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Old 08-19-13, 04:21 PM   #46
gap
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Originally Posted by oakdesign View Post
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.
Are you sure that stock sim files are crashing Goblin Editor as well as their FXU version? While I was working together with Volodya on the new torpedo explosion effects for FX Updates, I have noticed that Goblin doesn't like TDW's hex edited controllers, though the game handles them correctly. They could be the reason of Goblin crashing while trying to merge GR2 and sim files

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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.
Try opening the sim file within s3d instead: it is capable to read TDW's new controllers. They are placement controllers, and they are used for linking the light effect by TDW (TDW_FXU_Lighthouse_flare.dat) with lighthouse models. I wonder if prt files and MergeCtrl controllers could have be used as well, as described by silentmichal in this post.

We should be able to do the same with any newly inported lighthouse model, and hopefully they would get working lights on them, as long as FX Updates is enabled. We could also duplicate TDW_FXU_Lighthouse_flare.dat and make the placement controllers to point to the new Id. Finally, we could even customize TDW's particles so to have different pulsing light frequencies, but again, we would need to edit them in Hex Editor, as neither Goblin Editor nor s3d can read them.

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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
Yes, this is a possible alternative. I am sure this is doable by assigning lighthouse lanterns their own material, and by setting its emissiveness property appropriately. Nonetheless, lighting effect achieved by this method would be static (i.e. no flashing light). All in all, I think the best way to set lighthouse effect is a mix of your and TDW's methods

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another finding with working with the bulid in GoblinEditorApp was that on Win7 with Aero design I could not change any controller values that are of type DropDownList. Has to change apperance to windows classic style in order to get those to work.
Right click on GoblinEditorApp.exe, select properties, go to the 'Compatibility' tab, and check 'Disable visual themes'
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Old 08-19-13, 04:51 PM   #47
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Someone here mentioned HEX editors? specialists are needed?
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Old 08-19-13, 05:05 PM   #48
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Someone here mentioned HEX editors? specialists are needed?
yep Volodya, in the next days I will be releasing several new lighthouse models. With TDW's permission, we can give them customized lighting effects, as I have described in my previous post.

On a side note, I think many Italian lighthouses weren't obscured throughout the war, or at least until Nazists destroyed them during their retreat (after Italian armistice)
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Old 08-19-13, 05:12 PM   #49
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yep Volodya, in the next days I will be releasing several new lighthouse models. With TDW's permission, we can give them customized lighting effects, as I have described in my previous post.

On a side note, I think many Italian lighthouses weren't obscured throughout the war, or at least until Nazists destroyed them during their retreat (after Italian armistice)
Okay, I can join this project.. but I still can't test anything by myself ..

PS: guns
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Old 08-19-13, 05:17 PM   #50
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Someone here mentioned HEX editors? specialists are needed?
I always like when Hex Editors are needed.
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Old 08-19-13, 05:27 PM   #51
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Okay, I can join this project.. but I still can't test anything by myself ..
If sober agrees, we could pass on to him our files, for him to place them in game and to test them. As far as I know, he and Trevally are the active modders who know better objects editor

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PS: guns
let me to release my first GR2 object first

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I always like when Hex Editors are needed.
Hex editing is always good when one can understand what he is doing
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Old 08-19-13, 05:36 PM   #52
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...in the next days I will be releasing several new lighthouse models...
Should I give them collisionable and reflect models? Are objector editor placed objects capable to cast reflections and/or to detect collisions?
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Old 08-19-13, 05:43 PM   #53
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You should only need collisionable if you plan to ram them.
Reflections only if close enuff to water.

I'd make them so you could destroy them myself.
But I'm weird that way.
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Old 08-19-13, 05:55 PM   #54
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You should only need collisionable if you plan to ram them.

...

I'd make them so you could destroy them myself.
But I'm weird that way.
Yes, I must admit that I had this lame idea in mind too , plus the evenince of bombings and aircraft impacts. They are just details, but since we are at it...

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Reflections only if close enuff to water.
Some of the free models I have found, could be placed directly on the sea-bed (they include rocky foundations), and the others could be placed very close to the sea shore.

The point is: are terrain objects using the same controllers as regular units, for water reflections and collision detection? I couldn't find ay example of this among stock files
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Old 08-19-13, 06:04 PM   #55
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If you place an object near or on water? Reflections controller work.
You don't need a object for that and SH3-4 wasted alot of space doing it that way.

