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http://www.subsim.com/radioroom/atta...1&d=1486151123 Quote:
- create a child node for the 3D model of the rock, which is placed accordingly to the sea surface. The parent node will always be placed at the sea surface if you set "On land=false" in Locations.cfg. - or just choose the 0 height of the rock model where the sea level must be. Quote:
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http://i.imgur.com/WVoh752.png Make something simple, especially underwater. The aspect of the island is important (you can sea a "big" and a "small" island on the left, the black circle is the lighthouse to give the scale. On the right, you can sea how the sides of the rock are diving into the sea bed. I think it would be much easier to do something looking natural with GeoControl 2 software (http://www.subsim.com/radioroom/show...8&postcount=67), but I don't know if it is a freeware, I didn't find any working download link ... :salute: |
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"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)" Post 82 of this thread: "I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed. I then deleted the specular mask controller - again no difference noticed." Hope this answers your questions. I had to add an AO controller in the texture for the reef to be able to see the weed. I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90) :hmmm: Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it. |
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Any news ? :ping:
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We are lost in the fog here. We really need a lighthouse ! :03:
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Still no news ? :06:
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No answers from Gap for nearly 4 months ... :hmmm:
It seems he has definitely gave up with that mod ! :wah: |
Sorry Kendras, I am writing from Senegal. I will report back on monday, when I will be back home :salute:
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Hello :)
Could you briefly tell us what you have done so far, and what you are planning to do during the month ? :hmm2: |
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As you might have noticed, unfortunately my working method is a bit chaotic: I start a project, I loose interest, I start a new project and before I got it finished, I get back to first one, but not before having committed myself to a third project. The good news is that, with the motivation of some good subsim mates as you, soon or later I will finish them all :doh::O: Talking about this mod, here is what I have done so far: 1) As I told you a while back, the Düne (Helgoland) leading lights are 100% ready. I know that at this stage you are mostly focused on French lights and that the Helgoland-Düne islands are poorly implemented in SHIII, but nonetheless I think they might make a nice addition to the game. Moreover, importing them might provide us with some additional insight on the best importing method, which will come in handy when we'll be ready to implement other lighthouses. If you are on it, I can import the models in a set of SH files, and send them your way :up: 2) To be honest, I didn't work on the phare de la Vieille in a long time, but its model is almost ready. The main lighthouse structure is done. The concrete base, the rock and the Temperly crane (added in 1926 and destroyed by a storm in 2008) are mostly modelled but some touch-ups are still needed (the rock must be extended below the sea level for instance), along with some UV-mapping and texture work. Ambient occlusion and normal maps are also in my todo list, but since I still have not fully clear how do they work in SHIII and whether we can have both of them on the same material or not, I think I can leave these features for a second moment. Extracting a generic lighthouse model from my representation of the La Vielle lighthouse should be fairly easy :03: http://i519.photobucket.com/albums/u...g?t=1496506883 3) More recently, I have started working on the Tourelle de la Plate, also known as "Petite Vieille" due to its position, facing the phare de la Vieille in the Raz de Sein. Now it is a bit too early to show you a preview, but the model is coming along nicely. Completed in 1896, destroyed shortly after by a storm, and rebuilt 12 years later as a 26-m long octagonal solid reinforced concrete tower laying on a submerged rock, this lighthouse is currently painted/lighted as a cardinal west mark. I couldn't find any information on its usage during the 40s, but I can suppose it had to be similar to the current one. Let me know if you find any useful information on this topic. 4) Talking about the rocky reefs that you asked for a while back, I think there was a misunderstanding. All the lighthouses I plan to release will come with their own customized rocky base where it applies, so to make sure that the two parts are fitting together as best as possible. When you first asked for the rocks, I thought you just wanted some reefs models to be randomly placed on the sea bottom in lithoral waters, so to mimic submerged or semi-submerged unsignaled obstacles. If you agree on their utility, I still think that the Blender heightmap extrusion method I illustrated a few months ago, is the easiest way to quickly create a virtually endless number of reefs. All I need is you to point me to the heightmaps you like (there are many freely available on the web) and to provide me with the approximate dimensions that you expect them to be in game :salute: |
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"The best rest is a change in the type of work" I. Pavlov http://www.subsim.com/radioroom/imag...humbs_Up-1.gifhttp://www.subsim.com/radioroom/imag...humbs_Up-1.gifhttp://www.subsim.com/radioroom/imag...humbs_Up-1.gif |
My work habit is identical to gap!!! So makes sense to me, looking forward to lighthouses.
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About Helgoland, here is what I've found : You can see the lighthouse on the island : http://www.welkoam-iip-lunn.de/bilde...ckvonosten.jpg and here the LH : http://www.kuestenforum.de/bilder/ak...r-leuchttu.jpg :03: |
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The rear light has the shape of cylindrical tower ca. a ca. 15 m in heigth and it is located on the southern shore of the island (Position: 54°10'56.26"N, 7°54'50.58"E, 2 m asl). The front light is placed on top of a metal pole anchored to the sandy soil by a square concrete base and it is located about 110 m SSW of the rear light (Pos: 54°10'52.79"N, 7°54'48.53"E) in the foreshore (thus, in game it can be anchored both to the land or to the sea bottom). The alignment of the two lights shows the safest route to the harbour in Helgoland and to the channel between the two islands (this is what leading lights are generally meant for). Changing the two light's position would defeat their original purpose. On the other hand, I think Düne is a bit too big to be represented as a rock model. :hmm2: What do you know about Terrain Editor? Creating small islands, sand banks and shoals witin the editor shouldn't be too complicated. Here is a general view of the two islands (Helgoland and Düne): For reference, her is a chart taken from openseamap.org showing the two islands and the relative positions of the leadings lights on Düne: http://i519.photobucket.com/albums/u...g%20lights.jpg Quote:
I have found a postcard view of the same: http://www.leuchtturm-welt.net/HTML/...L/HELGOL_2.JPG ...and a picture of it together with the first lighthouse built by the British in 1811: https://upload.wikimedia.org/wikiped..._Helgoland.jpg Unfortunately the 1901 lighthouse was destroyed during an air raid in 1945. Interestingly, the aerial picture you have posted also shows the current lighthouse, built in 1941 and then used as a FlaK tower (source: The Lighthouse Directory) :03: http://baken-net.de/image/helgoland_hb391_1953.jpg https://www.unc.edu/~rowlett/lightho...olandDEU2b.jpg |
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https://drive.google.com/file/d/0B48...?ddrp=1&hl=en# Is there anything similar for SHIII? :hmmm: Quote:
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http://www.kuestenforum.de/bilder/ak...r-leuchttu.jpg |
I've found this : http://www.subsim.com/radioroom/down...o=file&id=1315
Now two problems : - how does it work ? :hmmm: - what map should we modifiy ? Vanilla or WAC ? ... |
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