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Old 02-04-17, 05:01 AM   #1
MLF
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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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Last edited by MLF; 02-04-17 at 06:18 AM.
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Old 02-04-17, 09:58 AM   #2
Kendras
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Quote:
Originally Posted by MLF View Post
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?
I had a look in your file, and I have the same structure. I just don't understand why you changed SO MUCH X, Y, Z values for translation. About texture, without the specular mask, you will see a correct textured rock, as on your own pic :



Quote:
Originally Posted by gap View Post
The model is now anchored to the terrain.
How did you manage doing that Kendras?
Yes, it's very easy, you have 2 ways to do this :

- 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:
Originally Posted by gap View Post
According to the_frog, my settings for the AO material were correct, but SquareSteelBar's and MLF's screenies obvious don't show it (Kendras tests are ruled out, because he re-imported the model without the secondary UV map).
There is no problem here. The specular mask just must be deleted, and all works properly after that.

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Originally Posted by gap View Post
The model modified by Kendras is 50% higher than the original model. I think doing that made the model a bit too sharp though.
About model dimensions and aspect, I draw this to help you :



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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Old 02-04-17, 11:49 AM   #3
MLF
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Quote:
Originally Posted by Kendras View Post
I had a look in your file, and I have the same structure. I just don't understand why you changed SO MUCH X, Y, Z values for translation. About texture, without the specular mask, you will see a correct textured rock,
Post 69 of this thread (repeated post 79) :

"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)

Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.




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Last edited by MLF; 02-04-17 at 03:14 PM.
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Old 02-06-17, 01:24 PM   #4
Kendras
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Quote:
Originally Posted by MLF View Post
I cannot see your version of the rock in your last posting as it is not visible (see posts 89 and 90)
Now, it works for me. Updated file : http://www.mediafire.com/file/g697l7...efs_shoals.dat

Quote:
Originally Posted by MLF View Post
Possibly, by adding the lighthouse to reef model you are in fact testing a completely different thing to myself and SquareSteelBar. We are testing just Gaps reef. My lighthouse was placed on the reef using locations.cfg - I did not change the reef model to add it.
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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Old 02-12-17, 10:45 PM   #5
Kendras
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Any news ?
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Old 02-25-17, 08:47 AM   #6
Kendras
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We are lost in the fog here. We really need a lighthouse !
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Old 04-01-17, 09:56 AM   #7
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Still no news ?
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