![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Commodore
![]() Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
|
![]()
Pity one cannot use the searchlight glares in combination with the lighthouse
![]()
__________________
![]() |
![]() |
![]() |
![]() |
#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#3 | |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]() Quote:
![]() By now I have solved the smoothing problem: In fact, it was no issue with edges or faces, but trouble with uv-map and consequential trouble with texture. For whatever reason, parts of the uvs were stretched across the border of the uv-map. I was able to repair this, without creating a new uv-map: ![]() Furthermore the GR2 lighthouse has a working GR2 lense: ![]() Because of the structure of the GR2 file, it was necessary to create a Normal- and AOmap for the lense. Seems a bit overdone, but otherwise the lense stayed black (it wasn´t possible to disable Normal- and AOmap inside the GR2 file.) Besides I made use of the Normal-map to texture some rudimentary Fresnel structure. At the moment I use two particle-controllers at the same time inside the simfile of the lense: The particle controller, that comes with Flakmonkeys lighthouse and the particle controller of TDW, I found inside the TWOS library, That makes the flare more intense. But on the other hand using TDW controller alone has one big advantage: the lighthouse flare doesn´t shine through nearly everything like bunker walls, houses, ships, hills... Hopefully I will find the cause for that, so I could apply it on the other particle controller as well. Here another picture from further away: (on the left the GR2 lighthouse, on the right the Dat lighthouse) ![]() Here some early version of the Normal-map: as base I used a very detailed brick texture. But in the end I had the impression, that it was a bit too much: ![]() One thing bothers me now: no matter which particle controller is used, it seems that the GR2 lense needs some kind of activation. It starts to glare not until then the free camera comes close. Once activated though the flare stays visible from far away ![]() Last edited by Seaowl; 02-11-19 at 07:16 PM. |
|
![]() |
![]() |
![]() |
#4 | ||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Quote:
![]() Quote:
![]() Quote:
http://kendras-sh3-modding.forumactif.com/ Quote:
![]() Quote:
At long range, is the lens itself visible? |
||||||
![]() |
![]() |
![]() |
#5 | |||
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
@gap
Sorry for the belated reply, but I had quite a busy week. Nonetheless I made some progress. Quote:
Jeff-Groves solution posted here: http://www.subsim.com/radioroom/show...0&postcount=79 worked in this case too Thanks to Jeff once again. ![]() Short description of what I did: In Blender I made a plane-mesh with the side length of 50.000 m and about 1132 below 0 (not exactly 1000 to avoid conflicts). This mesh I called collision_fresnel and imported it into the Fresnel GR2 file (luckily there was a free „mesh-slot“). From now on lighthouses are visible from about 17-18km without preciding activation using the free camera. It works great. For the light shining trought walls, I found a solution too: In the settings of the particle controller, you have to set the „depth buffer test“ to „true“ or (in goblin editor) to „yes“. Quote:
lenses. Or at least I saw a table relating to US lighthouse lenses. On the other hand I do not know, if the same is valid for lenses in France, Great Britain, Ireland, Sweden, Germany... will do some research, how they grouped their lenses... But to get to the point: It would be great to have several Fresnel lense models combined in one Fresnel file inside the library. If you could send me a file with different models and textures, I would try to do so. However first of all I have to take a little break from lighthouses, mainly because I´m eager to import some vessel into GR2 files. I think DivingDucks fishing boat would be a good beginning? Moreover I have discovered the moles of Malta. (how much stuff is buried into these files, I had never seen in game...) I suppose it is not difficult to make separate land units out of them. At Memel they could be useful to do the „white lighthouse“ at harbor entrance for example. And I had a look at Kendras site: among other cool things, he creates really great lighting stuff. ![]() Quote:
Meanwhile I have turned down the normal map. In fact it looks much better now. ![]() To tell the truth: All the lighthouse files - and especially the textures - will still need some fine or even rough tuning. I will keep you informed. |
|||
![]() |
![]() |
![]() |
#6 |
Commodore
![]() Join Date: Aug 2016
Location: Netherlands
Posts: 620
Downloads: 31
Uploads: 0
|
![]()
Well from what I can see in those images it already looks like an improvement!
![]()
__________________
![]() |
![]() |
![]() |
![]() |
#7 | |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]() Quote:
![]() There is one thing that bothers me at the moment however: If I will not split off the lense from the lighthouse and import both together as one GR2 file with attached sim into the land folder, would it be possible, that all this collision_mesh construction wouldn´t be necessary? Is the visibility dependend on the folder (sea, library, land, air etc) , where the file is located? But on the other hand placing a file into the library has the advantage that it can be used very versatile. So is there any known side effect of these big collision meshes? I´m asking this in view of a future ship import too. Is ist better to separate all navigation lights from the model or should they be imported into the ships main GR2 as well? And what happens, when – for example – two harbor lighthouses are close together at a harbor entrance? If they use the same fresnel from the library, their collision meshes would – like the name says - collide. And what would be the effect of this deep fresnel collision? Ok – I will have to test this. |
|
![]() |
![]() |
![]() |
#8 | |||||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Quote:
Every new discovery we make, is lesser brain racking the next time we will have to deal with similar issues. Well done on that! Quote:
![]() Quote:
If memory serves me well, Fresnel lenses were a French pantent and between late XIX century and mid XX century they were used all around the world, some them still being in use. Not all the lighthouses had Fresnel lenses installed though. A good example of that was the old Helgoland lighthouse (the one built in 1902 and destroyed by Aliied bombings in 1945), which had a custom-made and very powerful lens installed: ![]() Anyway, if I remember correctly I have a couple of Fresnel lenses modelled and textured, though right now I can't say which order they belong to. They are made according to the data I mentioned above, so they should be pretty accurate, though low-poly. If you think you can put them to use, I can check them and send them your way ![]() Quote:
![]() Quote:
![]() Quote:
![]() Quote:
Quote:
![]() |
|||||||||
![]() |
![]() |
![]() |
#9 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Quote:
![]() The two low-poly models I sent you portray a 1st order and a 4th order Fresnel lens. They are correctly scaled relative to the SH proportions and they are already triangulated. Other than that, they might/will require some further post processing in order to be imported with GR2 Editor and to look good in game (removal/splitting of the hard edges, removal of the inner lens faces, setting up of a different materials for the crystal lenses than the one used for the metal frame, etc.). As you can imagine from my comments above, I never used them in game, but I am glad to offer them to you and I am sure you that, with your time, you will do a good job with them. The one favour I ask you in change, is to keep updating us on your progress, on the problems you are facing, and on the workarounds that you are finding ![]() Quote:
On a side note: SHIII particle generators have much in common with SHIV and SH5 ones. All the old generators should perfectly work in SH5 and, when importing SHIII-IV particle effects into SH5, you can always copy the parameters of old generators in the new ones. Btw: If you like using Skwas' Silent3ditor, I definitely recommend you to patch it with this extension by Rosomaha: http://www.subsim.com/radioroom/show...79#post2438679 Perfect for messing with the generators of the three games using just one tool! |
|||
![]() |
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|