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#16 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Okay, you will need to wait until I find my working files and Import them into a dat file them.
I usually work with medium to high size textures and I scale them down for usage in game. What would be an acceptable texture resolution (in pixels) and file format/compression for SHIII? Moreover, do you prefer external or embedded textures? Quote:
![]() If you look at the model of the Dune light house, most of its details (such as windows, doors, rivets, ladders on the concrete pedestal, etc.) are just painted on its surface. Well made self-illumination, normal and ambient occlusion maps, together with a good diffuse textures can do miracles and bring new life even to the oddest model ![]() Quote:
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The one problems I see, is that making generic rock models to accomodate any kind of lighthouse might be a bit tricky due to them not being totally flat, and even by setting a very heavy mass and a low center of mass, "floating" lighthouses would swing faintly on heavy seas. On the other hand, we would enjoy much more flexibility for customizing the appearance/look of them at various stages of the war (some lighthouses were destroyed during the conflict and some others, including La Vieille as I read, were abandoned/obscured late in the war). This is something we can't do with regular land units ![]() I see a reticule but wath is the scale? ![]() |
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#17 | ||||||
Stowaway
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Let's work with your imagination ! Under and above water reefs would be excellent ! ![]() ![]() ![]() |
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#18 |
Stowaway
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Something is strange. I tested for Camaret LH (near Brest harbour).
The LH was in the land : ![]() So, I went in Locations.cfg and wrote "OnLand=true". But now, the LH has disappeared !!!! It's strange, because on Helgoland, there is a LH at the top of the cliff, and it's written "OnLand=true" in Locations.cfg .... I don't understand .... ![]() |
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#19 |
Stowaway
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Hey, I've found a good plan on the net, to help you to model properly the circular LH :
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#20 |
Sonar Guy
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You want, to model it inside?
This will be waste of computer resources.
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#21 |
Stowaway
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#22 |
Stowaway
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Hello dear gap !
![]() (As your PM box is full, I post my message here) What are the news ? I hope all is good on your side. I just wanted to know what you decided to do for the lighthouses models and also the rock/reefs ... ? Is it to hard to model them, or have we a chance to reach our great objective ? ![]() All the best ! And Merry Christmas if we don't talk before this time ! ![]() |
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#23 | |
Weps
![]() Join Date: Sep 2002
Location: SW France
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I had this problem when modifying lighthouses in SH2, and Sergbuto helped me out. You need to look at Lighthouse.dat in the \data\Terrain\Locations folder. If I remember correctly (very long time ago) there has to be a new node for each lighthouse (???) and you adjust the Translation y value for height above sea-level. Hope this helps but this is going back to 2006 ![]() Who knows where the time goes as Sandy Denny sang so beautifully. Regards, MLF
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#24 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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![]() sorry for not getting in touch for a while. I have been carried away by the Phare the la Vielle during the last few days... ![]() For my own pleasure, I have decideded to redo it, but of course I will be my pleasure sharing it with the community along with the Dune leading lights and with any other model I might be working on after it. The La Vielle light is coming along nicely. I am using the 3dWarehouse model as template, so it shouldn't take too long to me finishing it. What and doing is fixing some wrong proportions, consolidating the meshes for use in game, remapping the UV channel and retexturing the model. I will post some quick renderings in a couple of days, and I hope I will finish it before the next year. After that I will start working on the other 3D stuff that you asked for ![]() Quote:
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#25 | |||
Stowaway
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#26 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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I think the top section of the La Vieille lighthouse is pretty much ready. Those are some quick previews (sorry, no HD renderings):
![]() ![]() ![]() As you can see, I have added quite a lot of 3D detail, and textures look much better though I probably need to tweak their hue/saturation/luminosity/contrast a bit (the red dominant comes from the picture I extracted the textures from). Floor level and rocks still to do. Other than that, I would like to bake an ambient occlusion map for the model. I have tried to mimic one by exploiting the shadows already present in the picture said above, but indeed the 3D feeling would greatly benefit from a proper map. I don't remember who told me that SHIII shaders support either AO or normal maps. If someone could explain to me which controllers need to be used and how to set them, I think that could be a nice addition ![]() |
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#27 | |
Stowaway
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Wow, that's really beautiful !
![]() But could we do a bit less detailed LH ? I mean details that allow us to recognize this LH as the La Vieille LH. Thus, we could use this model at different locations. So, I think that we should delete the small devices around the building (red arrows) : ![]() And could you create a transparent glass at the top of the LH ? Quote:
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#28 | |
Navy Seal
![]() Join Date: Jan 2011
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Thank you
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In general, my idea is having a few basic lighthouse models which can be placed in various locations in game (where real lighthouses are/were to be found during the 40s), and then slowly replacing at least a few of them with realistic representations of real lighthouses. SHIII has not a Real Navigation mod yet, but in SH5 with RN, landmarks can be as important for the calculation of position fixes as they were in real life before the GPS era ![]() It is. If you look closely at the detail of the gallery in the picture at the bottom of my previous post, you will be able to see the lantern (a Fresnel lens) through it glasses. ![]() Onestly I didn't put much attenction in fine tuning the material properties in the obj model that I am working on. Anyway how transparent those glasses are going to be in the release (dat) version, is a matter of setting their material properties properly in S3ditor. An ambient occlusion map is a texture featuring prerendered shadows, calculated by some 3D editing programs based on the geometry of an object, and it is meant to represent the shadows that the various parts of the same object would cast on each other under a diffuse light. Simplifying, you can see it as a texture with shadowing, enhancing the perception of 3-dimensionality of a model rendered on a 2D surface. Usually I overlay AO maps on the diffuse map (the one which is currently referred to as "texture"), but due to the complexity of the current model I had to make its diffuse UV map overlapping, otherwise its textures should have been gigantic. As a consequence, if we want the model to have an AO map I will need to create a secon channel (i.e. a non-overlapping UV projection) that the AO map will be rendered on (due to its topological nature, AO map "baking" doensn't work well with overlapping UV projections). Doing that is relatively easy in SHIV-5, but it is my understanding that this feature is only partly supported in SHIII. The lack of AO maps is why most stock ships look "flat" in SHIII compared to its later reincarnations (besides its models having a lesser number of polygons) ![]() |
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#29 | ||||
Stowaway
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#30 |
Stowaway
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I managed to create an icon for the LH which is not so bad looking.
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