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

Jeff-Groves 01-30-17 07:27 PM

No. The flares are not in GWX.
AO can be done in SH3.
Check the Subs by Wise to see how to do the AO.

gap 01-31-17 12:47 AM

Quote:

Originally Posted by Jeff-Groves (Post 2462162)
No. The flares are not in GWX.

I see

Quote:

Originally Posted by Jeff-Groves (Post 2462162)
AO can be done in SH3.

I have been told so :yep:

Quote:

Originally Posted by Jeff-Groves (Post 2462162)
Check the Subs by Wise to see how to do the AO.

Okay, thanks, I will have a look into them later. I hope I got my file right. Maybe you can check it too :)

Kendras 01-31-17 06:52 AM

Quote:

Originally Posted by gap (Post 2462108)
Hi Kendras, in my opinion for the best look of the reefs, their on land property should be set to true and, unlike your picture, they should be placed where the seabed is almost flat (alternatively you can make the terrain below them flat using Terrain Editor). I am pretty sure that some models disappearing under the soil when placed on land is due to some errors from your part. Something I have noticed is that SHIII objects are not placed in game directly, but they are assembled together in dummy files through placement nodes. The absolute position of those nodes and that of the 3D model might dictate at which heigth each object is placed on land.

I will test several solutions in-game with your rock model.

Quote:

Originally Posted by gap (Post 2462108)
Where needed I can do some manual adjustements, but honestly I wouldn't like wasting too much time on some generic and pretty random rock models ;-)

Roger that.

Quote:

Originally Posted by gap (Post 2462147)
is the object collisionable?

Without my computer, I can already answer to this : Yes ! I already tried this issue by colliding the rock with my U-boot. The AI ships are also stuck if they are near the island. So, no need to have a .zon file with collision spheres ! But if you make this model a land unit, then you will have to create a .zon file with plenty of collision spheres, and this will require a lot of time.

Quote:

Originally Posted by Kendras (Post 2452208)


MLF 01-31-17 02:30 PM

1 Attachment(s)
Tried the reef out.
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.

CTD.:hmmm:

Remapped id's in Silent3ditor

No more CTD.

Reef visible in game on surface (whether OnLand= true or false)

Nothing visible underwater.

And I drove straight through it.:o

Screenshot of result (L/H just me having a play)

SquareSteelBar 02-01-17 02:42 AM

Confirm that [except CTD]


inside reef:

http://www2.pic-upload.de/thumb/3259...2.9.55_740.jpg http://www2.pic-upload.de/thumb/3259....51.57_649.jpg http://www2.pic-upload.de/thumb/3259...5.52.41_86.jpg

underwater:

http://www2.pic-upload.de/thumb/3259....52.58_305.jpg


reef is transparent for light halos.

Kendras 02-01-17 04:46 AM

Quote:

Originally Posted by MLF (Post 2462324)
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.

Reef visible in game on surface (whether OnLand= true or false)

Nothing visible underwater.

Yes, that's logical, because the base of the 3D model will always be placed on the sea surface if the model is placed from the Locations.cfg file. But the base should be placed on the sea bed if you create a new land unit and place it with the mission editor.

Quote:

Originally Posted by MLF (Post 2462324)
And I drove straight through it.:o

Quote:

Originally Posted by SquareSteelBar (Post 2462472)

Strange ... :hmmm: If you try my work, you shouldn't be able to go through the island :

d/L link : http://www.mediafire.com/file/ky0fvj...Kendras_LH.zip

You will find :
- the 3D model : K_Lighthouse_1.dat
- an icon for the LH (maybe to improve a bit)
- a single mission : Test new LH.mis

It is JSGME ready. Put the folder k -- New lighthouses in your MODS folder and enable.

Before launching SH3, open the file data/Terrain/Locations.cfg (of your installation), and write this at the end (change ### with the correct number) :

[Location ###] ; test new lighthouse
Long=-4.755715
Lat=48.043404
Heading=90
OnLand=false
ShowOnMap=true
FileName=K_Lighthouse_1
LocationName=La Vieille

Quote:

Originally Posted by SquareSteelBar (Post 2462472)
reef is transparent for light halos.

The problem doesn't come from gap's files. You have to edit the particles generators of the light halo, and change depth test from false to true IIRC. If you try my mod, you will see that you can't sea the lighthouse's light halo through the island.

