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http://navruleshandbook.com/Rule22.html Quote:
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Hi mates!
While waiting for this gorgeous lights work, i'm reworking a little some details. Here are first funnel horns pipes (2 with Y shape, not 2 vertical): http://www.sterling.rmplc.co.uk/visions/funnel2.jpg https://image.ibb.co/kzRZtw/SH3_Img_..._11_58_395.png Best regards, Vd |
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Someone had the good idea to launch the effect when the rudder was turning, but how can you link rudder's position to the effect ? :hmmm: |
So, in wings, I have duplicated the material and changed its name.
Now in game, the lantern is bright green during night :up:, but it is white during day :-? ... |
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Btw, voilą a "definitive" version: https://image.ibb.co/npWWQb/SH3_Img_..._26_52_695.jpg Best regards, Vd |
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@gap : I don't manage to make the light city work properly. So, I send you the files : there is a single mission ("QM") which starts before night, so you can use Time Compression and see difference between day and night. https://www.mediafire.com/file/3jctm...-%20QM%20v1.7z |
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What do these "nlusM" files mean? |
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Maybe you can clone the house object, re-model him like portholes (with same materials but different textures?) creating a new library object... so we will maybe have enlighted nightime portholes like a library part we can link as equipment in timeline... Best regards, Vd |
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I must be doing something wrong. Still investigating :salute: |
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Small alternative idea! Why don't create a new sound for queen mary only, adding a "Ship.Queen.Mary._mix" after "Ship.Passenger Ship._mix" into data->sound-> sh3.sdl? In my idea this definition should link to a new file (Queen Mary_mix, in sh3->sound directory) that should include original Passenger Ship_mix trace repeated for 10 minutes. After 8 minutes (for example, or when you want) QM's hornpipes' sound should be added to this trace. After that, from NPPQ_.dsd, index 13 soundsource should be changed to "Ship.Queen.Mary._mix", and every 10 minutes we should be able to hear the horns' sound. Is this possible? Is this stupid? Best regards, Vd |
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What is surely possible. is doing a ship to send horn/siren distress signals when she spots an enemy (through a virtual gun muzzle flash effect) and/or when she is damaged (through damage box effects) :yep: Quote:
P.S: I have finally managed getting night lights to work properly! More on them later :yeah: |
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As for the specular map of the La Plate lighthouse, grey tones in the alpha channel are readeither as black (fully trensparent) or white (fully opaque), thus killing the smooth transition effect of light halos. There must be somewhere in SHIII materials/textures maps, a flag not known to Skwas while he was working on S3d, that tells the game wether to use alpha channels as B/W (1 bit) bitmaps, or as greyscale (8 bit) images. As I said in one of my previous posts, S3d can read/write these unknown adress(es), but it doesn't display them among the other parameters and properties available for editing. The workaround I used for the specular mask, was replacing the old material with one copied from a stock file, where it was used for a similar purpose. Unfortunately, I couldn't find so far a texture map chunk connected with a greyscale alpha channel. That means that I need to discover where is the flag that I need to change, and tweak using an hex editor :doh: |
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I wish Jeff was around. Unfortunately he has been unusually silent during the last months; I hope everything is well with him. There are several other "old school hardcore" SHIII modders who might help us on this topic, including Anvar, but none of them has ever shown interest in our mods since when I have started cooperating with you, VonDos, MLF, LGN1, the_frog, etc. Another modder who could offer us a valid support, is Rosomaha (Russian programmers always rock!). The last year he released in the SH5 modding section an upgrade package for S3D that makes Skwas tool fully compatible with SH5, besides adding several other improvements to it. He, like Jeff, could probably integrate the missing options in S3d. I will drop a PM to him, but unfortunately he too hasn't been active since the month of August. In absence of better options, I will start digging inot hex editor myself, but let me know if in the meanwhile you can think of someone else who might help us :salute: |
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