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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Feb 2005
Location: York - UK
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Is there any way to do this?
You just don't get those solid white beams of light like that unless it is quite foggy or you over expose a camera. Ideally I would like to change the opacity on the beams to 10-30%.
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#2 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
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Yes there is a way
in the EQP file, change this , LinkName=REF_big or REF_small with NULL for example LinkName=Null it will remove the searchlight from the unit. the problem is that is a very time consuming do it for several units. I modded it for merchants and Big warships like battleships, cruisers, and carriers. only antisubmarine units have search lights in my GW3. I do it because had a severe frame rates drop with searchlights making the game unplayable during night convoy attacks, and I think that is more realistic that some units prefer stay undetected in the dark to makes the things more difficult to the U-boats, A light have a very limited range in the night but could be seen miles away, so it only is useful for destroyers looking for periscopes or subs.Also i doubt that a battleship could switch on the lights revealing her position to another submarines or making easier a fire solution
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#3 |
Navy Seal
![]() Join Date: Feb 2005
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Ah, no.
I wish to keep the searchlight, but remove or reduce the ugly white beam.
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#4 |
Sea Lord
![]() Join Date: Mar 2005
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Ok, i don´t know how do this. It´s far away of my modding skills
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#5 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
Posts: 3,895
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Yeah I'd quite like this too.
I looked in the files and worked out one way to remove the beams (by making them completely transparent). It won't help FPS because the beams are still being drawn, just at 100% transparency, but it does get rid of them. It also looks a bit naff IMO so I'm going to try to strike a balance with a soft-but-not-invisible beam. To edit the beams open Search_Lights.dat and Lights_Vaa_Liliput.dat and in both files edit the images called Raza2.tga.
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#6 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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Yay, I've got something I'm pretty happy with.
![]() Before (above) and after (below) screenshots: ![]() ![]()
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#7 |
Grey Wolf
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Location: Holland
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#8 |
Stowaway
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Looks good, mind sharing it ?
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#9 |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
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That actually looks pretty good. Can I have a link for Download Please?
Thanks in Advance ![]()
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#10 |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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Yup, will upload somewhere in just a mo...
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Freedom of speech - priceless. For everything else there's Mastercard. |
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#11 |
Stowaway
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I think warships used more powerfull searchlights then merchants did. right ? But how much powerfull I don't know. And how much this had affected light beam length I don't know either
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#12 |
Ace of the Deep
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Much more realistic look Nice work OLC.
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#13 |
Captain
![]() Join Date: Mar 2008
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Is there a way to reduce "length" of searchlights without changing their "seeing or searching in the night"?
So, to speak, to have an effect like olc presented, but without fps drops for drawing 100% transparent lights? It's a disaster when you face 20 searchlights.. No more game.. Cheers! |
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#14 | |
Maverick Modder
![]() Join Date: Aug 2007
Location: England
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#15 |
Captain
![]() Join Date: Mar 2008
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I understand that, I meant to have reduced searchbeams, if they were up to 500m to cut them to 250m for improving fps but without disabling their functionality?
I am asking that because I think I succeded in that, but wasn't too shure if in doing that I made ships "less operable"? ![]() |
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