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Old 06-30-10, 03:54 PM   #16
TheBeast
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Quote:
Originally Posted by naights View Post
Hi:

Must be other file related to that minute hand, I only edited clock background and alpha only have information pointing to that background.

Added some more details to clock, this clock is made by me from blank document !!



Bye !!
This problem existed way before your touched anything Naight. I know you had nothing to do with it.

Quote:
Originally Posted by SteelViking View Post
I know that the file I mentioned does not have the missing clock hands, I was just saying that there should be a discernible clock hand somewhere since they are used for the Gui's clock.

No, I have not seen them anywhere, that is what I am saying. Me and BIGREG cannot find any dial/gauge/clock needles/hands anywhere.

Nice clock by the way naights. I have not done anything with the clocks yet in my interior mod. But, you are inspiring me to do so.
Here is a thought. The clock in the Control Room and the Clock in the Conning Tower both work. Those two clocks face to Port and to Starbord.
The clock face for the Sonar Room faces Aft (Missing Minute Hand) and the Clock in the Radio Room face Foreward (Missing Hour Hand).
All four clocks use the same hands.
Could the orientation of the clock have anything to do with it? In other words, are the clock hand images single sided?
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Old 06-30-10, 04:08 PM   #17
reaper7
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Anyone know what texture the clock hands are being pulled from. I can find the clock faces, but not the hands .
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Old 06-30-10, 04:31 PM   #18
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Quote:
Originally Posted by TheBeast View Post
This problem existed way before your touched anything Naight. I know you had nothing to do with it.



Here is a thought. The clock in the Control Room and the Clock in the Conning Tower both work. Those two clocks face to Port and to Starbord.
The clock face for the Sonar Room faces Aft (Missing Minute Hand) and the Clock in the Radio Room face Foreward (Missing Hour Hand).
All four clocks use the same hands.
Could the orientation of the clock have anything to do with it? In other words, are the clock hand images single sided?
If it was just a texture alpha channel, I would say that orientation would not make a difference at all. But, I think you may be on to something with the orientation, as that would point to the GR2 files I believe.

I bet that the texture for the clock hands(where ever they are) are low opacity images. The clocks that are working correctly have the shaders set for the low opacity, and the clocks that are not working are set up for full opacity. That would explain why you can still see a ghost of the hand there.
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Old 06-30-10, 06:02 PM   #19
TheBeast
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Quote:
Originally Posted by SteelViking View Post
If it was just a texture alpha channel, I would say that orientation would not make a difference at all. But, I think you may be on to something with the orientation, as that would point to the GR2 files I believe.

I bet that the texture for the clock hands(where ever they are) are low opacity images. The clocks that are working correctly have the shaders set for the low opacity, and the clocks that are not working are set up for full opacity. That would explain why you can still see a ghost of the hand there.
I agree, the problem most likely exists in the GR2 Model. I checked the GRS/SIM files for the room. Controls in question are:
Sonar Room: QR1_Needles_Minute1
Radar Room: QR1_Needles_Hour2

The hand are ghosted in GR2 and I have not been able to track down when the Textures are actually configured as yet.
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Old 06-30-10, 06:56 PM   #20
BIGREG
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For the hour needle in radio room , i have found the location of the texture ( various_metals_wood_04.dds ) ,for the minute needle in the sonar is a bug in .gr2 with the texture , and i have try fast all possiblity to make it visible , but i have not found a good solution .. for the moment....

if you want , i can send you ,my " test " texture for the location

I work always of my mod


Last edited by BIGREG; 07-01-10 at 08:01 AM.
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Old 06-30-10, 07:36 PM   #21
SteelViking
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Nice work on those electric gauges BIGREG.
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Old 06-30-10, 07:47 PM   #22
BIGREG
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Thank SteelViking , when i have finish , i send you the CR7_cadrane.dds for the mask , i have remake my dials for works with them
i work in this moment of the metals_various_04.dds but is not easy with UBI's texture location
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Old 06-30-10, 07:47 PM   #23
naights
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Hi !!

Uploaded version 1.1

Now going to bed

Bye !!
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Old 06-30-10, 07:56 PM   #24
BIGREG
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Bonne nuit , Naights
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Old 06-30-10, 11:15 PM   #25
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No damn halo

Quote:
Originally Posted by SteelViking View Post
All you have to do to get rid of the halos is change the following in data/cfg/lights.cfg:


[InteractiveObjectsHighlight]
Spread=0 <-----Make these two numbers zero like this
Blend=0 <------Make these two numbers zero like this
ColorR=0.58
ColorG=0.47
ColorB=0.23

This text block is third from the top, can't miss it.
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Last edited by TheBeast; 07-02-10 at 01:12 PM.
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Old 07-01-10, 06:06 PM   #26
naights
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Hi:

Adjusted brightness/new textures to all foods.

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Old 07-01-10, 08:28 PM   #27
naights
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Hi:

New detailed Dial, this tweak and some more, like food and doors will be uploaded in my next release.



Bye !!
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Old 07-02-10, 04:02 AM   #28
Zedi
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Just wanna b sure.. this mod have already included Bigred's excellent working dials mod, the WoGaDi mod?
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Old 07-02-10, 04:03 AM   #29
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nice work, I will try it on my next travel

Paco.
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Old 07-02-10, 07:35 AM   #30
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Nice work there, Naights! Love them dials of yours.
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