Kendras 02-01-17 05:30 AM

About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :

http://3.bp.blogspot.com/-CDILAfDwRs...600/export.jpg

Good tutorial here : https://www.darkcreations.org/hoddmi...hout-photoshop

Kendras 02-01-17 06:54 AM

Quote:

Originally Posted by MLF (Post 2462324)
... And I drove straight through it.:o

Maybe it's due to the lack of the "Static object" controller, IIRC.

MLF 02-01-17 07:20 AM

2 Attachment(s)
Had to delete Locations.cfg which came with mod as caused CTD (calls up bits and bobs that I don't have).
Edited my Locations.cfg as suggested, and all ran OK.

Nice model :salute:

The base extended beneath the surface of the sea (although placed using locations.cfg). I can confirm that it was solid when I tried to drive through) and that the light was not visible when it was behind another object.

I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go beneath the sea (see 1st screenshot of underwater view of sub)
I also tried changing the StaticObject parameters and setup to reflect yours but the boat still drove through.

Hope this helps.

All reminds me of this:-
https://www.youtube.com/watch?v=fscydKvocrw

Kendras 02-01-17 07:24 AM

Quote:

Originally Posted by MLF (Post 2462496)

"Negative Captain, I'm not moving anything."
:haha: :har:

I just don't understand the last sentence : "it's your call" ... ?

MLF 02-01-17 10:23 AM

It means "It's up to you, alter course or ram a lighthouse!". Basically what we've been doing testing the mods - ramming lighthouses/rocks to see if they are solid or not!:D

MLF 02-01-17 11:27 AM

To GAP
 
2 Attachment(s)
Hi Gap,

Tried PM'ing but your mailbox is full.

May have a fix for the drive through reef - added new node as child of existing node and moved 3d model, reflections below that. Possible that StaticObject describes a child object rather than an object at its own level????
Changed StaticObject type as well to 10/-1 and set squarelength to 200 (same as in Kendras' LH file) - not sure what that does though.

Any objections to me posting the changed file in this thread?

Regards,

MLF

gap 02-02-17 09:01 AM

Thank you for your feedback and sorry for the late replies guys. Yesterday and the day before yesterday I was on my way to home, and I had hardly the time to read your comments :)

Quote:

Originally Posted by Kendras (Post 2462220)
Without my computer, I can already answer to this : Yes ! I already tried this issue by colliding the rock with my U-boot. The AI ships are also stuck if they are near the island. So, no need to have a .zon file with collision spheres ! But if you make this model a land unit, then you will have to create a .zon file with plenty of collision spheres, and this will require a lot of time.

Setting the reefs as land units is not strictly needed, especially if we find a way to anchor a terrain object to the seabed. Anyway in my own experience with SH5, even land or sea units can be made collisionable using the staticobject controller rather than collision spheres, just like terrain objects. IIRC the secret is putting the controller not directly on the main unit but on an equipment linked to it through eqp file. Though following the 3D profile of its parent unit, this collisionable equipment (can be a dummy, invisible copy of the reef) should not touch the main model in any point, otherwise some weird things can happen.

gap 02-02-17 09:31 AM

Quote:

Originally Posted by MLF (Post 2462543)
Hi Gap,

Tried PM'ing but your mailbox is full.

As usual :doh:

Quote:

Originally Posted by MLF (Post 2462543)
May have a fix for the drive through reef - added new node as child of existing node and moved 3d model, reflections below that. Possible that StaticObject describes a child object rather than an object at its own level????

Possible. As I noted a few days ago, SHIII harbors stored in the Terrain/Locations folder, contain no actual 3D mesh, but only dummy placement nodes that Library 3D models, on turn, are attached to. Staticobject controllers are attached to Terrain/Locations files (one per file), rather than to library models. It is also possible that traslation values of placement nodes (rather than the ones of the nodes containing the 3D models) are used for determining the position of each model relative to the 3D world :hmm2:

Quote:

Originally Posted by MLF (Post 2462543)
Changed StaticObject type as well to 10/-1 and set squarelength to 200 (same as in Kendras' LH file) - not sure what that does though.

Oh sorry, I had forgot setting controller's squarelength property after adding it, but the 10 / 1000 type controller container should be correct. IIRC I took it from one of the stock files

Quote:

Originally Posted by MLF (Post 2462543)
Any objections to me posting the changed file in this thread?

