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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 |
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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#3 | |
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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#4 |
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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#5 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() The more ideas we share, the more new ideas we will possibly get ![]() Quote:
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#6 |
Stowaway
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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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#7 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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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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#8 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Quote:
![]() 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. Quote:
![]() ... but the submarine gets InHarbor or InHarborNeutral state only in 300 ... 400 meters from corresponding pier... other states are not good.
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 11-14-13 at 07:59 AM. |
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#9 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I wonder if the CityLights controller would still work when placed on equipment objects rather than on ship models. Quote:
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#10 | ||
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Quote:
Quote:
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.....
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 11-27-13 at 03:54 AM. |
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