As for the collisionable controller? Only if you can run into it.
As I said. Do a .zon file so you can shoot the crap out of it if you want.

If you don't have GWX for SH3 installed? There are a lot of things there that will guide you should you look at them.

Iambecomelife realized that land based objects can be made to be destroyed if done right. He found that from my start on the Sea Forts.
I left that knowing someone would take it where I intended.
GWX 3 has a lot of 'tricks' I put in that work for SH5.

There's also a PM thing here that works if you want to try it.
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Old 08-19-13, 06:19 PM   #56
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If you place an object near or on water? Reflections controller work.
You don't need a object for that...
Are you saying that:

- a WaterReflection controller (like the one used for ships) is required?
- if no Reflect_* model is found in the GR2 file, the main model is used instead?

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...and SH3-4 wasted alot of space doing it that way.
SH5 uses low poly reflection models too. I think the benefit of doing it is alleviating GPU's work

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As for the collisionable controller? Only if you can run into it.
As I said. Do a .zon file so you can shoot the crap out of it if you want.
In this case, I think a collisionable model would be required, as well as a CollisionableObject controller, collision spheres and damage box. Is this correct?

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If you don't have GWX for SH3 installed? There are a lot of things there that will guide you should you look at them.
I have it, and it is a continuous source of inspiration

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Iambecomelife realized that land based objects can be made to be destroyed if done right. He found that from my start on the Sea Forts.
I left that knowing someone would take it where I intended.
I will have a close look into it, thanks

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GWX 3 has a lot of 'tricks' I put in that work for SH5.

There's also a PM thing here that works if you want to try it.
I would be glad to read it, if you can share
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Old 08-19-13, 06:43 PM   #57
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On the reflection meshes.............
That is debatable. Reason being early versions of SH loads all 3d models into memory. We found cutting those saved load time and Game responce.

I also recall Dan saying he wasn't sure why it was done the way it is?
Except maybe for render range maybe.

It's always an exchange of what and when rendered anyway.
So say you reduce a million faces of reflect meshes but render only the stuff in render range? The trade off is far greater for a less mesh heavy Game. SH Games are pretty bad at memory handleing as they are. Right?

On collisions........
Use what ships/aircraft have but not the same stuff as harbors have.
Build a zon file for the given object to be able to destroy it.

PM means Private message me.
You'll get me e-mail address that way and I look at that everyday. Subsim maybe once in a while depending on where I'm at.
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Old 08-19-13, 07:10 PM   #58
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Originally Posted by privateer View Post
On the reflection meshes.............
That is debatable. Reason being early versions of SH loads all 3d models into memory. We found cutting those saved load time and Game responce.

I also recall Dan saying he wasn't sure why it was done the way it is?
Except maybe for render range maybe.

It's always an exchange of what and when rendered anyway.
So say you reduce a million faces of reflect meshes but render only the stuff in render range? The trade off is far greater for a less mesh heavy Game.
I see your point

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SH Games are pretty bad at memory handleing as they are. Right?
No further comment required here

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On collisions........
Use what ships/aircraft have but not the same stuff as harbors have.
Build a zon file for the given object to be able to destroy it.
Excellent

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PM means Private message me.
Do you mean that subsim box which is always warning me about it being full

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You'll get me e-mail address that way and I look at that everyday. Subsim maybe once in a while depending on where I'm at.
Okay, I am sending you a PM with my e-mail address. I will be honoured to be in closer touch with you if you like it

PS: just installed XNormal. An AO map/model is all I need before releasing the first lighthouse model

Last edited by gap; 08-19-13 at 07:20 PM.
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Old 08-19-13, 07:41 PM   #59
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I use the free SoftImage Mod Tool myself.
It's the free version of what was used to develop SH5 to start with.


A Dev told me that.
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Old 08-19-13, 07:56 PM   #60
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I use the free SoftImage Mod Tool myself.
It's the free version of what was used to develop SH5 to start with.


A Dev told me that.
Okay, I will give it a try. A feew weeks ago I have tested SMAK. It is a free diffuse, normal, and ambient occlusion maps baking tool. It is quite fast, and the maps it generates are fairly good for our purposes, but it uses the UV map for mapping AO maps, which means that it can give weird results when the diffuse UV map is set with overlapping areas. Moreover, despite the fact that it is advertised as a freeware, I cannot get it to save the generated maps
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