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Old 06-20-08, 11:34 AM   #31
Ducimus
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Quote:
Originally Posted by Mikhayl
Hi Ducimus, the "selfcolor" actually works, but it's not visible because of the new lighting in SH4 compared to SH3. That's mostly because the "omni light" nodes used to enlight the characters are not placed like the visible lights. For the type IX they're basically in 3 rows running along the room at mid-height, and I guess it's the same for all other interiors. I think it's made that way to have a fairly "clear" room, in the type II conversion I placed the omni lights right where the 3D light bulbs are and it's indeed way darker than any other interior especially at floor level (with the post process effect, otherwise it's not so dark).
Uh well, so, the selfcolor If there's an omnilight too close to the "selfcoloring" light then it will nullify the color. In both stock u-boote all the TDC and torpedo lights appear to be grey/yellowish. In the type II since the omnilight are much higher in the room they don't affect the selfcolouring lights.
Problem with the omnilights IMO is that they are too dim. If you place them on the real lightbulb spot the floor will be dark and some crewmen will have some very dark/black parts. With the stock settings it's all clear but if you look closely you will see light coming from nowhere, like a crewman's face all lit when the bulb is actually behind him etc.
But I suppose you're after a "living" christmas tree, then I guess you could move only one omnilight, this shouldn't affect too much the overall lighting of the room.
Sorry for the lengthy post

Thanks for info. I called it "selfcolor" cause thats what i remembered it as. I acutally havent opened an editor of any sort in about two or three weeks. As was noted, its probably texturechanger. I have an oddway of remembering things.

Acutally my goal isn't so much as a living christmas tree as so much as to get torpedo status indicator lights in the conning tower. That whole board where the firing keys are at mounted in the conning tower i was going to rework. Here, i ran into another problem. Selecting a tube. I dont remember the specifics, but what it boiled down to was it didnt matter how many "toggle tube" switch's you put in, because the game would only toggle the currently selected tube. So ALL the swtiches opened or closed the current seletected tube. So then there was what i considered the "old way", of individually opening tubes, but herein, theres a problem of a very noticeable lag delay when opening an individual tube. It was anything but "ergonomic" for want of a better term. After that, i just scrapped the idea and moved on to something else.
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