Thread: [WIP] Lighthouses mod
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Old 07-23-17, 01:07 PM   #349
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by gap View Post
I ask you to do one last test to narrow down the problem...
To ease your task, I have created a patch that you can enable on top of the last alpha to test what I am suggesting:

https://www.mediafire.com/?5u88cqe4j1v484v

All you have to do is adding the Bismark to our testing mission, and run it after enabling the patch.

On a partly unrelated note, something I have noticed about stock sea units, is that they have two UV coordinates/Map channel sets. That's common in SHIV & 5 units, the second UV set being used for amblient occlusion mapping. So far, I thought that the apparently redundant Map channels in SHIII were the leftover of an abandoned feature, as their UV unwrapping is quite messy, but I start wondering if -messy as it is- it isn't required for additonal map channels (normal or specular maps) to be rendered on the model. If that was true, the implementation of only two Map channels would explain why, at best, we can only have one additional map (besides the diffuse texture) for any given model
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