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-   -   [TEC] undersea.GR2 (https://www.subsim.com/radioroom/showthread.php?t=206439)

THE_MASK 08-07-13 04:33 PM

[TEC] undersea.GR2
 
[TEC] undersea.GR2 aka rocks .
First of all I need the rocks cloned and called a different name so they can be placed with the object editor on the map . What I would like but don't know how to do is have the rocks visible above water . I can make them bigger with the GR2 editor but they don't appear above the water . Delete the plants , they have to go for this little project . Make 2 different rocks . 1 is collisionable object and the other one not collisionable . Any takers .

gap 08-07-13 05:06 PM

Quote:

Originally Posted by sober (Post 2096698)
[TEC] undersea.GR2 aka rocks .
First of all I need the rocks cloned and called a different name so they can be placed with the object editor on the map . What I would like but don't know how to do is have the rocks visible above water .

Have the rocks any render controller assigned to them? I mean somethink like VisibleUnderwater :hmmm:

Quote:

Originally Posted by sober (Post 2096698)
I can make them bigger with the GR2 editor but they don't appear above the water .

You can as well export their meshes, scale them into a 3d application, and re-import them into the GR2 file :up:

Quote:

Originally Posted by sober (Post 2096698)
Delete the plants , they have to go for this little project . Make 2 different rocks . 1 is collisionable object and the other one not collisionable . Any takers .

You want to simulate skerries, don't you? :03:

You don't need to give up seaweeds or anything else imo: just clone the seabed GR2, and deal with the cloned file as you would do with any other object :yep:

THE_MASK 08-07-13 05:15 PM

Are skerries a local term ? I have never heard that term before . Ok , just googled it .

Fifi 08-07-13 05:20 PM

Good idea Sober! :up:
Would love to get collisionable rocks along coasts/around islands! To make real nav even harder :D

But couldn't it be a problem for AI boats?

THE_MASK 08-07-13 07:52 PM

Quote:

Originally Posted by Fifi (Post 2096736)
Good idea Sober! :up:
Would love to get collisionable rocks along coasts/around islands! To make real nav even harder :D

But couldn't it be a problem for AI boats?

More eye candy with a few collisionable ones places around harbors away from traffic routes .

THE_MASK 08-07-13 09:33 PM

If anyone can make some GR2 objects I can place then anywhere on the map using the inbuilt object editor program . Shoals , rocks , wrecks , lighthouses , anything as long as they are GR2 . They wont do anything , just for eyecandy .

gap 08-08-13 06:27 AM

Quote:

Originally Posted by sober (Post 2096820)
If anyone can make some GR2 objects I can place then anywhere on the map using the inbuilt object editor program.

I can try.

Quote:

Originally Posted by sober (Post 2096820)
... Shoals ...

Isn't terrain editor the best way to simulate them? :hmmm:

Quote:

Originally Posted by sober (Post 2096820)
... rocks ...

How high do you want them to be?

Quote:

Originally Posted by sober (Post 2096820)
... wrecks ...

Shouldn't be a problem either: as long as wrecks are stripped-down versions of the existing ships, cloning them shouldn't pose any problem (no need to go through the boring controller remapping process).

Quote:

Originally Posted by sober (Post 2096820)
... lighthouses ...

There was this beautiful high-detail lighthouse made by flakmonkey for SHIII:

http://i201.photobucket.com/albums/a...h_Render_1.jpg

http://i201.photobucket.com/albums/a...h_ingame_1.jpg

Download link:
http://www.subsim.com/radioroom/down...o=file&id=1337

If you ask for permission to use it, I can try porting it to GR2 format :up:

Quote:

Originally Posted by sober (Post 2096820)
They wont do anything , just for eyecandy .

What is the point to add them, if they are just dummies. In my opinion rocks, wrecks, etc. should have collision spheres (and be placed far OH's shipping lanes), and lighthouses should have working lights :03:

oakdesign 08-08-13 04:55 PM

I really love he idea of importing lighthouses into SHV. The last days I looked around, following the idea of importing SHIII *.dat lighthouses. If we would have lighthouses on the terrain we could add them to the nam map as well. As described in myWIP major floating lights on Nav Map thread.

Fifi 08-08-13 04:56 PM

Quote:

Originally Posted by oakdesign (Post 2097295)
I really love he idea of importing lighthouses into SHV. The last days I looked around, following the idea of importing SHIII *.dat lighthouses. If we would have lighthouses on the terrain we could add them to the nam map as well. As described in myWIP major floating lights on Nav Map thread.

+1! :yeah: (these are beautifull light house!)

gap 08-08-13 05:23 PM

Quote:

Originally Posted by oakdesign (Post 2097295)
...If we would have lighthouses on the terrain we could add them to the nam map as well. As described in myWIP major floating lights on Nav Map thread.

...and shoals, rocks, wrecks, subnets and minefields (at least the ones tha German were aware of) :03:

THE_MASK 08-08-13 05:35 PM

You don't have to strip anything down if placing the ships with the object editor , try it .

gap 08-08-13 06:05 PM

Quote:

Originally Posted by sober (Post 2097309)
You don't have to strip anything down if placing the ships with the object editor , try it .

Yes, but placing full units would be an useless waste of resources.

P.S: you didn't reply mi other questions/remarks :03:

P.S 2: a few more royalty free lighthouse models:

http://preview.turbosquid.com/Previe...a31cLarger.jpg

This one is a bit "blocky" and its glossy material is wrong, but I am sure that
with the appropriate material properties/texture, it will look much better :up:

http://preview.turbosquid.com/Previe...f049Larger.jpg
Not bad at all. What do you think?

http://preview.turbosquid.com/Previe...b646Larger.jpg
Another good one. More minimalistic than the previous one. I like especially the roof texture.

http://tf3dm.com/imgd/l30600-light-h...able-96732.jpg
Probably the best of the series. I can't believe it is free-to-download :03:

Anyone with more download links? I we get more models than needed we will pick the best ones :)

THE_MASK 08-08-13 06:07 PM

You could place a hundred ships in a port with the object editor and the frame rate wouldn't be affected . That is an awesome lighthouse . It wouldn't worry me about having no lights on it . Why would they be lit up during war anyway .

gap 08-08-13 06:20 PM

Quote:

Originally Posted by sober (Post 2097332)
You could place a hundred ships in a port with the object editor and the frame rate wouldn't be affected .

Do they float? Placing them with obj editor instead of using ME could be a solution for OH's laggy ports :hmmm:

Quote:

Originally Posted by sober (Post 2097332)
That is an awesome lighthouse .

Which one exactly?

Quote:

Originally Posted by sober (Post 2097332)
It wouldn't worry me about having no lights on it . Why would they be lit up during war anyway .

Adding working lights to them shouldn't be a big problem. We can do two series of them: one with lights for neutral countries (and for the first part of operation drumbeat) and one without lights.

On thi topic, do you know which was the policy of the main countries involved in WWII, relative to lighthouse usage?

THE_MASK 08-08-13 06:28 PM

Yes , this is the only way to fix the laggy ports . Get rid of all the z ships . Use the object editor .
I like that last lighthouse . I don't know the policy on lighthouse use during war . It would be like a giant navigation aid for the enemy .


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