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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Nub
![]() Join Date: Feb 2011
Posts: 2
Downloads: 491
Uploads: 0
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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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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#3 |
Watch
![]() Join Date: Jan 2012
Posts: 22
Downloads: 122
Uploads: 0
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#4 |
Bosun
![]() Join Date: Apr 2011
Location: Stockholm, Sweden
Posts: 69
Downloads: 209
Uploads: 0
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That would be great, I always thought it was a bit to dark out there
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 |
Stowaway
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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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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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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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#8 |
Stowaway
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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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#9 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() The more ideas we share, the more new ideas we will possibly get ![]() Quote:
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#10 |
Stowaway
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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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#11 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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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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#12 |
Stowaway
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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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#13 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#14 |
Ace of the deep .
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There is a lit ship outside the bunker in Memel if using open horizon 2 .
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#15 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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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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