Quote:
Originally Posted by Hitman
That's sad. I would then suggest to simply let the light map out and give the proper light effect to the texture, making ut much darker. It will never be as good as having a light map, but could save the project at least.
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The way the models are mapped to the textures would prevent this as well. See, the meshes do not have their own unique texture space. If they did, the game would require many separate textures to accommodate all of the models. Instead, multiple models share one texture. Each texture set holds many meshes and they all overlap each other. So there is no way to single out a specific mesh and apply the effect you mentioned above.
I agree with you, it would be a waste to dump this now because of the lightmaps...however, it would be a big injustice to cheese out on the most important part of the interior. You can make the best looking models but they'll still look like crap without a proper lightmap. If anyone needs proof of this just open up any interior in S3D and toggle on and off the lightmap texture in the 3D viewer.....
major difference.
I have to be honest, this project has one foot in the grave right now and the other on a banana peel...but I haven't given up just yet. I'm just running low on options now. I've tried just about everything. I'm even thinking about trying witchcraft next.

It really saddens me because I have spent countless hours on this project. I only wish I would have attempted the lightmaps at the beginning of this project before modeling so much of the interior.
What makes me keep trying is that I know there is a solution to this. If you look at the "torpedo room" thread over in the ATO forum you'll see around page 4 or 5 that Tomi had the similar problems like I am having...so there must be a way.
Quote:
Originally Posted by Radio
When using the Marine.dat file from above^the eyeless crew bug returns
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The file is for vanilla 1.5….it will have to be incorporated into the file that has the eye fix.
Quote:
Originally Posted by vickers03
if only we could fix the ghost effect in fog,
i thought of something like inserting a second 3d model
of the sailor with no texturing options "into" the main
sailor so that it provides some kind of background
..
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Yeah that bug is really annoying. I remember for SH3 Anvart mentioned a solution where you would add the RayTracedHalo (Halo=False) node to the model so the lights wouldn’t shine through them. Unfortunately this doesn’t work in SH4. If someone could solve this one it would be great, but from what I have read throughout the forums it seems like we are stuck with it.
Quote:
Originally Posted by Ducimus
yeah i might, but i don't want to bother you with small stuff. I have a completely different marine.dat file with various changes. I'll try changing the 3d model to the 1.4 version, if that doesn't work, ill send you the file if you really want it.
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I don’t think that will work because that data had to be extracted from the dat file with a hex editor; when you export the model and material from S3D that data is not present. It’s not a bother for me to do it…it literally takes 30 secs. to make the swap. Send me the file when you have a chance.