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Old 03-31-11, 02:42 PM   #1
Rubini
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Quote:
Originally Posted by Anvart View Post
@ Rubini.

Did you try to place light object at a distance less than the radius of the sky (clouds hemisphere) so that the light object has interacted with water?
If no, try it...
Already tried it. I made the moon radius = 50 (it's 970 in stock), the moon was at its normal place on visible sky and the particle system continues to not work as intent. Seems that the game handle the sky env in a different way than the player game space...

Quote:
Originally Posted by Hans Witteman View Post
Hi Rubini,

Nice work you are doing mate

If only we could find a way to add trigger events based on hours of the day with dll injection i wonder if it would be possible?

Give me a trigger and a whole new world would open because many of my ideas so far where abruptly end because the lack of trigger.

Best regards Hans
Yes, it's an old "fault" of the mission editor. This limit to much the single missions ideas and possibilities. I guess that this is why we have so few very good and challenge single missions...
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Old 03-31-11, 03:34 PM   #2
Anvart
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Quote:
Originally Posted by Rubini View Post
Already tried it. I made the moon radius = 50 (it's 970 in stock),...

In my case, light-object is the child object (separate object) of the moon... and this light-object can be located relative to the moon so that it was inside of the clouds hemisphere... the moon no shifted.
... and this light-object is point light source.
... and this object don't has any particles generators.
...
Second... you can try to use the large object (similar to fog in stock) and make it hollow and closed ... theoretically it should prevent light flux ...
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Last edited by Anvart; 03-31-11 at 04:16 PM.
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Old 03-31-11, 04:16 PM   #3
Rubini
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Quote:
Originally Posted by Anvart View Post

In my case, light-object is the child object (separate object) of the moon... and this light-object is located relative to the moon so that it was inside of the clouds hemisphere... the moon no shifted.
... and this light-object is point light source.
...
Second... you can try to use the large object (similar to fog in stock) and make it hollow and closed ... theoretically it should prevent light flux ...
I used a omni light directly attached to the moon at first (others light types don't even followed the moon), late tried it as a node in different places related to the moon (similar to your idea above), later a node with particle that calls another object with omni light when the particle hits water (to prevent moon light befor/after rise/set)...always the light is there but with particles idea the light don't followed the moon (it's another object).
All others attempts (and I tried a lot of approachs...) had the light following correctly the moon. But I can't achieve a way to have light only when the moon was visible.This is the main problem. And a killer one to the intention of the mod.

I will really leave this to the Sh3.exe patch modders experts. I'm convinced that only then this will have a chance to work correctly.
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Old 03-31-11, 04:55 PM   #4
Anvart
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Quote:
Originally Posted by Rubini View Post
I used a omni light directly attached to the moon at first...
IIRC, i used direct light object... can't see now...
Quote:
... (others light types don't even followed the moon)
did you used corresponding controller (FollowParent)?
Quote:
... , late tried it as a node in different places related to the moon (similar to your idea above), later a node with particle that calls another object with omni light when the particle hits water (to prevent moon light befor/after rise/set)...always the light is there but with particles idea the light don't followed the moon (it's another object).
All others attempts (and I tried a lot of approachs...) had the light following correctly the moon. But I can't achieve a way to have light only when the moon was visible.This is the main problem. And a killer one to the intention of the mod.

It's one of the reasons why i didn't published my work in 2006...2007... and have used this effect only in my game.

Quote:
I will really leave this to the Sh3.exe patch modders experts. I'm convinced that only then this will have a chance to work correctly.
Good luck.

P.S.
It was (in my case) very simple work...
Main actions:
1) In scene.dat create direct MoonLight object (similar as Sun light) and adjust Colour parameter (optional)...
2) Join to MoonLight object InteriorLight controller (similar as in any interior)... and adjust DayLightColour and NightLightColour...
3) Join MoonLight to Moon object (maybe via buffer-object for interaction with water) and adjust position of MoonLight (or buffer-object) relative Moon object.
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Last edited by Anvart; 04-04-11 at 08:00 AM.
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Old 04-02-11, 03:37 AM   #5
Anvart
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Do anyone have any fresh thoughts on this topic?
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Old 04-02-11, 10:10 PM   #6
Rubini
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Quote:
Originally Posted by Anvart View Post
Do anyone have any fresh thoughts on this topic?
Hi Anvart,

At least no news from my side. Like I said, i give up after a lot of attempts and before my wife throw my pc out the window!
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