![]() |
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. |
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
Quote:
|
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) |
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. |
Quote:
Quote:
Quote:
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:
|
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 |
Quote:
|
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 |
Quote:
: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
|
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 |
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:
|
Quote:
Quote:
Quote:
Quote:
|
Quote:
Quote:
Quote:
|
All times are GMT -5. The time now is 02:00 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.