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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: |
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@ 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 |
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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 |
Hi guys, sorry for the late replies, but RL came into the way :salute:
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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:
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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 |
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Did you modify materials with different emissions? Or isn't this Aldo related with tested lights maybe? |
@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 ?
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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 |
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https://i.imgur.com/FdVexkb.png |
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Are you repositioning all portholes according to your map? :-) Best regards, Vd |
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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:
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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 |
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 |
Looking good :cool:
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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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