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#16 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#17 | ||
Rear Admiral
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![]() I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif ![]() But i know enough to where i think some of the texture mapping is off. That's my biggest thorn. Some of the textures are just OFF or missing, such as the one panel in the gato, and some of the dials in the other control room. I mean, its kind of obvious when all the gauges are on one graphic file, the games just mapping to an individual sector of that graphic file... errrr.. tangent.. nevermind. Im gonna go play now. That was my biggest motivation to revamping the gato interior, im going to play a career game and im NOT using the external camera, so all my focus will be inside the boat.. and the busted gauges drove me nuts. Had to fix it. edit: Quote:
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#18 |
中国水兵
![]() Join Date: Jun 2005
Location: New York
Posts: 282
Downloads: 0
Uploads: 0
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Very nice! Thanks, Ducimus.
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#19 | |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
![]() Probably in a month or two it will be in... if you can wait that long ![]() Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights? Could use some feedback on that part (there's also an unknown value there for omni lights that someone needs to tamper with a bit to figure out what it does). Nice work on the overhaul ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#20 | |
Rear Admiral
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What i was trying to do, was lower the overall brightness of the interior, but maintain a bright light bulb. (I think the interior is a bit too bright, and the bulbs too dull) I coudlnt figure out how to sperate the light bulb from the interior lighting color. If i lowered the color for the day lights, the bulbs would lower to similar color, and it blew the overall effect. Maybe if i lowered the interior lights, and then experimented with the light nodes again id notice a difference? |
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#21 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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See what happens if you bump the intensity... I can't say out of experience how to use the values. I just made assumptions on what the data in those nodes could be. The type is pretty explanatory, as is the color. The other two values, you'll just have to play with. I have no idea if these omni lights are just there at centered positions in the interior globally illuminating it, or if they are placed near/over bulbs to similate a real light source. In any case, this could be tried as well (clone an omni light, move it to a bulb and play with the values)... The problem then again is, at what coordinates (modelviewer?)
![]() Maybe I'll have to ask DivingDuck. He has changed light intensity and colors for alot of bulbs in his interior mod. He knows how to do it for sure...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#22 | |||
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
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#23 |
Planesman
![]() Join Date: Jan 2004
Posts: 186
Downloads: 104
Uploads: 0
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I, for one would like to have the RPM gauges for all sub models fixed, I'm tired of all stop reading as some large negative number...but, when you have the time/patience/mood, Duci...
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#24 |
The Old Man
![]() Join Date: Jan 2007
Posts: 1,441
Downloads: 234
Uploads: 0
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Ducimus,
I thougt you were on patrol....I sent you a radio message of convoy exiting Bungo Suido.....no reply....now I know why! ![]() I will have to go it alone instead of some wolf packing! ![]() Sweet mod by the way!
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Wilcke ![]() For the best in Fleet Boats go to: Submarine Sim Central. http://forum.kickinbak.com/index.php Check out: A Brief Introduction to the Pacific Submarine War by Ducimus http://www.subsim.com/radioroom/showthread.php?t=128185 Operation Monsun plus OMEGU, the #1 ATO Solution for SH4! Signature Art by Gunfighter |
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#25 |
Machinist's Mate
![]() Join Date: Apr 2005
Location: Toronto, Canada
Posts: 127
Downloads: 46
Uploads: 0
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It really is a great improvement. I spend most of my time either on the bridge, at the map, or in the conning tower, so it's great to be able to move around in the tower. I know the 600' gauge is supposed to be for aethestic purposes only, but I was happily surprised to see that the gauge actually tells the correct depth--I had assumed that the gauge would read 600, but really mean 450, for example. In other words, I'm another satisfied customter.
I especially like looking over the shoulder of my diligent radar operator now ![]() |
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#26 |
Rear Admiral
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600 ft depth gauge in the gato interior works correctly.
Before the graphic was being unintentinally used in other boats. This i not the case now, you should only see the 600 ft depth gauge in the boats that use the gato interior. |
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#27 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() Quote:
Recollect SH3. ... For interior: Global Light source - AmbientLight** (type 0 light source) with InteriorLight controller. In Type 4 of this object are 2 param's Color and Intensity, but you can adjust color for day and night in InteriorLight controller. Local Light source - Omni** (type 2 light source). In Type 4 of this object are 3 param's: Color (day), Intensity and Color (night). In game (for exterior) we have directional light source also (type 1 light source). You cannot see these light sources in game (it's not a lamp and it's not halo), you can see only objects shined by these sources. ... It's only my opinion ... :rotfl:
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-14-08 at 07:13 PM. |
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#28 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Thanks Anvart, just what I needed.
Now I can finish the S3D light node support ![]()
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#29 |
Watch Officer
![]() Join Date: Apr 2007
Location: Timbuktoo
Posts: 331
Downloads: 8
Uploads: 0
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I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it? |
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#30 | |
The Old Man
![]() Join Date: Oct 2007
Location: Somewhere Out In Space
Posts: 1,408
Downloads: 36
Uploads: 0
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![]() Quote:
Code:
Node- _Dummy_Cam_Binocular ClipDistance. Setting in between 0.1 and 0.5 (don't remember the value exactly) will give you a realistic binoculars view, where the obstacles on your boat obscure your vision. ETA: Just to clarify, it's the cameras.dat file of this mod that you'll need to modify, to keep the free movement option still available.
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