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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-17-11, 11:10 PM   #46
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

Hi:

No luck with Lights bulbs, must be some way to dim them and add little transparency...

Bye !!
naights is offline   Reply With Quote
Old 02-18-11, 09:33 AM   #47
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by naights View Post
Hi:

No luck with Lights bulbs, must be some way to dim them and add little transparency...

Bye !!
Here i had dim the lights bulbs - now i just must to add a little transparency

before



after
stoianm is offline   Reply With Quote
Old 02-18-11, 09:43 AM   #48
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

those bulbs look like they've been turned off.
mobucks is offline   Reply With Quote
Old 02-18-11, 09:46 AM   #49
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by mobucks View Post
those bulbs look like they've been turned off.
I know - it was just a test - tell me how do you want to look
stoianm is offline   Reply With Quote
Old 02-18-11, 09:51 AM   #50
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default



anything close to the one on the right would be awesome. Maybe not the filiment is possible but a less bright, somewhat amber color for the bulb.

The other thing is the actual interior sub lighting, like what is on the crews faces, could use some slight darkening/less bloom.
mobucks is offline   Reply With Quote
Old 02-18-11, 10:44 AM   #51
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

Hi:

Quote:
Originally Posted by stoianm View Post
Here i had dim the lights bulbs - now i just must to add a little transparency
Yup, I've also got something similar editing the bec_submarine.dds (darker) but the bulbs look like plastic (with no interior light "turned off")

I hope that you can get better results
naights is offline   Reply With Quote
Old 02-18-11, 11:37 AM   #52
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

How i increase alpha or gamma value in photoshop to make a picture shining?




stoianm is offline   Reply With Quote
Old 02-18-11, 11:49 AM   #53
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

You can also change the colour/texture of reflectcube.dds but this is a cubemap 1 bit explicit alpha.

It's this texture which gives the glow. It's mixed with bec_submarine

To reduce the glow you need to open up a compartment GR2 & sim file (ie room_CR.gr2 and room_CR.sim) look for the bulb entries (This could be one of many things eg bulb-housing, sticla etc) and then edit the controller.

Render-EnvMappingController will give you access to what you need to dim the bulbs -- and to add new textures, if you like, to the reflection.

I think the only way to change the alpha of the bulbs is within the 3d model itself which is not accessible.

Before/After: Before is Naichts screenshot from the beginning of the thread -- no work on the bulbs. After is not exactly an apples to apples comparison as it uses Darker Interiors which effects the ambient lighting and a small mod by myself which effects the textures of the bulbs and edits the gr2 files.

The bulbs still glow, but they're not so harsh and they're yellow.

I'm sure this can be done better -- I'm just trying to share the info I have


Last edited by Paris_England; 02-18-11 at 12:24 PM. Reason: added image
Paris_England is offline   Reply With Quote
Old 02-18-11, 12:46 PM   #54
mobucks
Seasoned Skipper
 
Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
Default

that is quite a result! thanks for sharing!
mobucks is offline   Reply With Quote
Old 02-18-11, 01:32 PM   #55
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

Hi:

What is the exact file format for bec_submarine? im getting different bulb with the stock file but saved by me manually in photoshop.
naights is offline   Reply With Quote
Old 02-18-11, 01:36 PM   #56
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by naights View Post
Hi:

What is the exact file format for bec_submarine? im getting different bulb with the stock file but saved by me manually in photoshop.
64-bit-A16B16G16R16, size 4x4, mipMap 1/3 , mem 0.1kb

this is after was alterate by MO - but i think that tdw keeped the same format as vanilla one
stoianm is offline   Reply With Quote
Old 02-18-11, 01:54 PM   #57
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

bec_submarine is altered by steelviking's interior mod which is part of MO -- so unless TDW didn't include that bit, it is changed from the original.

in steel vikings mod it appears to be DXT1 no alpha, 2d texture. Size is 4x4 px.

The size can be upped and an alpha channel introduced. Mapping can also be changed from sphere to cube in the GR2, so painted textures can be made a little differently.

Don't forget reflectcube.dds -- if you don't save this down as a dds cubemap it won't show in game.
Paris_England is offline   Reply With Quote
Old 02-18-11, 02:12 PM   #58
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha
naights is offline   Reply With Quote
Old 02-18-11, 02:15 PM   #59
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by naights View Post
Hi:

Ok, now is working.

File saved as 16.16.16.16f ABGR 64 bpp | floating point (photoshop)

Steel Vikings .dds file is DXT1 4bpp with no alpha
I changed in DXT5 but keep the same size and mip - maping and it is working also

i am impatient to see your finall results
stoianm is offline   Reply With Quote
Old 02-18-11, 02:30 PM   #60
naights
Sparky
 
Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
Default

hi:

Quote:
Originally Posted by stoianm View Post
I changed in DXT5 but keep the same size and mip - maping and it is working also

i am impatient to see your finall results
I can share what I have done and work the 3 together to get better results (if you want, better 3 brains than 1)
naights 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 09:23 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.