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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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But now I took simply the original file and it works. Lighthouse is not fading, fresnel is working. ![]() Have to test a little bit more, how far away the light is visible etc. |
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#2 | |
GLOBAL MODDING TERRORIST
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#3 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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No, I took the original SH3 .dat.
Had to extract it from a harborkit respectively I deleted the harborkit around the lighthouse + texture knots. The converter closed with the error message: list index out of bounds (0) Probably because the messy way of extraction or because I use only the .dat without any .cfg or roster file? |
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#4 | |
GLOBAL MODDING TERRORIST
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It's not a perfect Tool for some needs. S3D you can add the Unifiedrender controller. |
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#5 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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Thanks again.
Will try to add unifiedrender controller. Atm I´m starting some night mission to see how far the lighthouse flare is visible. Scenery is Elbe mouth near Brunsbüttel, Gap`s Ecomod activated. ![]() |
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#6 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Sorry for the late replies guys
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![]() Prior to their advent, general cargo ships and bulk carriers were used instead. The latter category was not very common though as it was mostly limited to coastal traffic. ![]() Quote:
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#7 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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No need for excuses! We are all doing this in our spare time.
If its like you said, that there will be no containership until late 40, what for Neptunes sake shall we do with all these containers in SH5 ports? And why there are container cranes? ![]() Annoyed by them I tried once some reskin with crate textures, but the outcome looked uglier than before. Not only the mapping is confusing, but its difficult to match this greyish colour temper. However to tell the truth, this is some minor problem. As I saw this beautiful lighthouse with his great texture in SH5, I fear I became a little bit too enthusiastic. Tweaking the ParticleGenerator does nothing. At about 3500m away the lighthouse become visible from the bridge of the Uboat. (But only if there is at least the water reflection controller inside the dat, even if there is obviously no water reflection. When I delete this controller, than the lighthouse starts popping up at close distance.) The flare is switched on suddenly at about 2700m. Will playing around with goblineditor and contollers (trying this MinRenderDim too) and reporting, if something is changing. In opposite the flares of the lightship is visible at long range about 17km. Its pretty cool to see them appearing at the horizon. Obviously other rules for sea units, than for land units. At the moment I do some testing if visibility at sea depends partly on the height of the light source, trying to place the lightship laterns on higher masts. ![]() |
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Tags |
modding |
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