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 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 10-21-06, 10:16 PM   #46
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,
Quote:
But the object that is suppose to have the material with the Alpha never glows.
in this case try to copy the whole block of mine starting right behind the ID (FF FF FF FF 00 19 92 00 1F 89 00 00 2C 80 00 2C 79 A6 3F 00 00 00 00). If that doesn´t work too, tell me and I will check again whether I´ve made a mistake here ore not.

BTW, problems with the *.mtl or Pack3D importing the material settings not properly may be solved with the hex editor too.
Have a look at an earlier stage of my actual project here:



Regards,
DivingDuck

Last edited by DivingDuck; 10-22-06 at 12:15 AM.
DivingDuck is offline   Reply With Quote
Old 10-22-06, 12:29 AM   #47
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Hi Gary,

got some time now. It´s my first break this day.
Don´t know if your problem is solved already. But I have an idea.
Did you proof that the light is not glowing at "ingame-night"? During daytime it´s hard to see whether it´s on or not.
Or maybe you mean the halo around the light´s source instead of the glow itself? If so, you have to add an object (square plane) that serves as halo and alter a few settings/dependencies in the *.dat.

Regards,
DD
DivingDuck is offline   Reply With Quote
Old 10-22-06, 08:35 AM   #48
Safe-Keeper
Ocean Warrior
 
Join Date: Dec 2005
Location: Norway
Posts: 3,234
Downloads: 11
Uploads: 0
Default

Urrgh... All this hurts my poor ole head. Have mercy on an old hexophobe.

Seriously, though, it's looking good, and it's great to see yet another scenery object make it into the game.
Safe-Keeper is offline   Reply With Quote
Old 10-22-06, 07:30 PM   #49
bookworm_020
Navy Seal
 
Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
Downloads: 1
Uploads: 0
Default

Quote:
Originally Posted by JScones
I think these little additions are great. Reading the below extract from Doenitz's war diary also got me thinking about something else that would be helpful to most players...

"...Letters from captured members of her crew indicate that U 40 struck a mine. This is the first proof of mines in the Channel. Air reconnaissance of the Dover-Calais Straits has not so far been carried out. Buoys and lightships have been laid off the English coast, showing that minefields have been laid, but nothing certain is known of their position and type. I must now give up this route into the Atlantic; ... "

The bold text is what got me thinking - anyone know what these buoys or lightships looked like? Such objects would provide a nice (and bonus realistic) visual of potential minefield hazards that lay ahead.

EDIT: I found an example lightship that served during WWII http://www.northcarr.org.uk/ (the history is an interesting read). There's a piccy of it here... http://www.nlb.org.uk/gallery/northcarrbiga.jpg

Anyway, back to getting Gary's buoy working...
Reminds me of CS4 Carpentaria. She has the same appearence as you lightship, but had a somewhat quieter life in the Gulf of Carpentaria, and in the end, Bass Strait.
bookworm_020 is offline   Reply With Quote
Old 10-22-06, 07:39 PM   #50
_Seth_
Ocean Warrior
 
Join Date: Dec 2005
Location: In Tromsoe, @Tirpitz' final resting place..
Posts: 3,277
Downloads: 94
Uploads: 0


Default

Quote:
Originally Posted by bunkerratt
i vote we post bernard on the bouy with an oil lamp...
__________________


_Seth_ is offline   Reply With Quote
Old 10-22-06, 08:33 PM   #51
WilhelmSchulz.
The Old Man
 
Join Date: Jul 2006
Location: Virgina Beach
Posts: 1,301
Downloads: 17
Uploads: 0
Default

Quote:
Originally Posted by Safe-Keeper
I think it might be an idea to just drop the bouy into the Environmental folder. If not, you definetly need to give it to a neutral country (I have an image in my head of a Stuka dive-bombing a bouy:p).
:rotfl: :rotfl: :rotfl: :rotfl:
__________________
"Some ships are designed to sink… others require our assistance."

