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Old 08-12-13, 02:38 PM   #34
oakdesign
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Join Date: Sep 2007
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@gap thanks for all your good advice

Quote:
Originally Posted by gap
Quote:
Originally Posted by oakdesign
play around with Goblin concerning Controllers
Feel free to ask if you need for any help on this
Gathering more information and trying to put my overall picture together I stumbled over the following while looking into possibilities to add lights / controllers.

As sober already stated back in 2011 if you try to merge the kiel.sim to kiel.gr2 as the GoblinEditorApp crashes or better to say any of the *.gr2 files from
\data\Terrain\Locations\CustomAreas
no matter if the stock *.sim file is used or any from TDW's FX update.

If opening the sim file first it's at least possible to open the *.sim files and as I know wich ones are the controllers assigned to the light house I could look at.

What is scratching my head if I look at the controllers of the stock *.sim files and compare with the modified ones from FX_Update they are identical.

So next step was to compare them with HEX Editor. Ok it's clear that the *.sim files from FX_Update are HEX edited and all have an addidional XXX_LH_Flare_1 part but still no clue how the "light effect" is achived.

Another idea of getting a "light effect" working is that I'm going to inspect the "lighting" of the imported OHII has been achived.
It's clear that the buoys have an a mesh consisting of a single face that has a controller attached. Maybe this might be the easier way to go on
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