![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
Small update for my part: Have localized lighthouses for regions where the first campaign takes place.
The coordinates match not to 100% the real world coordinates. Thats not possible, because the SH5 world differs from the real world. I tried to find the most plausible spot for lighthouses on the SH5 map near their real-world-locations. As source I used mainly wikipedia. The lighthouses names are their present-days names (consistently without diacritical signs). ![]() Reading Gap´s last information about his Ecomod, it seems to be best to wait with any further work on placing lighthouses until Gap proceeds. I wasn´t able to place important lighthouses, because rocks and islands are missing. Perhaps I will compile a list of those around Great-Britain, Ireland, Sweden, Norway. Problem until now is: Some .dat files appear in SH5, others don´t, even though I do exactly the same things, when importing them. Will search through the TDW-unit-import-thread to find a solution. The next step will be to import the lighthouse into a .GR2 file, namely the „church“ file. To begin with I will do it without AO- or Normalmaps, because I had troubles with flickering. Will follow TDW´s instructions and cry for help. If someone knows some coprehensible tutorial, I would be grateful. Last edited by Seaowl; 01-26-19 at 05:33 AM. |
![]() |
![]() |
![]() |
#17 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Quote:
On a side note: the best all-around website on lighthouses that I have found so far is the lighthouse directory. Other websites with nautical charts that I like checking for minor and lesser known lights and beacons not listed elsewhere, are the following: http://map.openseamap.org/ http://fishing-app.gpsnauticalcharts...avigation.html Quote:
Quote:
Quote:
Most stock terrain objects lack 'bump' and 'additional bumpmap' (i.e. normal map) support. In addition to that, the model you have chosen also lacks "self-illumination" (i.e. ambient occlusion map) support. That is okay, because you said that you don't want your model to feature those maps, but if in future you will decide to add them, you might be forced to re-import your model in another GR2 file with a better texture support; in theory, on loading any GR2 file the latest GR2 Editor versions let you choose whether you want to add the missing strings to the file, but that never actually worked for me. Something else you should look, is the number of meshes of the base_GR2 file, because you can't add new meshes. Church.GR2 has only two meshes, one for the visible model and one for the collision model. That's okay if you want to import you lighthouse as one mesh, but if you wanted to split it in one or more parts, or if you wanted it to use a lowpoly water reflection model you might better pick some other GR2 file with more than two meshes. Lastly, I have recently discovered that the HarborObjectCtrl, used in SH5 for the rendering of snowy textures during winter and of windows lights at night, doesn't work on my pinnacle rock texture, probably because - looking for normal map support - I imported it the GR2 file of one of the icebergs which obviously don't need that controller. As you see, it is a matter of compromises, and often you will have to trade off some features for some other features ![]() |
|||||
![]() |
![]() |
![]() |
#18 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
Of course Wikipedia has not the same level of information as sources altogether dedicated the lighthouse-topic.
On the other hand, it is a good point to start with: you are not overwhelmed, the information is clearly arranged, there are direct links to OpenStreetMap and – because both are given – you haven´t to convert degrees into decimal values. My workflow was as follows: Following the coordinates, I tried to find approximately the location of the lighthouse on the SH5 map. Then I compared the location on the SH5 map with the location of the lighthouse shown at OpenStreetMap. In the end I placed the lighthouse on the SH5 map at that position, where I had the impression, it would represent best his real world position. Often I put it nearer to the shore or at some nice shore nose around. Two examples: Grottuviti lighthouse at Island: The position 64.165°/-22.02195° provided by Wikipedia is located at sea on the Sh5 map. In SH5 the island Grotta – the original place of Grottuviti – isn´t modelled. But a little southward there is a island on the SH5 map, where OpenStreetMap indicates mainland. Hence I placed Grottuviti there, at: 64.155472°/-22.030581. Vardo lighthouse in the North-east of Norway: The Wikipedia position 70.38876°/31.15635° is – although near the shore – at sea. The whole islands there aren´t modelled in detail. Finally I placed the lighthouse at 70.389732°/31.151344° at some tongue of land . And so on. In addition there is only a fraction of the real world lighthouses into that Mis-file. At the moment my foremost goal is not to have an exact real world representation (what wouldn´t be possible), but to see the effect of these lighthouses during campaign. But probably I could convert the OpenSeaMap values and insert them into the Mis-file. Then one could clearly see, where the lighthouses on their original location, were misplaced or not on the SH5 map. That´s the one thing, the other thing are missing rocks and islands. I have to lump together my hand written notes on them or collect the information anew. It will take some time. Concerning GR2 file import: At the moment I´am in a sort of trial and error stage. I would be happy, if I succeed to import the lighthouse in its most basic form. Once I´ve figured out how it works, I will take into account all these aspects you mentioned. Thanks for that. And I will have an eye on the 3D-coordinates of the Dats. Thanks for that hint, too. Next thing I will try is to import a non-working model into a working one. Most likely I only overlook some small detail, as always. ![]() |
![]() |
![]() |
![]() |
#19 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
See the difference!
