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Old 03-03-06, 03:27 PM   #1
sergbuto
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Quote:
Originally Posted by CWorth
What serg did from what I am seeing is create a new object and attached it to the model of the ship.
That's right.
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Old 03-03-06, 03:29 PM   #2
sergbuto
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Quote:
Originally Posted by GT182
Looks great! When will this be available Serg?
It is basically ready. But I need to check acouple of points.
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Old 03-03-06, 03:36 PM   #3
jbt308
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I was thinking about this last night. Are the models in the game hollow? I would assume they are.

If so, wouldn't it be possible to:

1. modify the texture so so that the windowed area's are transparent and or literally just holes in the texture

2. Place a light source resident inside the model, ie, like a search like from the destroyer or harbor lighthouse.

Have a flag that basically turns the light on/off whether it's day or night.

I'm not saying it would be easy, or even doable, just trying to "think outside the box"
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Old 03-03-06, 05:13 PM   #4
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serg,

Do those lights stay on in the day as well as the night? or did you figure out a way to make them turn on and off...
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Old 03-03-06, 05:30 PM   #5
sergbuto
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Quote:
Originally Posted by Tikigod
Do those lights stay on in the day as well as the night?
Yes, they do.
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Old 03-04-06, 07:05 PM   #6
Tikigod
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The SH3 engine would support reflections in the water from portholes and other lights on the ship if they did emit some sort of light....as you can see below how the fire does it.....the moon and the lighthouse do it as well....so it is possible to get the effect you see in the picture I made....if we could get the right type of light attached to the ship and emits toward the water...





The problem is after making the lights you would need them to turn both on and off as the day and night changed...also im not sure how they would affect frame rates with an entire convoy at night lit up....

serg is it possible to make your lights reflect in the water?
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Old 03-04-06, 07:43 PM   #7
panthercules
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Quote:
Originally Posted by Tikigod
...also im not sure how they would affect frame rates with an entire convoy at night lit up....
Presumably, ships in a convoy shouldn't be traveling with lights on, so the frame rate shouldn't be an issue if you were able to do this "correctly" so that only unescorted neutrals had their lights on - of course, I'm sure that raises more difficulties since SH3 seems to populate convoys with "neutrals" fairly often so it would probably be tough to make it so some neutrals (those traveling alone/unescorted) would be lit and some neutrals (those in escorted convoys) would not.

Still, a great idea if you can get it to work - I'd sure love to see it
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Old 03-05-06, 03:51 PM   #8
Captain America
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Bump... Can't let this one get too far down....
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Old 03-05-06, 04:23 PM   #9
CCIP
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Wow, I miss a few days on the forum, and I miss THIS?

One of the holy grails, that's for sure. I hope accommodations can quickly be made to the campaign to ensure that all neutral ships carry these
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Old 03-05-06, 04:32 PM   #10
AG124
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I always wondered if this would be possible. The only problem is how to get the lights to appear for neutral/night time/single ships only. If that could be done, we could designate certain skins for certain nations and thus have correct neutral flags and shipping companies as well. :hmm:

The best thing I can think of would be to clone each ship and have one version for belligerants and one for neutrals. Of course, then there is the matter of neutrals like the US entering the war at a later date...

I am sure someone more experienced will come up with something.
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Old 03-05-06, 04:38 PM   #11
CCIP
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Quote:
Originally Posted by AG124

The best thing I can think of would be to clone each ship and have one version for belligerants and one for neutrals. Of course, then there is the matter of neutrals like the US entering the war at a later date...
That's my assumption. It shouldn't be terribly complicated.

Plus, it'd be neat if we could have US merchants off the eastern seaboard still carrying the lights for Drumbeat (which they often did early on!)
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Old 03-10-06, 08:51 AM   #12
Mil_tera
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I was trying to dowload that coastal tanker but the file is not downloading anymore. Is it still available somewhere?

Thanks..
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Old 03-10-06, 09:40 AM   #13
AG124
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Quote:
I was trying to dowload that coastal tanker but the file is not downloading anymore. Is it still available somewhere?
I just downloaded it without a problem. Anyway, it doesn't matter - I am hoping to release version 1.1 today or tomorrow (which will no longer be a Beta version). That will replace the 1.0 file, which will be deleted.

In the meantime, try downloading other rapidshare files to see if it is the site that is the problem (or maybe your internet settings are the cause). If you still have problems, there is a thread based upon this ship in which you can post. Wouldn't want to hijack this thread.
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Old 03-10-06, 11:49 AM   #14
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sergbuto has done it! finally a real neutral ship. i bet in time sergbuto will even figure out how to get neutrals to stop for inspection when a uboat surfaces near them.
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Old 03-10-06, 02:35 PM   #15
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Quote:
Originally Posted by redbrow
sergbuto has done it! finally a real neutral ship. i bet in time sergbuto will even figure out how to get neutrals to stop for inspection when a uboat surfaces near them.
NOW we're talking - I'd love this to be triggered by a shot from your deck gun across her bow - then you could approach close, and give orders to your watch crew to board her and sink her with charges if they find contraband - and your radioman could warn you if they were using their wireless so you could shell their bridge and stop them - and then you would see some new fruits and meats hanging in your control room from the fresh stores you liberated from the merchant before you sank it with the charges - how cool would this be? maybe something for SH5?
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