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Old 01-07-19, 04:18 PM   #1
Seaowl
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Like announced the first question:
Is there a difference in scale you have to consider when importing units from SH3 to SH5?
Having stared too long at this lighthouse, I couldn´t tell, if its definitley too small.
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Old 01-09-19, 08:13 AM   #2
Seaowl
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In the meantime, I´ve found an answer on that question myself.
In TWoS there is a handy tool, called LXX-ruler, included.
So I was able to find out, that the heigth of the lighthouse in SH3 respectively in S3D, matches the height in SH5. Both are around 26,5 meters.
[IMG][/IMG]

In addition I managed to create a second map channel into the lighthouse .dat following this threat http://www.subsim.com/radioroom/showthread.php?t=135177

But now there is no way to apply the lightmap on the model: It works not the SH3 way to attach the lightmap directly at the main texture and not the SH4 way using unified render controller.
The latter gave me a lot of troubles, so it seems to me that it doesn´t work with land objects at all.
Probably herein lies the root of the short visibility of the lighthouse flare?
Whatever...
Does somebody knows something about the TDW_FXU_lighthouse_flare inside the library?
I tried to make it work instead of my SH3 flare, but didn´t succeed.
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Old 01-13-19, 08:19 PM   #3
gap
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Very nice!

All the SH models from SHIII to SH5 use the same scale. I am sorry that you had to waste your time on checking that, before I could solve your doubts.

In the EcoMod as well as in TWoS there are rulers for measuring objects in game (from the style of the TWoS ruler, I think it is my work, but as I had completely forgotten about it, I created a similar one for the EcoMod). Nonetheless, the quickest way to measure game's 3D objects, is by exporting their meshes and measuring them in a 3D modelling software. One unit measured in any of the commonly used 3D program is equal to ten in-game meters.

If you specify what kind of lightmap you want to add to the model, maybe I can help you with it.

Finally, IIRC TDW's particle effects are done in a way that they can only be edited using an hex editor. You can use his flare effect as it is, but its particle generator(s) might be pointing to textures and materials contained in FXUpdates, so you need to have that mod (or TWoS) installed for the effect to work...
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