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#1 |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
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ok while I still not sure how the light effect through FX_Update was/is added to the lighthouses,
I made some progress in using the same settings as used with the imported buoys here are some self illuminated small costal guns with flashing lights. ![]() 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.
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- |
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#2 | |
Black Magic
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#3 |
Ace of the deep .
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#4 |
Navy Seal
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^^^^ Very nice Sober!
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#5 | |
A-ganger
![]() Join Date: Sep 2007
Posts: 76
Downloads: 65
Uploads: 0
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I was just wondering because in the Goblin Editor your changes won't show up. Even so I have a master in computer science I'm a bit on war with Hex, and all the Low Level stuff. Being more in System architecture and managed code stuff. Nevertheless I'll follow down the road getting more involved in the existing controller and their usage. Is there any documentation on controllers available or have you all gone the hard way by either try and error or hooking into processes ![]()
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---------------------------------------------------------------- Seemann prüf dein Sackgewicht an Backbord kommt Laboe in Sicht ---------------------------------------------------------------- Last edited by oakdesign; 08-13-13 at 04:23 PM. |
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#6 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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:
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#7 |
Ocean Warrior
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Someone here mentioned HEX editors? specialists are needed?
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#8 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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yep Volodya, in the next days I will be releasing several new lighthouse models. With TDW's permission, we can give them customized lighting effects, as I have described in my previous post.
On a side note, I think many Italian lighthouses weren't obscured throughout the war, or at least until Nazists destroyed them during their retreat (after Italian armistice) ![]() |
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#9 | |
Ocean Warrior
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#10 |
Stowaway
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#11 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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let me to release my first GR2 object first ![]() Hex editing is always good when one can understand what he is doing ![]() |
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