SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-28-20, 12:05 PM   #1
Rosomaha
Loader
 
Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
Default

Excellent work.
On the one hand, I liked the night lights of ships, with the SH3 mods, but at the same time I did not like this solution, because of their constant glow, including on a Sunny day that looked unnatural. This seems to be the best alternative to this. . Only C3 seems to have a very bright glow.)

Last edited by Rosomaha; 06-28-20 at 12:15 PM.
Rosomaha is offline   Reply With Quote
Old 02-19-22, 03:15 PM   #2
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
Default

Necroing my old thread after fiddling some more with this controller.

Turns out I found an elegant solution to problem I had with it - namely, the fact that you can't have separate .sim files for clone ships unless you make them full-on separate models with their own gr2 files and everything.

This meant that if I wanted a neutral version of a ship with lights and non-neutral without, I had to make two copies of all files in ship's folder. Repeat this for many ships and your Sea folder starts to look very fat.

As it turns out, there's a solution for that. HarborObject controller requires a small additional _night texture to work. If controller doesn't find this texture, it doesn't do anything, so one can simply make two skins for a ship:

a) "neutral" skin, that has additional _night texture in textures folder
b) "non-neutral" skin that doesn't have _night texture

So I could now easily make beautifully illuminated versions of all .gr2 format ships, if not for one remaining issue that is crashing Goblin editor while trying to further edit a ship with HarborObject controller... ship does seem to work without problems or CTD's in game, but it blows up Goblin Editor every time
kapuhy is offline   Reply With Quote
Old 02-22-22, 01:14 PM   #3
Angelis
A-ganger
 
Join Date: Dec 2009
Posts: 77
Downloads: 143
Uploads: 0
Default

Ingenious!
Angelis is offline   Reply With Quote
Old 02-22-22, 01:52 PM   #4
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,654
Downloads: 137
Uploads: 0


Default

Now stop depending on Goblin to do things.
S3D with the proper controllers add-ins can do things Goblin can't.

Rule 1
If it works In-Game? Then it works.
Rule 2
If Editors say it won't work? See Rule 1!
Jeff-Groves is offline   Reply With Quote
Old 02-23-22, 02:23 PM   #5
tonschk
Admiral
 
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
Default

Very good great work!
__________________
What we do in life echoes in Eternity
tonschk is offline   Reply With Quote
Old 02-27-22, 08:23 PM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by kapuhy View Post
Turns out I found an elegant solution to problem I had with it - namely, the fact that you can't have separate .sim files for clone ships unless you make them full-on separate models with their own gr2 files and everything.

This meant that if I wanted a neutral version of a ship with lights and non-neutral without, I had to make two copies of all files in ship's folder. Repeat this for many ships and your Sea folder starts to look very fat.

As it turns out, there's a solution for that. HarborObject controller requires a small additional _night texture to work. If controller doesn't find this texture, it doesn't do anything, so one can simply make two skins for a ship:

a) "neutral" skin, that has additional _night texture in textures folder
b) "non-neutral" skin that doesn't have _night texture

So I could now easily make beautifully illuminated versions of all .gr2 format ships, if not for one remaining issue that is crashing Goblin editor while trying to further edit a ship with HarborObject controller... ship does seem to work without problems or CTD's in game, but it blows up Goblin Editor every time
A possible alternative:

Separate 3D portholes and windows from the main model and set them as configurable equipment. For each vessel there should be two nearly identical copies of such an equipment: one with the HarborObject controller and one without it. Since each proxy clone uses its own .eqp file, you can easily set up two variants of the same unit, one with lights on and the other with darkened lights.

Advantages of this method:

- no more Goblin Editor CTD's
- no need to have two copies of the same texture.


Disadvantages:

- stock models and all previously created custom vessels would require their 3D models to be edited.
- more files in the Library folder and higher chance of Id conflict (though, talking about GR2 objects, this one should be a remote chance as long as no duplicated model names are used).
- complex illumination effects like illuminated funnels, superstructure etc. become impossible, unless those parts are also separated from the main model.

Quote:
Originally Posted by Jeff-Groves View Post
Now stop depending on Goblin to do things.
S3D with the proper controllers add-ins can do things Goblin can't.

Rule 1
If it works In-Game? Then it works.
Rule 2
If Editors say it won't work? See Rule 1!
I agree. I strongly recommend Rosomaha's S3d Configurator for full compatibility with the new SH5 controllers.

The one thing that Goblin Editor does better than S3d, is 3D model shading. Since Goblie uses the same shaders as the game, one can reliably use it for previewing the combined effect of diffuse, specular, normal and AO maps.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:46 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.