From close up (with shadow!): ![]() ![]() From far away: ![]() The left one is the lighthouse imported into gr2 files, the right one the common dat file. Additionaly I have added an AO- and a Normalmap. Of course there´s quite a room for improvement. Especially concerning Blender, I´m not fully aware of what I´m doing. Next step will be to understand how this bones-stuff works for adding the lighthouse-flare. Because I´m intending to place a seperate model into the library, I´ve removed the lense from the lighthouse. ![]() Last edited by Seaowl; 02-02-19 at 07:05 AM. |
![]() |
![]() |
![]() |
#20 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]()
Well done Seaowl!
![]() Your first GR2 import looks promising, and your GR2/DAT comparison is very useful. Besides the obvious eye candy of dynamic shadows, It also demonstrates that GR2 model look much sharper too, though the additional texture maps you have added to the GR2 version of Flakmonkey's model, the in-memory texture compression/sampling settings (for the DAT version) might also play a role in that. I have a few questions/remarks. Have you tried adding a specular map in the alpha channel of the main (diffuse) texture? A well done specular map can do miracles in increasing the realism of models. Are the lighthouses set as terrain objects or as land units? If the latter is true, you can add a LOD model for the GR2 version. Just look at stock sea/air units to see how their LOD models are set. If the contrary is true (i.e. the lighthouses are simple terrain objects) no LOD model is possible, but I am curious to know if you applied this method to increase the rendering radius of the GR2 model. Are the texture/materials of the DAT lighthouse version set as in SHIII or SHIV? SHIII has a limited multi-material support, but SHIV's UnifiedRenderController enables DAT models to have as many maps and textures as SH5's GR2 models and to similarly use dds (compressed) textures instead of tga ones. It would be interesting if we could put side by side a DAT and GR2 model at their respective best, and see how they will compare in game. I can be wrong, but I seem to see a smoothing problem near the base of the model (below the door). If that's true you can solve it by splitting some of the model edges. Since you are using Blender, there is a edge split modifier you can use for quickly performing that task. ![]() Storing the lamp/lens model and the flare effect in separate files than the main model is a good idea. If the main model is set as a unit, you can link the lamp to it by equipment node/bone and date-configurable .eqp file or, for any other type of model, via placement nodes (for DAT units) or via bones and .prt file (for GR2 units). Creating new bones using GR2 Editor is not hard: you need to check and select one of the existing bones, right click on it and select "clone bone". Renaming the new bone, changing its parent bone and editing its position within the model is quite straightforward but let me know if you need help. Just note that the latest GR2 Editor version don't handle bones very well, so make backups (in case you file gets corrupted) and in case you fail performing the clone upload here you file and I will see which one of the previous GR2E versions I have on my HD will work better with it ![]() |
![]() |
![]() |
![]() |
#21 | ||||
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
Thanks for the reply, Gap.
