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-   -   [REL] "New" old unit: Queen Mary ocean liner \ troop transport (Reworked 2017 edition) (https://www.subsim.com/radioroom/showthread.php?t=233268)

MLF 10-13-17 05:08 PM

Quote:

Originally Posted by gap (Post 2518220)

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:

It must be my deodorant (or lack of it) 😝

gap 10-13-17 06:07 PM

Quote:

Originally Posted by MLF (Post 2518432)
It must be my deodorant (or lack of it) 😝

...or my bad sense of humor :rotfl2:

I have news about night-triggered halo effects btw, and they are not good.
The ones who have read my previous posts, might remember that I suspected the existence of an hidden flag in the material controller, used for switching between two possible opacity sorting methods: "alpha test" (i.e. either fully opaque or fully transparent) or "alpha blend" (for shaded opacity masks). My hope was that, if I found this flag in SHIII materials, I could look for a similar offset in the texture map controller that must be used in conjunction with the CityLights controller, and I could set it to 'true' for enabling shaded night halo effects at night (and only at anight).
In short, what I have discovered is that there is not such a flag. The material chunk used for translucent objects in SHIII, is separate -though similar- from the regular material chunk. Differerences between the two types of material involve 7 offsets, but I coulnd't find the same sequence nowhere in the texture map material that I wanted to tweak.

https://i.imgur.com/FpXbkO5.jpg

That means no shaded light halos switching on only at nights and no lighthouse flares looking shinier at night than during the day, unless we find a way to use the city lights controller without 'texture map' materials :hmmm:

Kendras 10-16-17 02:46 AM

Quote:

Originally Posted by gap (Post 2518448)
That means no shaded light halos switching on only at nights and no lighthouse flares looking shinier at night than during the day, unless we find a way to use the city lights controller without 'texture map' materials :hmmm:

So, another argument to not use any halo for sectorial lighthouses (like La Vieille) ! :O:

Kendras 10-16-17 02:55 AM

@ VonDos : Could you paint all the rails in white, instead of black, please ? :)

@ gap : I'm waiting for the working lanterns in order to use the node for the portholes i'm going to add to the hull ! BTW, could you create a correct 3D porthole for me, with the light texture I have shown you a few posts before ? (you can find this texture on a transparent background in the .dat file of an enlighted ship of GWX 3.0)

http://www.subsim.com/radioroom/show...&postcount=109

VonDos 10-17-17 05:59 PM

Quote:

Originally Posted by Kendras (Post 2518824)
@ VonDos : Could you paint all the rails in white, instead of black, please ? :)

Easy.
I'm sending you an up-to-date version with improved funnels, reworked lifeboats (there was a bug), repainted rails and with some details repositioned:

https://image.ibb.co/nMv1Y6/SH3_Img_...0_48_1_714.jpg

Note: in wartime gray version, rails will appear gray.
Best regards,
Vd

gap 10-18-17 06:07 AM

Hi guys, sorry for the late replies, but RL came into the way :salute:

Quote:

Originally Posted by Kendras (Post 2518822)
So, another argument to not use any halo for sectorial lighthouses (like La Vieille) ! :O:

Quote:

Originally Posted by Kendras (Post 2518824)
@ gap : I'm waiting for the working lanterns in order to use the node for the portholes i'm going to add to the hull !

I have created a simple new model for the sidelights, and I am planning to do the same for masthead and stern lights.
The new sidelights look nice; I have set their minimum rendering dimension to 1 pixel but indeed, without a halo effect, they are hardly visible from a distance.
Today I will make one last attempt at fixing the night-triggered halos. If it wont work, I will scrap them and send you the working lights without halo.

Quote:

Originally Posted by Kendras (Post 2518824)
BTW, could you create a correct 3D porthole for me, with the light texture I have shown you a few posts before ? (you can find this texture on a transparent background in the .dat file of an enlighted ship of GWX 3.0)

Okay, no problem :up:

Quote:

Originally Posted by VonDos (Post 2519079)
I'm sending you an up-to-date version with improved funnels, reworked lifeboats (there was a bug), repainted rails and with some details repositioned:

Got it :up:

Kendras 10-21-17 02:45 AM

Quote:

Originally Posted by gap (Post 2519111)
I have created a simple new model for the sidelights, and I am planning to do the same for masthead and stern lights.
The new sidelights look nice

:up:

Quote:

Originally Posted by gap (Post 2519111)
I have set their minimum rendering dimension to 1 pixel

What do you mean ?

Quote:

Originally Posted by gap (Post 2519111)
Today I will make one last attempt at fixing the night-triggered halos. If it wont work, I will scrap them and send you the working lights without halo.

I hope you will succeed !

