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#436 | ||||
Navy Seal
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Okay, but remember what happens with your buoys mod, when many light buoys are in the area
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Not saying that we have to use it, but let's make a mental note about it, in case we need it in future ![]() Quote:
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It is just a small detail, but one that might raise the realism level by a factor 2 ![]() |
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#437 |
Stowaway
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#438 | |
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![]() I have to go now. Tomorrow I will test your reworked light effect and hopefully I will upload the next version of our lighthouse with some new features and many fine-tunings, optimizations and fixes Have a nice evening ![]() |
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#439 |
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#440 |
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What do you think ?
![]() ![]() I just would like the beams to be larger on the extremities, to not looking like laser beams. ![]() The idea is this : ![]() Last edited by Kendras; 07-31-17 at 03:44 AM. |
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#441 |
Commander
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Great !!!!
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#442 | ||
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![]() On a side note: I have tested your improved flashing light effect and it works as a charm. Even the ghost sqare around the light flash texture has disappeared ![]() I have another suggestion. In theory, light intensity should decrease with the distance following the inverse-square law, but currently our effect is as bright when seen in close-up view as it is when seen from far away. Would it be possible making it to gradually fade away until it completely disappears at a distance of about 8 nm (14.8 km) from its source? ![]() EDIT: something else I would do, is making the flash considerably smaller: it looks a bit too big for such a modest light. If we kept the currents size, how big should be in comparison Créac'h's flare? ![]() Last edited by gap; 07-31-17 at 12:59 PM. |
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#443 |
Weps
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Hi Gap
I had a problem with that as well. Look in the Silent Hunter III root folder. If you have a file d3d9.dll rename it (don't delete). This will take you away from a wide screen view, but allow screenshots by using 'Alt'+ 'PrtSc' and the pasting into a prog like Paintshop to generate the .jpg file. Worked for me, but if d3d9.dll doesn't exist then not a solution. I'm following this thread with amazement at the way you guys are progressing ![]() Regards, MLF
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#444 | ||
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Stay tuned for this new version ![]() |
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#445 | |
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#446 | |
Weps
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![]() ![]() This is ground breaking work that must be of great value to all modders of SH3 ![]() Regards, MLF
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#447 | |
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#448 | ||||
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Already sent.
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#449 | |||
Navy Seal
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Where? My PM box on subsim or my private e-mail?
![]() That's a shame. I think I saw LOD/distance settings among the parameters of some type of particle generator, but it was probably the, more sophisticated, SH5 version of them. If we don't find any better solution, what about doing the effect a bit more subdued? As it is now, in full day, that litlle lantern is more shiny than the sun itself ![]() ![]() Quote:
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(short dark interval + light flash) x 9 = 6s (light and darkness of more or less equal duration = ca. 0.33s each) long dark interval = 4s I think you got this sequence about right, but if you think you can further improve it, why not? ![]() Quote:
![]() Last edited by gap; 07-31-17 at 06:49 PM. |
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#450 | |
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Your PM box on Subsim is always full, isn't it ?
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In graphic options. |
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