Quote:
The Alpha channel of the texture is enabled, but consciously I haven´t added any special specular map. In the „Principled BSDF“ though, I had to change some values particulary the roughness, to obtain an acceptable result. But I suppose, it´s far from perfect and I´am thankful for every instruction. As I said above: I´am at the very beginning of using Blender. It´s a lot of fun but a ongoing trial and error. Quote:
The problem was, that the lighthouseflare dissappeared like switched off in a distance of about 2700 meters; the model itself was visible only a little bit longer (about 3500 m). Later – likewise following your suggestion – I set the lighthouse as land unit. Since then visibility is no issue any longer. There is no noticeable popping up of the model itself. The flare is visible from about 16-17 km. (Edit: I refer here to the Dat-file flare. Don´t know how a GR2-lense with Goblineditor set particle-controller will act.) Of course: the flare of real lighthouses reaches a lot farther. Though thats a problem to address later. As shell-unit figures the LCD_Bunker_Large file. So far I haven´t neither added any LOD-model, nor changed the Reflect and DMG_col mesh of the original unit. I will deal with them in the next turn. Quote:
Never managed to append AO-maps and Bumpmaps to converted SH3 units in SH4. But – as far as I remember – in KSD-2 (really great mod by the way) there is a simplified model of Flakmonkeys lighthouse with additional Ao-map. Could try to import it and – if there is any significant difference – post some comparision screens. Quote:
Will try to solve it with edge-splitting. Thanks again to taking the time to answer and providing all the tips and hints. ![]() Last edited by Seaowl; 02-02-19 at 03:08 PM. |
||||
![]() |
![]() |
![]() |
#22 | |||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
Quote:
Quote:
That's the bunker I have imported in game for TWoS. In general I wouldn't recommend you to use modded files for your own mods. Due to the unfinished state of GR2Editor, the modding of GR2 Editor might corrupt GR2 files in a way that it won't be obvious until you you try performing certaing operations on them ![]() Quote:
Quote:
Quote:
![]() Quote:
![]() Let me know if in future you decide to experiment with the HarborCtrl controller (the one used in SH5 for adding night lights and winter snow to terrain objects). I tried adding it to my sea stack model but it didn't work probably because I imported it in the GR2 file of one of the stock sea units, (not a terrain object). I am not 100% sure about that, but here might be something in the materials of terrain objects that makes the said controller to work. |
|||||||
![]() |
![]() |
![]() |
#23 | ||||
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]() Quote:
So I tuned Specularity down and Roughness up. (and applied face and edge smoothing of course) These changes are transfered via the mtl. file. In that case - as far as I´ve seen - especially by the Ns., Ks. and Illum values. Is that the way, how the specular map works? The Renderer itself appears only indirectly in game. For exampel: the way you are doing AO-maps is determined by the specific renderer. After a lot of efforts, I´m meanwhile able to create AO-maps in Cycles (In the beginning they were pitch black), in Eevee or so, for whatever reason, I´m at the moment not. Would be interested, if AO-maps created with Cycles look differend from AO-maps created with other Renderers? Or if differences are only a matter of settings? But concerning AO-maps: I would be thankful for every tip, how to set up options and values to achieve good results in SH5. Thanks at this point at the creator of ObjSort too: Have to find the post with the link again, where I downloaded it from, to give proper credit. A great tool, that works very well and saves me a lot of time! Quote:
Initially I intended to use the church file as shell-file. But when you open it, the church itself is miles away from zero point. Annoyed by scrolling, I choose the bunker file instead and it was a good decision. It´s a great import. ![]() As you mentioned above, it´s cool to have the possibility to add AO- and Normalmaps. And likely sooner or later, I will be able to make use of the damage and reflection model too. Why there is an additional Bump map material: Bunker_Large_AB? Would I be able to apply a Normalmap and a Bumpmap at the same time? Until now I had no problems with the bunker file. After all I read, I have expected much more instability. Quote:
Quote:
Yes, I have SH4. I will try to import Flakmonkeys lighthouse with SH4 features into SH5. But – as far as I remember – the trouble with using unified render controller in SH5 is, that it doesn´t work with land units or terrain objects? Yesterday, I managed to import the lense into the AmmoBoxGR2. I dropped this file into the library. It was easy to change the bone-position and to modify the lighthouse.eqp. Problems started, as I attached a corresponding sim-file and tried to set the ParticleGenerator. The lense vanished in Game as well as in Goblineditor. Will experiment a bit more. In the next step, I plan to transform the TDW_FXU_lighthouse_flare into a lense.sim. And since you made me curious about this HarborController, I will have a look at it, as soon as possible. |
||||
![]() |
![]() |
![]() |
#24 | |
GLOBAL MODDING TERRORIST
|
![]() Quote:
![]() http://www.mediafire.com/file/lzcrdp...jjf/ObjSort.7z Last edited by Jeff-Groves; 02-03-19 at 10:36 AM. |
|
![]() |
![]() |
![]() |
#25 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
|
![]()
Thanks again!
