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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#2 |
Watch
![]() Join Date: Jan 2012
Posts: 22
Downloads: 122
Uploads: 0
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#3 |
Bosun
![]() Join Date: Apr 2011
Location: Stockholm, Sweden
Posts: 69
Downloads: 209
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That would be great, I always thought it was a bit to dark out there
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 |
Stowaway
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Most people are scared by new file formats is what I think is the problem.
SH5 is alot more open to modding in some ways then again it is closed to what alot of old timers are use to. Given TDW does some more of his magic on the GR2 program? I can see things changeing for the better. |
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#6 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Should GR2 materials' emissive property pose any problem, we can always rely on dat format lights. Shouldn't dat lights render correctly on GR2 units, we can still light up imported ships. IIRC, this has already been done for SHIII ![]() |
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#7 |
Stowaway
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Anvart I believe did the first Units with lights for SH3.
Off the top of my head? I think there's another way to do the same effect given how much more Modders have learned over the years. I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors. May not be Historically correct but if it works it might open other options. An idea never tested is the greatest failure you could ever have! |
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