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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Ace of the deep .
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[TEC] undersea.GR2 aka rocks .
First of all I need the rocks cloned and called a different name so they can be placed with the object editor on the map . What I would like but don't know how to do is have the rocks visible above water . I can make them bigger with the GR2 editor but they don't appear above the water . Delete the plants , they have to go for this little project . Make 2 different rocks . 1 is collisionable object and the other one not collisionable . Any takers . |
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#2 | |||
Navy Seal
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Location: CJ8937
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![]() You don't need to give up seaweeds or anything else imo: just clone the seabed GR2, and deal with the cloned file as you would do with any other object ![]() |
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#3 |
Ace of the deep .
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Are skerries a local term ? I have never heard that term before . Ok , just googled it .
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#4 |
Navy Seal
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Good idea Sober!
![]() Would love to get collisionable rocks along coasts/around islands! To make real nav even harder ![]() But couldn't it be a problem for AI boats?
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#5 |
Ace of the deep .
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#6 |
Ace of the deep .
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If anyone can make some GR2 objects I can place then anywhere on the map using the inbuilt object editor program . Shoals , rocks , wrecks , lighthouses , anything as long as they are GR2 . They wont do anything , just for eyecandy .
Last edited by THE_MASK; 08-08-13 at 02:11 AM. |
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#7 | |
Navy Seal
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Isn't terrain editor the best way to simulate them? ![]() How high do you want them to be? Shouldn't be a problem either: as long as wrecks are stripped-down versions of the existing ships, cloning them shouldn't pose any problem (no need to go through the boring controller remapping process). There was this beautiful high-detail lighthouse made by flakmonkey for SHIII: ![]() ![]() Download link: http://www.subsim.com/radioroom/down...o=file&id=1337 If you ask for permission to use it, I can try porting it to GR2 format ![]() What is the point to add them, if they are just dummies. In my opinion rocks, wrecks, etc. should have collision spheres (and be placed far OH's shipping lanes), and lighthouses should have working lights ![]() |
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#8 |
A-ganger
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I really love he idea of importing lighthouses into SHV. The last days I looked around, following the idea of importing SHIII *.dat lighthouses. If we would have lighthouses on the terrain we could add them to the nam map as well. As described in myWIP major floating lights on Nav Map thread.
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#9 | |
Navy Seal
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#10 | |
Navy Seal
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#11 |
Ace of the deep .
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You don't have to strip anything down if placing the ships with the object editor , try it .
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#12 | |
Navy Seal
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P.S: you didn't reply mi other questions/remarks ![]() P.S 2: a few more royalty free lighthouse models: ![]() This one is a bit "blocky" and its glossy material is wrong, but I am sure that with the appropriate material properties/texture, it will look much better ![]() ![]() Not bad at all. What do you think? ![]() Another good one. More minimalistic than the previous one. I like especially the roof texture. ![]() Probably the best of the series. I can't believe it is free-to-download ![]() Anyone with more download links? I we get more models than needed we will pick the best ones ![]() |
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#13 |
Ace of the deep .
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You could place a hundred ships in a port with the object editor and the frame rate wouldn't be affected . That is an awesome lighthouse . It wouldn't worry me about having no lights on it . Why would they be lit up during war anyway .
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#14 | ||
Navy Seal
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![]() Which one exactly? Quote:
On thi topic, do you know which was the policy of the main countries involved in WWII, relative to lighthouse usage? |
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#15 |
Ace of the deep .
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Yes , this is the only way to fix the laggy ports . Get rid of all the z ships . Use the object editor .
I like that last lighthouse . I don't know the policy on lighthouse use during war . It would be like a giant navigation aid for the enemy . |
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