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#91 |
Commander
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kendras,
you have been wondering why the AO map does not appear? Well, simple answer is that you exported and re-imported the model without caring for the 2nd UV channel, which "carries" the AO map. So, go back to the original file gap kindly provided, re-export the model and make sure that also the 2nd uv channel is ticked, then import both channels into the new file; again make sure the 2nd channel is ticked. That's it. The AO map works nicely. Cheers |
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#92 | |
Weps
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#93 |
Commander
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MLF,
gap's original file already included the correct settings for the AO map. I have no idea why you had to re-do what you call the AO controller after re-mapping the IDs. The re-mapping of IDs does not change anything with the settings of AO map. For testing, I did a ID re-mapping of gap's original file and AO appears without any problem ... I may add that there is an error in gap's original file -- the static object controller is not set up correctly. I acutally referred only to kendras' lighthouse file. In that the 2nd UV channel is missig and so AO will not work at all. Cheers Last edited by the_frog; 02-03-17 at 04:34 PM. |
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#94 |
Weps
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The_frog,
This is what I did:- Installed Gaps .dat file in locations and ran a mission I created in SH3 - CTD Remapped ID's and ran the mission no problem testing Gaps reef file. My lighthouse was added in locations.cfg and not the dat file Took screenshots and posted them. Gap observed there was no AO mapping either in my screenshots or SquareSteelBar's. Kendras also seems to have the same problem. Regards, MLF
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#95 |
Commander
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MLF,
the CTD when trying gap's original file might have resulted from the mistake with the static object controller; however, I am not sure because I corrected it before trying. Also, I omitted the specular mask controller. Please note, I was referring the kendras' file that includes the lighthouse. The 3D model therein has no 2nd UV channel and therefore the AO will never ever appear. Cheers |
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#96 |
Navy Seal
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Thank you for your feed-back guys. Summing up:
Any other remark guys? Am I forgetting any important aspect of the present model which needs to be addressed? |
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#97 | |
Stowaway
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About the rock's model, I don't like it, it seems not natural. Could you improve the sections ? Look how it is at the sea level, that's not really good : ![]() The small reefs have to be more smooth, and above the surface, not a little below. Moreover, think about your lighthouse : it must be placed on the highest altitude of the island, and there must be enough space at this place. Could you increase a bit the altitude of the highest point ? I don't even know if we should keep this model ... but the concept is good ! Maybe smaller polygons for more precision ? |
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#98 |
Commander
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kendras,
the specular mask may be of use with plain textures; with texures with an alpha channel it is of any use. And even with simple, plain textures I do not see much visible effects. However, that is my personal impression. Cheers |
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#99 |
Sea Lord
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I used the modified file by MLF: https://www.mediafire.com/?6h7401kv6ca55op
Removed SpecularMask node, ambient occlusion is working now. with SpecularMask: ![]() SpecularMask removed: ![]() |
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#100 |
Weps
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This is the link to Gap's file I modded to show AO - green weed on rocks should be visible as shown in screenshot in post #90.
https://www.mediafire.com/?0frif35111ektqz If I have this wrong would someone please share a screenshot or file of what this reef looks like with everything working OK?
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Je pense donc je fuis! Last edited by MLF; 02-04-17 at 06:18 AM. |
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#101 | ||||
Stowaway
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- create a child node for the 3D model of the rock, which is placed accordingly to the sea surface. The parent node will always be placed at the sea surface if you set "On land=false" in Locations.cfg. - or just choose the 0 height of the rock model where the sea level must be. Quote:
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![]() Make something simple, especially underwater. The aspect of the island is important (you can sea a "big" and a "small" island on the left, the black circle is the lighthouse to give the scale. On the right, you can sea how the sides of the rock are diving into the sea bed. I think it would be much easier to do something looking natural with GeoControl 2 software (http://www.subsim.com/radioroom/show...8&postcount=67), but I don't know if it is a freeware, I didn't find any working download link ... ![]() |
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#102 | |
Weps
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"I played around with settings in Gap's reef model (hope he doesn'tmind?). I found that by giving the Node-Reef1 Node Positioning Translation Y value a negative number (here -30 see 2nd screenshot) the model did go beneath the sea (see 1st screenshot of underwater view of sub)" Post 82 of this thread: "I did as Gap asked, moved specular mask down under the "Reef1AO.tga" texture map - no change noticed. I then deleted the specular mask controller - again no difference noticed." Hope this answers your questions. I had to add an AO controller in the texture for the reef to be able to see the weed. I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90) ![]()
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Je pense donc je fuis! Last edited by MLF; 02-04-17 at 03:14 PM. |
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#103 | |
Stowaway
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I'm testing Gap's rock by adding it into SH3 world with the Locations.cfg. That's all. I have just added a LH in Gap's file, which allows me to control its position with the rock. I think another good solution would be to place the LH in a file in the Libray folder, and add a placement node into Gap's file (still placed in the Terrain/locations folder) which calls the specific LH. |
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#104 |
Stowaway
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Any news ?
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#105 |
Stowaway
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We are lost in the fog here. We really need a lighthouse !
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