![]() |
Quote:
Quote:
We should be able to do the same with any newly inported lighthouse model, and hopefully they would get working lights on them, as long as FX Updates is enabled. We could also duplicate TDW_FXU_Lighthouse_flare.dat and make the placement controllers to point to the new Id. Finally, we could even customize TDW's particles so to have different pulsing light frequencies, but again, we would need to edit them in Hex Editor, as neither Goblin Editor nor s3d can read them. :know: Quote:
Quote:
|
Someone here mentioned HEX editors? specialists are needed? :know:
|
Quote:
On a side note, I think many Italian lighthouses weren't obscured throughout the war, or at least until Nazists destroyed them during their retreat (after Italian armistice) :yep: |
Quote:
PS: :oops: guns :06: |
Quote:
:haha: |
Quote:
Quote:
Quote:
|
Quote:
|
You should only need collisionable if you plan to ram them.
Reflections only if close enuff to water. I'd make them so you could destroy them myself. But I'm weird that way. :D |
Quote:
Quote:
The point is: are terrain objects using the same controllers as regular units, for water reflections and collision detection? I couldn't find ay example of this among stock files :hmmm: |
If you place an object near or on water? Reflections controller work.
You don't need a object for that and SH3-4 wasted alot of space doing it that way. As for the collisionable controller? Only if you can run into it. As I said. Do a .zon file so you can shoot the crap out of it if you want. If you don't have GWX for SH3 installed? There are a lot of things there that will guide you should you look at them. Iambecomelife realized that land based objects can be made to be destroyed if done right. He found that from my start on the Sea Forts. I left that knowing someone would take it where I intended. GWX 3 has a lot of 'tricks' I put in that work for SH5. There's also a PM thing here that works if you want to try it. :D |
Quote:
- a WaterReflection controller (like the one used for ships) is required? - if no Reflect_* model is found in the GR2 file, the main model is used instead? Quote:
Quote:
Quote:
Quote:
Quote:
|
On the reflection meshes.............
That is debatable. Reason being early versions of SH loads all 3d models into memory. We found cutting those saved load time and Game responce. I also recall Dan saying he wasn't sure why it was done the way it is? Except maybe for render range maybe. It's always an exchange of what and when rendered anyway. So say you reduce a million faces of reflect meshes but render only the stuff in render range? The trade off is far greater for a less mesh heavy Game. SH Games are pretty bad at memory handleing as they are. Right? On collisions........ Use what ships/aircraft have but not the same stuff as harbors have. Build a zon file for the given object to be able to destroy it. PM means Private message me. :D You'll get me e-mail address that way and I look at that everyday. Subsim maybe once in a while depending on where I'm at. |
Quote:
Quote:
Quote:
Quote:
Quote:
PS: just installed XNormal. An AO map/model is all I need before releasing the first lighthouse model :) |
I use the free SoftImage Mod Tool myself.
It's the free version of what was used to develop SH5 to start with. :D A Dev told me that. :03: |
Quote:
|
All times are GMT -5. The time now is 11:05 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.