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Moin,
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BTW, problems with the *.mtl or Pack3D importing the material settings not properly may be solved with the hex editor too. Have a look at an earlier stage of my actual project here: http://www.a7700.de/extern/Hex_Editing_Maps.jpg Regards, DivingDuck |
Hi Gary,
got some time now. Itīs my first break this day. Donīt know if your problem is solved already. But I have an idea. Did you proof that the light is not glowing at "ingame-night"? During daytime itīs hard to see whether itīs on or not. Or maybe you mean the halo around the lightīs source instead of the glow itself? If so, you have to add an object (square plane) that serves as halo and alter a few settings/dependencies in the *.dat. Regards, DD |
Urrgh... All this hurts my poor ole head. Have mercy on an old hexophobe:dead:.
Seriously, though, it's looking good, and it's great to see yet another scenery object make it into the game:up:. |
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is possible make a iceberg that glows at night ???
iīm sure that stukas or suderlands donīt attack icebergs. :rotfl: :rotfl: |
how the hell do the seals get up there ?
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You write "2 bytes = controls luminiscence". No only right (last) byte is selfillumination (of material) byte. |
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For example, Light_House_flare (Harbor_kit.dat) or similar. It has dynamic parameters - blinks (and less works). |
Uh oh, Gary was banned... what happened?
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:o |
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I speak "number of materials used". The material can not have map. |
Moin,
@Anvart: Thanks for the advice. So Iīve wasted time testing the first byte for hours. :x Going to rework my reminding picture now. And concerning the maps/materials, itīs just a question of how you name it. In the end we mean the same. :yep: I always enjoy shmoozing with you. Best regards, DD |
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