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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Sparky
![]() Join Date: Mar 2008
Location: Spain
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Hi:
No luck with Lights bulbs, must be some way to dim them and add little transparency... ![]() Bye !!
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#47 |
Ocean Warrior
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#48 |
Seasoned Skipper
![]() Join Date: Jan 2010
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those bulbs look like they've been turned off.
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#49 |
Ocean Warrior
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#50 |
Seasoned Skipper
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![]() ![]() 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. |
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#51 | |
Sparky
![]() Join Date: Mar 2008
Location: Spain
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Hi:
Quote:
I hope that you can get better results ![]()
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#52 |
Ocean Warrior
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How i increase alpha or gamma value in photoshop to make a picture shining?
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#53 |
Soundman
![]() Join Date: Aug 2010
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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 |
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#54 |
Seasoned Skipper
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that is quite a result! thanks for sharing!
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#55 |
Sparky
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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.
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#56 | |
Ocean Warrior
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![]() Quote:
this is after was alterate by MO - but i think that tdw keeped the same format as vanilla one |
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#57 |
Soundman
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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. |
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#58 |
Sparky
![]() Join Date: Mar 2008
Location: Spain
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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
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#59 | |
Ocean Warrior
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![]() Quote:
![]() i am impatient to see your finall results |
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#60 | |
Sparky
![]() Join Date: Mar 2008
Location: Spain
Posts: 154
Downloads: 384
Uploads: 7
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hi:
Quote:
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