
And don't forget that TDW and people who reported the bug share the merit for this little fix :yep: |
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I get this warning some times but not every time as well. |
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