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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
I´ve not been into lighting for a very long time. So, here is what I still remember. The halo effect is created by using a *.tga file´s alpha channel. The halo´s tga is projetced onto a square plane, centered to the source of light. This plane is linked to a 'LookAt' controller. This controller ensures that the planes normal is always pointing towards the onlooker/camera. Thus the effect of a 3d halo is only simulated. In fact, you´re looking at a flat plane, always rotating towards your camera´s position. The needed *.tga files are part of the unit´s *.dat, at least for my fishing ketch. Did you check whether the units you mentioned show the same problem in MUSEUM too? If not, it´s most probably an ID conflict. The fishing ketch shows the lights correctly in my GWX3 installation, both in museum and ingame. I had the same problem while building the unit only once. IIRC the halo´s plane normal was pointing in the wrong direction (flipped by 180°). But I can not imagine how this could happen on download. Interior lights do work differently, though. They use a particle generating system. Regards, DD
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