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Old 11-10-13, 01:08 PM   #1
gap
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Originally Posted by rhinoferox View Post
i haven't seen any mod for activation of navigation lights
is it so hard to implement ?
Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list.
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Old 11-10-13, 01:55 PM   #2
alphasephirot
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Originally Posted by gap View Post
Fitting navigation lights on neutral shipping (if you meant that) is relatively easy, and it is actually in my todo list.
Yes!!! Make it happen!!
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Old 11-10-13, 02:18 PM   #3
Zky
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That would be great, I always thought it was a bit to dark out there
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Old 11-10-13, 02:29 PM   #4
gap
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Yes!!! Make it happen!!
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Originally Posted by Zky View Post
That would be great, I always thought it was a bit to dark out there
What is needed, is creating proxy copies of ship classes to be used as neutral vessels, and equipping them with navigation lights and/or lit-up windows through their eqp files. That easy. The one complication, is creating the "luminous objects", and the nodes/bones on ship models that they will be attached on. I wonder why no one has done it before.
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Old 11-10-13, 03:27 PM   #5
Madox58
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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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Old 11-10-13, 03:46 PM   #6
gap
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Originally Posted by privateer View Post
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.
One of the last versions of GR2 Editor (not the last one though) should already be enough for creating the new lights and for adding the needed bones to stock ships.
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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Old 11-10-13, 04:10 PM   #7
Madox58
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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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