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Iluminating gr2 ships test
First of all, I'd like to give credit and thanks to Gap for coming up with this idea - I just implemented it according to his instructions. :salute:
Only iluminated ships at the moment in SH5 are .dat format units introduced by vdr1981 in TWoS. I was looking for a way to have neutral iluminated versions of my coastal units when Gap suggested trying to use HarborObjectCtrl for lights that would behave like harbor lights in game's ports - light up only in darkness and be off during the day. I've did some experimenting with using this controller on mine and stock ships, as well as Rosomaha's NKC3, here's the result: C3 Cargo, Motor Coaster: https://i.imgur.com/kpcrUDn.jpg Trawler: https://i.imgur.com/9YV6Qoq.jpg Italian Liner: https://i.imgur.com/ngK9wBI.jpg C2 Cargo: https://i.imgur.com/oCO59SH.jpg Coastal Tanker: https://i.imgur.com/1kO54zL.jpg C3 Cargo: https://i.imgur.com/kW09AAc.jpg And here's the video showing how lights behave during sunset: http://youtu.be/ecR3GJi5MVk So far so good - controller does work on ships and I did light maps to iluminate portholes for all stock ships that are used by neutral nations in TWoS (I didn't touch warships or merchants only used by fighting nations). Couple problems that did show up: 1) Some stock ships have protholes UV-mapped to the same parts of diffuse texture as other ships parts - namely Ranger tanker, N3 Cargo, Hod Island, C1B Cargo. These ships need their portholes remapped to some other texture part: https://i.imgur.com/annJ3tB.jpg 2) I intended to create just clones, sharing the same model but with different .sim and .eqp files (the way that Duke of York uses KGV model but with different dsd,eqp and other files). It appears that game still uses original ship's sim file, even if modified one is provided in clone's folder. 3) At very close range, the glow disappears (like if camera is within 30-40 meters of the ship). The same happens to port buildings so this is just how this controller works. 4) At very long range, lights also tend to disappear on many ships, this time because portholes are not included in LOD file (exception is C3 where windows are painted on wall texture and my trawler which includes windows in LOD file). This could again be fixed by adding a simple triangle for every porthole in LOD model and UV-mapping it to lit part of diffuse texture. 5) Navigation lights are not included on stock ships. Rosomaha's C3 and most of my my coasters have them, but on stock merchants they would need to be added to the model. 6) No halo. This only lights up texture, without "halo" or "light ray" effect that is visible on lighthouses and .dat format iluminated vessels. |
Looks good! I cannot wait!
Keep up the great work! :yeah: :Kaleun_Salute: |
Amazing work kapuhy :up:
Sorry for not having yet replied your last e-mail. I think you had encountered some problems with the usage of the HarborObjectCtrl controller on some ships. Did you manage tracking down and solving the issue? Regarding the other problems that you have described: Quote:
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A while ago, Goblin Editor's viewport stopped working on my computer. Everything worked, but the loaded models weren't displayed. The problem lasted for several months, then as suddenly as it had appeared it vanished. I suspect a graphic driver update solved it but I am not 100% sure. More recently, Silent3ditor started crashing every time I tried running it. In that case, skwasjer's help was providential: https://www.subsim.com/radioroom/sho...postcount=1341 Quote:
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Excellent work.
On the one hand, I liked the night lights of ships, with the SH3 mods, but at the same time I did not like this solution, because of their constant glow, including on a Sunny day that looked unnatural. This seems to be the best alternative to this. :yeah: . Only C3 seems to have a very bright glow.) |
Necroing my old thread after fiddling some more with this controller.
Turns out I found an elegant solution to problem I had with it - namely, the fact that you can't have separate .sim files for clone ships unless you make them full-on separate models with their own gr2 files and everything. This meant that if I wanted a neutral version of a ship with lights and non-neutral without, I had to make two copies of all files in ship's folder. Repeat this for many ships and your Sea folder starts to look very fat. As it turns out, there's a solution for that. HarborObject controller requires a small additional _night texture to work. If controller doesn't find this texture, it doesn't do anything, so one can simply make two skins for a ship: a) "neutral" skin, that has additional _night texture in textures folder b) "non-neutral" skin that doesn't have _night texture So I could now easily make beautifully illuminated versions of all .gr2 format ships, if not for one remaining issue that is crashing Goblin editor while trying to further edit a ship with HarborObject controller... ship does seem to work without problems or CTD's in game, but it blows up Goblin Editor every time :doh: |
Ingenious!:Kaleun_Applaud:
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Now stop depending on Goblin to do things.
S3D with the proper controllers add-ins can do things Goblin can't. Rule 1 If it works In-Game? Then it works. Rule 2 If Editors say it won't work? See Rule 1! |
Very good great work! :up::salute::yeah:
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Separate 3D portholes and windows from the main model and set them as configurable equipment. For each vessel there should be two nearly identical copies of such an equipment: one with the HarborObject controller and one without it. Since each proxy clone uses its own .eqp file, you can easily set up two variants of the same unit, one with lights on and the other with darkened lights. Advantages of this method: - no more Goblin Editor CTD's - no need to have two copies of the same texture. Disadvantages: - stock models and all previously created custom vessels would require their 3D models to be edited. - more files in the Library folder and higher chance of Id conflict (though, talking about GR2 objects, this one should be a remote chance as long as no duplicated model names are used). - complex illumination effects like illuminated funnels, superstructure etc. become impossible, unless those parts are also separated from the main model. Quote:
The one thing that Goblin Editor does better than S3d, is 3D model shading. Since Goblie uses the same shaders as the game, one can reliably use it for previewing the combined effect of diffuse, specular, normal and AO maps. |
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