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. |
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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) |
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. |
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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:
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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 |
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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 |
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:haha: :har: I just don't understand the last sentence : "it's your call" ... ? |
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
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To GAP
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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 |
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 :)
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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? |
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Do you want them visible instead? :hmm2: |
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: |
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. |
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