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Old 06-22-07, 08:31 PM   #1
DivingDuck
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Join Date: Jul 2006
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Moin,

proofing that this mod isn´t dead I´m investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below).


periscope well without TMAP

below is the same well with TMAP

This is what I´ve got so far. Some objects belonging to the periscope housing are still missing. Besides this typeIX well is looking strange in a typeVII. FlakMonkey modelled a correct typeVII well. But unfortunately he´s got no TMAP. As a result the texture remains dark. See this thread.



Regards,
DD
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Old 06-23-07, 07:33 AM   #2
urfisch
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this is fantastic! nice success in progress, dude! maybe a new compartment is not that far away any longer...

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Old 06-28-07, 06:07 PM   #3
DivingDuck
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Moin,

here are some tweakfiles to change the color of the ambient light.
  • copy them to ..\SH3 Mini Tweaker\Tweakfiles\...
  • run mini tweaker and load the respective tweakfile for:
    • CR = command room
    • RR = radio room
    • CT = conning tower
  • choose whether to change daytime or nighttime color
  • alter values for Red / Green / Blue
You may not alter the light´s color for silent running. Still lacking of a trigger to switch it on.



Attention:

For each but typeII I´ve written 3 tweakfiles (CR, RR and CT).

Make sure to change the values for all three compartments (CR, RR, CT)!!!

If you´re using open hatch you have to change the typeVII and typeIX values in CR and CT only as there is no or only a 0KB RR.dat present. You´ll get an error message if trying to load the respective tweakfile.


Donwload here: DD_InteriorLights_Color_Tweakfiles.rar



Regards,
DD
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Old 06-29-07, 01:24 PM   #4
wetwarev7
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O...M...G...!

I didn't even know this was being worked on. Freakin awesome!

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Guess I should change my sig since SH5 has an offline mode now
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Old 07-01-07, 12:11 PM   #5
Myxale
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Wow!
Crazy!
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SH3+GWX
SH5+WoS
Still Sailing....still Deep

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Old 07-01-07, 04:59 PM   #6
CaptainCox
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Great work there Diving Duck. I am a bit on hold at the mo awaiting 1.3 for SH4. I think I will be back pestering you after that .

Again smashing work man! keep it up!
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Old 07-01-07, 05:34 PM   #7
R48
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I have a question regarding glare in the light bulb. Is there anyway to change the brightness of the actual light bulbs? I've always found them a little too bright for me. If there was a graphic file I could adjust that.
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Old 07-02-07, 11:04 PM   #8
XanderF
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Quote:
Originally Posted by DivingDuck
Moin,

proofing that this mod isn´t dead I´m investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below).
Wow. That's some AMAZING work! AMAZING!! Looking forward to seeing the final product!

(oooh...one quick question. Your pictures seem so much more realistically lit than mine. My control room seems so...washed out in comparison. Are you running any mods or anything that make the contrast greater, or rooms darker, or something?)
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Old 09-18-07, 12:57 AM   #9
XanderF
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One more question on the 'open hatch' mods...

In the mod 'DD_TypeII_Peri_Correct_V1r.rar', 'TypeII_Peri_Correct_HiRes' directory, you make use of a texture 'periscop_2.tga'. In the lower left of this file is the texture for the periscope shaft from inside the boat, and I REALLY like this effect. However, it only seems to be used on the Type II U-Boats. The periscope shaft in the Type VIIs is just a flat gold-brown color, no apparent texture at all. And when using the 'peri_correct' version of the mod, the 'scope is pretty much right in the middle of the room, so gets seen quite a bit!

Oh, and one more thing...



A number of pages back, there was some discussion surrounding adding the periscope 'wells' into the control rooms for the second 'scopes. Per below. Did anything come of this?

MOST looking forward to some developments on this!

Quote:
Originally Posted by DivingDuck
Moin,

proofing that this mod isn´t dead I´m investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below).


periscope well without TMAP

below is the same well with TMAP

This is what I´ve got so far. Some objects belonging to the periscope housing are still missing. Besides this typeIX well is looking strange in a typeVII. FlakMonkey modelled a correct typeVII well. But unfortunately he´s got no TMAP. As a result the texture remains dark. See this thread.



Regards,
DD
(Also - have you considered accepting Paypal donations for your work? I'm sure quite a few wouldn't mind 'tossing some coins in the till', as it were!)
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