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Old 08-19-13, 04:21 PM   #9
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by oakdesign View Post
As sober already stated back in 2011 if you try to merge the kiel.sim to kiel.gr2 as the GoblinEditorApp crashes or better to say any of the *.gr2 files from
\data\Terrain\Locations\CustomAreas
no matter if the stock *.sim file is used or any from TDW's FX update.
Are you sure that stock sim files are crashing Goblin Editor as well as their FXU version? While I was working together with Volodya on the new torpedo explosion effects for FX Updates, I have noticed that Goblin doesn't like TDW's hex edited controllers, though the game handles them correctly. They could be the reason of Goblin crashing while trying to merge GR2 and sim files

Quote:
Originally Posted by oakdesign View Post
If opening the sim file first it's at least possible to open the *.sim files and as I know wich ones are the controllers assigned to the light house I could look at.

What is scratching my head if I look at the controllers of the stock *.sim files and compare with the modified ones from FX_Update they are identical.

So next step was to compare them with HEX Editor. Ok it's clear that the *.sim files from FX_Update are HEX edited and all have an addidional XXX_LH_Flare_1 part but still no clue how the "light effect" is achived.
Try opening the sim file within s3d instead: it is capable to read TDW's new controllers. They are placement controllers, and they are used for linking the light effect by TDW (TDW_FXU_Lighthouse_flare.dat) with lighthouse models. I wonder if prt files and MergeCtrl controllers could have be used as well, as described by silentmichal in this post.

We should be able to do the same with any newly inported lighthouse model, and hopefully they would get working lights on them, as long as FX Updates is enabled. We could also duplicate TDW_FXU_Lighthouse_flare.dat and make the placement controllers to point to the new Id. Finally, we could even customize TDW's particles so to have different pulsing light frequencies, but again, we would need to edit them in Hex Editor, as neither Goblin Editor nor s3d can read them.

Quote:
Originally Posted by oakdesign View Post
Another idea of getting a "light effect" working is that I'm going to inspect the "lighting" of the imported OHII has been achived.
It's clear that the buoys have an a mesh consisting of a single face that has a controller attached. Maybe this might be the easier way to go on
Yes, this is a possible alternative. I am sure this is doable by assigning lighthouse lanterns their own material, and by setting its emissiveness property appropriately. Nonetheless, lighting effect achieved by this method would be static (i.e. no flashing light). All in all, I think the best way to set lighthouse effect is a mix of your and TDW's methods

Quote:
Originally Posted by oakdesign View Post
another finding with working with the bulid in GoblinEditorApp was that on Win7 with Aero design I could not change any controller values that are of type DropDownList. Has to change apperance to windows classic style in order to get those to work.
Right click on GoblinEditorApp.exe, select properties, go to the 'Compatibility' tab, and check 'Disable visual themes'
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