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07-30-17, 01:28 PM | #436 | ||||
Navy Seal
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Okay, but remember what happens with your buoys mod, when many light buoys are in the area
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Not saying that we have to use it, but let's make a mental note about it, in case we need it in future Quote:
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It is just a small detail, but one that might raise the realism level by a factor 2 |
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07-30-17, 02:07 PM | #437 |
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07-30-17, 02:28 PM | #438 | |
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I have to go now. Tomorrow I will test your reworked light effect and hopefully I will upload the next version of our lighthouse with some new features and many fine-tunings, optimizations and fixes Have a nice evening |
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07-30-17, 02:51 PM | #439 |
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07-31-17, 03:27 AM | #440 |
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CREAC'H LIGHT
What do you think ?
I just would like the beams to be larger on the extremities, to not looking like laser beams. The problem is that the texture is no more applied correctly on them, there are some holes in the light beams. Could you help me ? I will send you the testing tower by PM. The idea is this : Last edited by Kendras; 07-31-17 at 03:44 AM. |
07-31-17, 05:07 AM | #441 |
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Great !!!!
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07-31-17, 12:43 PM | #442 | ||
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On a side note: I have tested your improved flashing light effect and it works as a charm. Even the ghost sqare around the light flash texture has disappeared I have another suggestion. In theory, light intensity should decrease with the distance following the inverse-square law, but currently our effect is as bright when seen in close-up view as it is when seen from far away. Would it be possible making it to gradually fade away until it completely disappears at a distance of about 8 nm (14.8 km) from its source? EDIT: something else I would do, is making the flash considerably smaller: it looks a bit too big for such a modest light. If we kept the currents size, how big should be in comparison Créac'h's flare? Last edited by gap; 07-31-17 at 12:59 PM. |
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07-31-17, 01:19 PM | #443 |
Weps
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Hi Gap
I had a problem with that as well. Look in the Silent Hunter III root folder. If you have a file d3d9.dll rename it (don't delete). This will take you away from a wide screen view, but allow screenshots by using 'Alt'+ 'PrtSc' and the pasting into a prog like Paintshop to generate the .jpg file. Worked for me, but if d3d9.dll doesn't exist then not a solution. I'm following this thread with amazement at the way you guys are progressing. Good stuff. Regards, MLF
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07-31-17, 02:23 PM | #444 | ||
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Stay tuned for this new version |
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07-31-17, 02:56 PM | #445 |
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I have discovered what caused halo texture borders to become visible: during my arrangement of the effect node, I had inadvertently moved the fog controller on top of the particle generator; apparently the latter must be on top
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07-31-17, 04:32 PM | #446 | |
Weps
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This is ground breaking work that must be of great value to all modders of SH3 Regards, MLF
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07-31-17, 05:32 PM | #447 |
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Well, "groundbreaking" is definitely too much. Most of the notions that this mod in its current state is based on, are scattered here and there in the forum and/or borrowed from later games of the SH series. Anyway I believe that the work we are doing is at least original, and I hope that other modders can take ispiration from it for making the best of their own talent and creativity
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07-31-17, 05:36 PM | #448 | ||||
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Already sent.
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07-31-17, 06:37 PM | #449 | |||
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Where? My PM box on subsim or my private e-mail?
That's a shame. I think I saw LOD/distance settings among the parameters of some type of particle generator, but it was probably the, more sophisticated, SH5 version of them. If we don't find any better solution, what about doing the effect a bit more subdued? As it is now, in full day, that litlle lantern is more shiny than the sun itself Quote:
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(short dark interval + light flash) x 9 = 6s (light and darkness of more or less equal duration = ca. 0.33s each) long dark interval = 4s I think you got this sequence about right, but if you think you can further improve it, why not? Quote:
Last edited by gap; 07-31-17 at 06:49 PM. |
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07-31-17, 06:50 PM | #450 | |
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Your PM box on Subsim is always full, isn't it ?
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In graphic options. |
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