![]() Helped a lot to clear the first hurdle. In continuous use now... |
![]() |
![]() |
![]() |
#26 | ||||||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
That's a cool feature of GR2 Editor that IIRC is missing from Silent3ditor though I often skip the material import part and I keep stock materials. My bad for doing that: stock material settings are quite dull. Quote:
![]() See the specularity and roughness parameters stored in .mtl files as the luminosity/contrast knobs of an old TV. They can change the global appearance of an image on screen, but if the screen displays an uniform background, messing with those knobs won't improve that much its look. More specifically, the roughness parameter governs the strength of the normal map; if no bump/normal map is used, I think roughness will do nothing. Conversely, the specularity parameter governs the intensity of the specular map, i.e. the strength of the texture used for defining the shininess of different portions of the same material; the lighter a portion of specular map, the more shiny the corresponding material will be rendered. In your case, using no specular map is equal to using a full white specular map which, on turn, determines all the strength of the specularity parameter to be applied to the material(s), with overly bright or dark objects showing no significant highlights (as with your first lighthouse import which looked 'entirely bleached'). For more on specular map and on their usage in conjunction with bump/normal maps see the following links please: https://wiki.splashdamage.com/index.php/Specular_Maps http://www.rastertek.com/dx10tut21.html https://learnopengl.com/Lighting/Lighting-maps Talking in general, specular maps are quickly obtained from diffuse maps, by desaturating them, by enhancing their contrast, by reducing their gamma and possibly by "cutting" all the dark/medium greys so they look black. Nonetheless, the reflective properties of various materials painted on the same texture have to be taken in consideration (wood or concrete are not as glossy as metal or wet stones), so different portions of the same specular map might need different treatments. Moreover, for very nice effects, you might want to blend on your specular maps fine detail which is not visible on the diffuse texture, so to simulate small surface features of glossy or semi-glossy materials that become visible only when we observe them from certain angles relative to the incident light ![]() Quote:
Quote:
If yes, I think that tool is by Jeff Groves. I would appreciate if you could find its link and post it here ![]() EDIT: ops... Jeff beated me to it LOL lol Quote:
![]() The big horizontal offset of stock meshes shouldn't have discouraged you though. I don't know exactly why devs set their objects that way (probably each model was part of a big scene with many objects that had to be arranged far from the origin, and when they exported them they didn't bother centering them again), but the displacement of stock meshes won't affect the centering of the new mesh. In any case, for terrain objects, only the vertical position of the object is important. Quote:
Quote:
Quote:
Quote:
![]() Quote:
![]() |
||||||||||
![]() |
![]() |
![]() |
#27 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#28 |
GLOBAL MODDING TERRORIST
|
![]()
The objsort program sorts through different obj files and arraigns the info to a more standard way that TDW's program didn't account for at the time.
I'll link the original example here. http://www.mediafire.com/file/cmc5rg...-files.7z/file Look at the included obj files in notepad or any text program and you'll see the issue objsort fixes. (I forgot this file download was still active!) Notice how things like v and vn along with f and vt are all sorts of messed up? objsort reads the file, buffers all this then prints out a more common format. No idea if this issue was ever fixed in TDW's program. Last edited by Jeff-Groves; 02-03-19 at 12:25 PM. |
![]() |
![]() |
![]() |
#29 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#30 | |
GLOBAL MODDING TERRORIST
|
![]() Quote:
I do know I pointed out better ways to get imports to work and give a smaller GR2 file size. I actually started the code to add to objsort back then that would produce a file ready for import that solved a lot of issues and jumped past the programs problems. Pretty sure he started hateing me again about that time. ![]() Get me an example with all the needed files and send it to my e-mail. Without going back through that thread? I'm pretty sure you can hand edit the obj files to fix somethings. Not the best way to do it but it can be coded. ![]() Last edited by Jeff-Groves; 02-03-19 at 01:26 PM. |
|
![]() |
![]() |
![]() |
|
|