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08-06-17, 07:59 AM | #481 |
Ocean Warrior
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Last edited by Anvar1061; 08-07-17 at 11:54 AM. |
08-07-17, 08:35 AM | #482 |
Stowaway
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Hello,
I need the int_halo.tga texture with a transparent background instead of black. Could you create it for me please, gap ? It's located in Materials.dat, at the end of the list. PS : @ Anvar1061 : your post is empty. |
08-07-17, 11:55 AM | #483 |
Ocean Warrior
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08-07-17, 01:38 PM | #484 |
Stowaway
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08-08-17, 06:59 AM | #485 | |
Navy Seal
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Quote:
https://www.mediafire.com/file/7u9pp...h/int_halo.tga For your information, that's what I did: - took the SH5 version of the texture which is identical to the one used in SHIII, but bigger (256x256 instead of 128x128 pixels); - added an alpha channel to it; - copied the RGB channel in the alpha channel; - made the RGB channel solid white; - saved as a RLE-compressed 32-bit tga. If need be, you can resize the texture to its original size, restore the original RGB texture (copying it from the alpha channel) or save as uncopressed tga. Let me know if it helps @ Anvar1061 Any remark? Last edited by gap; 08-08-17 at 07:56 AM. |
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08-08-17, 07:49 AM | #486 |
Ocean Warrior
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What is any remerak?
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08-08-17, 07:59 AM | #487 |
Navy Seal
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Oh sorry, I meant "any remark?", my bad for the mistyping
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08-08-17, 08:48 AM | #488 |
Ocean Warrior
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I get CTD at 85% of the load of a single mission with all the fixes of the required my GWX Rus files. In NYGM this lighthouse only works in 1940!
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08-08-17, 09:50 AM | #489 | |
Navy Seal
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Thank you for your reports Anvar, they are of great help
As far as I know, before you joined our little team, our lighthouse had only been tested over SHIII + GWX Gold (me), and WAC (Kendras). MLF has also been helping us with alpha-testing, but I ignore his mod loadout. More extensive tests to ensure compatibility with the most common megamods will be carried out during the beta-testing stage. Quote:
Getting back to the crash you have repoted, your Russian-localized version of GWX might not like the map label currently set for our lighthouse. Please open Lighthouses.mis with a text editor, and try replacing the orange text in the following line with any cyrillic text migh be fit: Code:
Name= La Plate VQ(9)10s19m8M To be honest, all my tests have been carried out using the date chosen by Kendras for his testing mission (March 1, 1940). The date-triggered CTD you are reporting might be caused by some lighthouse equipments -which, on turn, have other configurable equipments linked to them- being removed from the model starting from June 25, 1940. If that was true, the CTD migh not be megamod-related, and it might happen when the game tries placing an equipment on top of another equipment which is no longer in place. If that was the case, a possible fix could be "switching off" "child equipments" as well as their "parent equipments". I will investigate on the issue and I will keep you informed on my findings |
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08-08-17, 10:24 AM | #490 | |||
Stowaway
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Yes, thank you Anvar.
Quote:
Quote:
The CTD is probably due to the Locations.cfg file in Terrain folder. You have to install manually the new locations in your own Locations.cfg file (ignore the Brest_U_Bunker new entry) from line ; LIGHTHOUSES, and correct the numbers in each [Location ---] . Quote:
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08-08-17, 10:39 AM | #491 |
Stowaway
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Patch 1 for V12
Results from my testings on V12 :
- textures are shown correctly, but I don't see any difference with and without specular map controller. - else, all is working fine ! Here are the modifications I've made : D/L link : http://www.mediafire.com/file/vely5j...2_-_Patch_1.7z Note 1 : This is a "patch", so it contains only the corrected files. Note 2 : the foam effect and its sound might be buggy sometimes. It may come from the particles time settings, or from my old computer with very low graphics specs, so I let you test by yourself. The wind speed must be 15 m/s. |
08-08-17, 10:43 AM | #492 | |||
Navy Seal
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@ Kendras
Have you seen my post #485? Quote:
Quote:
A question: do enemy units still attack our lighthouse set as naval bases? Quote:
Tested with v12? |
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08-08-17, 10:49 AM | #493 | |
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Quote:
Yes. |
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08-08-17, 10:55 AM | #494 | |
Navy Seal
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Quote:
Good Testing your patch right away |
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08-08-17, 11:24 AM | #495 | |
Navy Seal
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Quote:
Tree materials are hardcoded; it is possible that they have been coded so that their texture's background color is transparent in game. Other textures require (semi-)transparent areas to be painted as grey/black in their alpha channel, and the "enable alpha blend" flag of their material to be enabled. Texture particles seem to be the exception to that rule, as their transparency mask is often painted on the RGB channel rather than on the alpha channel |
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