Kendras 10-21-17 07:07 AM

I have a strange problem : the first funnel is more enlighted, even if the 3D models are the same for each funnel, and light nodes are at the same height compared to the full ... :k_confused:

https://i.imgur.com/Wt2gMbN.png

VonDos 10-21-17 10:38 AM

Quote:

Originally Posted by Kendras (Post 2519539)
I have a strange problem : the first funnel is more enlighted, even if the 3D models are the same for each funnel, and light nodes are at the same height compared to the full ... :k_confused:

https://i.imgur.com/Wt2gMbN.png

Hi!
Did you modify materials with different emissions?
Or isn't this Aldo related with tested lights maybe?

Kendras 10-21-17 11:01 AM

@VonDos : I'm going to send you my files by PM. Can you apply your last modifications (white rails, corrected bug, improved funnels ....) to my one files please ?

VonDos 10-21-17 02:22 PM

Quote:

Originally Posted by Kendras (Post 2519578)
@VonDos : I'm going to send you my files by PM. Can you apply your last modifications (white rails, corrected bug, improved funnels ....) to my one files please ?

Hi mate!
I'm sending you a PM.
I've replaced funnels 1 and 2, with updated two, but strange effect is here again.
Could be possible to use a white light instead red\orange on funnels?

Best regards,
Vd

Kendras 10-26-17 11:00 AM

Quote:

Originally Posted by VonDos (Post 2519616)
Hi mate!
I'm sending you a PM.
I've replaced funnels 1 and 2, with updated two, but strange effect is here again.
Could be possible to use a white light instead red\orange on funnels?

Best regards,
Vd

Yes, I agree with you ! What do you think about these (non completly) white lights ? Now, it will be perfect with enlighted portholes !

https://i.imgur.com/FdVexkb.png

VonDos 10-26-17 11:37 AM

Quote:

Originally Posted by Kendras (Post 2520331)
Yes, I agree with you ! What do you think about these (non completly) white lights ? Now, it will be perfect with enlighted portholes !

https://i.imgur.com/FdVexkb.png

Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

Kendras 10-26-17 02:34 PM

Quote:

Originally Posted by VonDos (Post 2520335)
Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

I will start this as soon as Gap has sent me the new porthole model I've asked him to create (and he kindly accepted). Then, I will add a dozen of them to the hull, and see if the light is switched on during the night ! :)

Kendras 10-29-17 04:39 AM

@ Gap : if you need the GWX texture with enlighted portholes :

https://i.imgur.com/9GBu6Ue.png

gap 10-30-17 01:25 PM

Sorry for the long waiting time guys, I have been busy with other stuff. I hope to upload something related to this mod within the next few days :roll:

Quote:

Originally Posted by Kendras (Post 2520331)

Nice light effect on the funnels Kendras, how did you achieve it? :up:

Quote:

Originally Posted by VonDos (Post 2520335)
Really nice mate!!
Are you repositioning all portholes according to your map? :-)

Best regards,
Vd

Quote:

Originally Posted by Kendras (Post 2520373)
I will start this as soon as Gap has sent me the new porthole model I've asked him to create (and he kindly accepted). Then, I will add a dozen of them to the hull, and see if the light is switched on during the night ! :)

Roger that :up:

Quote:

Originally Posted by Kendras (Post 2520807)
@ Gap : if you need the GWX texture with enlighted portholes

Got them, thanks :salute:

VonDos 11-15-17 06:27 PM

Hi mates!

Any news?

While waiting, i'm starting to think about Gray Ghost version:

http://chriscunard.com/wp-content/uploads/qm_home.jpg

Most noticeable modifications includes:
- More lifeboats and rats
- A radar on a turret in front of first funnel
- Degaussing coil running around the outer hull
- Tons of platforms and guns (most of them A\A)

https://image.ibb.co/k2qoCm/qm_home.jpg

Best regards,
Vd

VonDos 11-23-17 06:39 PM

Playing a little with lights at night:

https://image.ibb.co/gG0Gsm/SH3_Img_..._30_47_391.jpg

https://image.ibb.co/gPUWQ6/SH3_Img_..._30_15_513.jpg

https://image.ibb.co/c5Ey56/SH3_Img_..._29_16_138.jpg

https://image.ibb.co/hV5hXm/SH3_Img_..._28_52_505.jpg

Best regards,
Vd

Jimbuna 11-24-17 07:01 AM

Looking good :cool:

VonDos 12-01-17 04:42 AM

Quote:

Originally Posted by Jimbuna (Post 2527134)
Looking good :cool:

Thanks a lot mate!!

Voilą some news related with "after 1940 Sydney's conversion" timeline:

https://image.ibb.co/k2qoCm/qm_home.jpg

https://image.ibb.co/cYVFub/SH3_Img_..._31_21_206.png

https://image.ibb.co/f5RzLG/SH3_Img_..._32_46_789.png

Does anyone know what kind of guns\searchlights\sensors were fitted on QM, and where exactly those weapons were please?

Best regards,
Vd


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