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Old 11-10-13, 02:29 PM   #1
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   #2
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   #3
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   #4
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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Old 11-10-13, 04:23 PM   #5
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Originally Posted by privateer View Post
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.
how and how? I hope it is not a secret
The more ideas we share, the more new ideas we will possibly get

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Originally Posted by privateer View Post
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!
I agree
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Old 11-10-13, 04:29 PM   #6
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I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)
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Old 11-10-13, 05:01 PM   #7
gap
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Originally Posted by privateer View Post
I haven't found the controllers in SH5 that I want to test in SH3.
(I did scan the whole SH5 file structure)
Yep, there are some old controllers which are no longer available in SH5. Some others don't seem to work the way they did in SHIII (an example? the "object linked to" property, in SHIIIZones controller, seem to always crash the game on compartment destructon if applied to a granny unit) and apparently some new controllers (e.g ObjectRemains) do nothing...

By the way, have you followed the starshell-lagging discussion? It seems that SH5 doesn't handle light nodes efficiently. I wonder if it is granny-related or rather a light shader problem
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Old 11-14-13, 07:04 AM   #8
Anvart
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Quote:
Originally Posted by privateer View Post
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 think, you are late on 7 of years..?
I did lit ships in two ways:
1) with static lights by using so-called lit model of part of the ship.
2) very, very simple work... using the CityLights controller (made only one ship - Passenger Liner)... the lights in the windows were "turned on" in the evening and were "turned off" in the morning.
My tests have shown that the lights in the first version was more interesting... second variant I didn't like... therefore, i did 10 ships at the first version... ship at second version (and all other works, made by me for 4 years) was killed together with my hard drive, IIRC, at the beginning of 2010 or end of 2009.
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Originally Posted by privateer View Post
...
I've also got an idea I want to try in SH3 to give the Player Subs Navigation lights when in Harbors.
...
When the method is known, why not?
... but the submarine gets InHarbor or InHarborNeutral state only in 300 ... 400 meters from corresponding pier... other states are not good.
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Old 11-14-13, 08:21 AM   #9
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Quote:
Originally Posted by Anvart View Post
I did lit ships in two ways:
1) with static lights by using so-called lit model of part of the ship.
2) very, very simple work... using the CityLights controller (made only one ship - Passenger Liner)... the lights in the windows were "turned on" in the evening and were "turned off" in the morning.
Thank you for sharing, Anvart

I wonder if the CityLights controller would still work when placed on equipment objects rather than on ship models.

Quote:
Originally Posted by Anvart View Post
My tests have shown that the lights in the first version was more interesting... second variant I didn't like...
What do you mean?
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Old 11-14-13, 09:59 AM   #10
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Originally Posted by gap View Post
Thank you for sharing, Anvart

I wonder if the CityLights controller would still work when placed on equipment objects rather than on ship models.
In SH3 this controller works everywhere. IIRC... I tried in interior too... but don't remember result of the test.
Quote:
Originally Posted by gap;
What do you mean?
... use SelfIllumination (material property) for the second texture (TexUnits = Texture1). It's like AO only with additional properties.
Very dim and badly adjustable glow.
Badly adjustable shading of not glowing parts of the texture...
IIRC.
All this is not very good looks in the game.
I don't like.....
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