WilhelmSchulz. is offline   Reply With Quote
Old 10-22-06, 10:25 PM   #52
Hartmann
Sea Lord
 
Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
Default

is possible make a iceberg that glows at night ???

i´m sure that stukas or suderlands don´t attack icebergs.


:rotfl: :rotfl:
__________________
But this ship can't sink!...

She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty.

Strength and honor
Hartmann is offline   Reply With Quote
Old 10-22-06, 11:50 PM   #53
Jmack
Seasoned Skipper
 
Join Date: Oct 2005
Posts: 669
Downloads: 23
Uploads: 0
Default

how the hell do the seals get up there ?
__________________
"victim's ? ... arent we all ? "
Jmack is offline   Reply With Quote
Old 10-23-06, 12:23 PM   #54
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by DivingDuck
Moin,

the most import thing is to have an *.tga with alpha channel. You assign the light material to your object, or part of it if using Multi-/SubObject Maps. Thereafter open the *.dat with Pack3D and search the *.tga´s position. Open the *.dat with any Hex-Editor and go to that position and check out some settings.




Regards,
DivingDuck
Small remark.
You write "2 bytes = controls luminiscence".
No only right (last) byte is selfillumination (of material) byte.
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 10-23-06, 12:34 PM   #55
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Gary
I was wondering if anybody can help me with
lighting my buoy. In particular the use of the
HaloDK_21 maybe. I have been doing 3d modelling since
1997. I want to share with you guys my work. I've
been playing SH3 for about two months now. and here
is some examples. I have allot of stuff pending now
I have the basics figured out. And would like to
thank all of you guys for your help you posted here
on the forum.

-Gary
May be it is better to you to use object with the generator of particles,
For example, Light_House_flare (Harbor_kit.dat) or similar.
It has dynamic parameters - blinks (and less works).
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 10-23-06, 12:34 PM   #56
Rose
Grey Wolf
 
Join Date: May 2006
Location: New York City
Posts: 966
Downloads: 0
Uploads: 0
Default

Uh oh, Gary was banned... what happened?
Rose is offline   Reply With Quote
Old 10-23-06, 12:45 PM   #57
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by Gary
Thank you mr chris, i will. As soon as we get the lights turned on so to speak
i will release it. I tried to pm anvart but failed. maybe tomorrow
I did not have your messages.

__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 10-23-06, 12:52 PM   #58
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default

Quote:
Originally Posted by DivingDuck
Moin,
Quote:
But the object that is suppose to have the material with the Alpha never glows.
in this case try to copy the whole block of mine starting right behind the ID (FF FF FF FF 00 19 92 00 1F 89 00 00 2C 80 00 2C 79 A6 3F 00 00 00 00). If that doesn´t work too, tell me and I will check again whether I´ve made a mistake here ore not.

BTW, problems with the *.mtl or Pack3D importing the material settings not properly may be solved with the hex editor too.
Have a look at an earlier stage of my actual project here:



Regards,
DivingDuck
You writed "number of maps used".
I speak "number of materials used".
The material can not have map.
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 10-23-06, 01:54 PM   #59
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,

@Anvart:

Thanks for the advice. So I´ve wasted time testing the first byte for hours. Going to rework my reminding picture now. And concerning the maps/materials, it´s just a question of how you name it. In the end we mean the same.

I always enjoy shmoozing with you. Best regards,
DD
DivingDuck is offline   Reply With Quote
Old 10-23-06, 02:14 PM   #60
Payoff
Captain
 
Join Date: Mar 2005
Location: Nash Town, USA
Posts: 525
Downloads: 1
Uploads: 0
Default

Quote:
Rose
Uh oh, Gary was banned... what happened?
Is this a joke, or did I miss something?
__________________
"Hit Shokaku class carrier with three out of six torpedos. Recieved 105 depth charges during three hour period. Heard four terrific explosions in the direction of target, two and one half hours after attack. Believe that baby sank!" Lieutenant Commander Herman Kossler USS Cavalla

Last edited by Payoff; 10-23-06 at 02:35 PM.
Payoff 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 05:43 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.