Yes, post it please. The more we are, the quicker we can sort bugs out :up:

gap 02-02-17 09:48 AM

Quote:

Originally Posted by MLF (Post 2462324)
Tried the reef out.
Put the .dat file in \Terrains\Locations folder.
Updated the Locations.cfg.

CTD.:hmmm:

Remapped id's in Silent3ditor

No more CTD.

Quote:

Originally Posted by SquareSteelBar (Post 2462472)
Confirm that [except CTD]

Quote:

Originally Posted by MLF (Post 2462496)
Had to delete Locations.cfg which came with mod as caused CTD (calls up bits and bobs that I don't have).
Edited my Locations.cfg as suggested, and all ran OK.

So what's up with those CTD's? Are they Id-related or not? My dat file should not have duplicated Id's as I made it from scratch. I copy/pasted a few controllers with their parents from other files, but I am pretty sure I remapped all of them :hmm2:

gap 02-02-17 10:08 AM

Quote:

Originally Posted by MLF (Post 2462324)

Reef visible in game on surface (whether OnLand= true or false)

Nothing visible underwater.

And I drove straight through it.:o

Quote:

Originally Posted by SquareSteelBar (Post 2462472)
Confirm that

Quote:

Originally Posted by Kendras (Post 2462483)
Yes, that's logical, because the base of the 3D model will always be placed on the sea surface if the model is placed from the Locations.cfg file. But the base should be placed on the sea bed if you create a new land unit and place it with the mission editor.

So a terrain object is always anchored to the sea surface, wether its OnLand property is set to true or false?
To me sounds more logical having the reefs anchored to the seabottom for at least for two reasons:

1 - If the rocks are on land, their base will always be on the seabottom, no matter what sea depth is, thus avoiding the risk of having "floating rocks"

2 - depending on sea depth, a bigger or smaller portion will emerge from water, thus providing more variety in game.

What do you think?

gap 02-02-17 10:38 AM

Quote:

Originally Posted by Kendras (Post 2462488)
About the rock, I would prefer a flat base from which some reliefs are emerging. Something like that, but smaller of course :

The base vertices/edges of my current model are on an horizontal plane, just as in the picture you linked to your post. I only removed the flat faces on the base because I thought they would be hidden under the seabed anyway.

Do you want them visible instead? :hmm2:

gap 02-02-17 11:26 AM

One last comment for now (sorry for spamming your thread Kendras :oops:): from MLF's and SquareSteelBar's screenies (thank you guys!) it is pretty obvious that the ambient occlusion texture is not rendered on top of the diffuse texture. I suspect the AO texture map to be blocked by the SpecularMask controller also applied to the reef material. Can someone please remove that controller together with its container from the file and/or move them below the "Reef1AO.tga" texture map, and repeat the test? :)

Another suspect is the "in-memory DX2/3 texture compression" flag that I checked both for the main and for the AO textures, but let's try with the SpecularMask controller first... :salute:

MLF 02-02-17 11:49 AM

Hi Gap,


I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.

The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.

I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.

Here is the your modified .dat file:-

https://www.mediafire.com/?6h7401kv6ca55op

MLF


PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.

gap 02-02-17 02:31 PM

Quote:

Originally Posted by MLF (Post 2462868)
I assume there was a clash between ID's in your file and something in my set-up. Therefore I remapped IDs and all worked.

The 2nd CTD was my being dumb - hadn't noticed that Kendras had included a Locations.cfg in his mod. Think his called up something not available in my setup.

:up:

Quote:

Originally Posted by MLF (Post 2462868)
I found that by changing the Node-Reef1 Node Positioning Translation Y value I could lower and raise the reef in the water, actually submerging it altogether, or having it float in the air.

Good to know. The model is 27.8 m (i.e. 2.78 game units) high, so if we set the Y translation value of its bone to, let's say, -1.78, the rock would rise 10 m over the sea level, and if placed on waters deeper than ca. 17.8 m, it would "float" rather than laying on the seabed. Easy math, but I think it would be better if we found a way to link the model directly to the terrain.

Quote:

Originally Posted by MLF (Post 2462868)
PS: - didn't see your last post re the ambient occlusion texture. Will give it a go, but maybe tomorrow.

Thank you MLF, take your time :salute:


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