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Old 11-10-13, 12:32 PM   #1
rhinoferox
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Navigation lights

Many thanks for the work of the modders
I saw a lot of magnificient réalisations for SH5
but i haven't seen any mod for activation of navigation lights
is it so hard to implement ?
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Old 11-10-13, 01:08 PM   #2
gap
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Quote:
Originally Posted by rhinoferox View Post
i haven't seen any mod for activation of navigation lights
is it so hard to implement ?
Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list.
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Old 11-10-13, 01:55 PM   #3
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Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list.
Yes!!! Make it happen!!
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Old 11-10-13, 02:18 PM   #4
Zky
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That would be great, I always thought it was a bit to dark out there
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Old 11-10-13, 02:29 PM   #5
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Yes!!! Make it happen!!
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Originally Posted by Zky View Post
That would be great, I always thought it was a bit to dark out there
What is needed, is creating proxy copies of ship classes to be used as neutral vessels, and equipping them with navigation lights and/or lit-up windows through their eqp files. That easy. The one complication, is creating the "luminous objects", and the nodes/bones on ship models that they will be attached on. I wonder why no one has done it before.
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Old 11-10-13, 03:27 PM   #6
Madox58
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Most people are scared by new file formats is what I think is the problem.
SH5 is alot more open to modding in some ways then again it is closed to what alot of old timers are use to.

Given TDW does some more of his magic on the GR2 program? I can see things changeing for the better.
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Old 11-10-13, 03:46 PM   #7
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Most people are scared by new file formats is what I think is the problem.
SH5 is alot more open to modding in some ways then again it is closed to what alot of old timers are use to.

Given TDW does some more of his magic on the GR2 program? I can see things changeing for the better.
One of the last versions of GR2 Editor (not the last one though) should already be enough for creating the new lights and for adding the needed bones to stock ships.
Should GR2 materials' emissive property pose any problem, we can always rely on dat format lights.
Shouldn't dat lights render correctly on GR2 units, we can still light up imported ships. IIRC, this has already been done for SHIII
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Old 11-10-13, 04:10 PM   #8
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Anvart I believe did the first Units with lights for SH3.
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years.

I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.

May not be Historically correct but if it works it might open other options.
An idea never tested is the greatest failure you could ever have!
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Old 11-10-13, 04:23 PM   #9
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Originally Posted by privateer View Post
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years.

I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.
how and how? I hope it is not a secret
The more ideas we share, the more new ideas we will possibly get

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Originally Posted by privateer View Post
May not be Historically correct but if it works it might open other options.
An idea never tested is the greatest failure you could ever have!
I agree
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Old 11-10-13, 04:29 PM   #10
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I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)
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Old 11-10-13, 05:01 PM   #11
gap
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Quote:
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I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)
Yep, there are some old controllers which are no longer available in SH5. Some others don't seem to work the way they did in SHIII (an example? the "object linked to" property, in SHIIIZones controller, seem to always crash the game on compartment destructon if applied to a granny unit) and apparently some new controllers (e.g ObjectRemains) do nothing...

By the way, have you followed the starshell-lagging discussion? It seems that SH5 doesn't handle light nodes efficiently. I wonder if it is granny-related or rather a light shader problem
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Old 11-10-13, 05:28 PM   #12
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I've been watching that thread but have not really looked into the problem.
License info sent.
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Old 11-10-13, 05:49 PM   #13
gap
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License info sent.
Got it
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Old 11-10-13, 06:50 PM   #14
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There is a lit ship outside the bunker in Memel if using open horizon 2 .
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Old 11-10-13, 07:54 PM   #15
gap
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Quote:
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There is a lit ship outside the bunker in Memel if using open horizon 2 .
Yep, that's the hospital ship, but her lights are directly placed on the 3d model, so we are not currently able to use her in any other role than as an hospital ship or neutral liner. Had we made her lights external, we could have used the same model as a troop transport or for any other scope.

The beauty of the SHIV & 5 system, is that we can customize ships' types, color schemes, sensors, external equipments and, in part, their specifications, without having to clone their hull every time. This is done by creating "proxy" ship classes and by setting their cfg, eqp and sns files appropriately. The cloned ships can be set for being identified under the same class as their parent unit, or as a completely new class.

Perhaphs the biggest freedom comes from equipment customization. Give this term the wider possible meaning: from armament to superstructure, masts, lights, light-ship lanterns, barrage balloons, smoke screen launchers and even sirenes and flare-guns (as done by TDW for FXU). These are just few examples, but there is no limit to what we can do with a good dose of fantasy and some free time. Also note that many of the above features are not only cosmetic, but with the right combination of controllers and, sometimes, with some trickeries, they can be made fully functional
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