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07-18-15, 05:49 PM | #586 | |
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07-18-15, 06:41 PM | #587 | |
Ace of the deep .
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Silent hunter 5\data\Library\undersea.GR2 |
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07-18-15, 07:28 PM | #588 |
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The rocks? Try attaching the static.object controller to them through sim file.
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07-21-15, 03:39 PM | #589 |
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Düne front leading light ready:
Modelling this one took longer than expected. Since I din't have any drawing/measures of it, I had to do it basically from scratch, with the help of the few pictures available on the web. The post is ca. 14.5 m-high, measured from the top of the concrete basement to the top of the triangular dayboard. Measures and proportions had to be inferred from pictures, and by matching railing's height and ladder's rung distance with their real standard measurements. Last edited by gap; 01-30-20 at 11:18 AM. |
07-21-15, 04:31 PM | #590 |
Ace of the deep .
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Looks amazing . Its a GR2 file ?
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07-21-15, 04:52 PM | #591 |
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Not yet. I have a small problem with GR2 Editor. It doesn't show diffuse textures rendered on top of model. I think it is because I made it to point to an old installation of the game, on an external hard drive. Installing the game now, and then I will try running GR2E again.
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07-22-15, 07:58 PM | #592 | ||
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Unfortunately, adding new meshes with GR2 Editor is not possible at its current state. The one chance would be "rebuilding" undersea.GR2 with the same meshes, textures, bones, etc. as the original file, but using as templete a GR2 file with 1 model and at least 9 meshes; i.e. 3 meshes for the 3 "grass" types, which are not supposed to be collisionable, and 6 meshes for the 3 rock types, 2 for each rock, one for the visible rock, and one for use as its collision mesh. Anyway SH5 rocks are placed randomly, and they change position everytime you turn the camera. They are designed more for eye candy than else, and I am not even sure that my idea would work. Maybe it would be better leaving undersea.GR2 alone, and creating some brand-new rock objects, for use as collisionable terrain objects to be placed ad hoc the same way blockships are placed around scapa. On a side note: I have noticed that ports completely miss reflect meshes. Can someone confirm that ports' buildings, docks, etc. have reflections on the sea surface? EDIT: okay, nevermind, just checked and they do have reflections. Last edited by gap; 07-22-15 at 08:10 PM. |
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07-22-15, 09:07 PM | #593 | |
Ace of the deep .
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This is Memel . Last edited by THE_MASK; 07-22-15 at 09:24 PM. |
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07-23-15, 08:55 AM | #594 | ||
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An iceberg will do But remember that icebergs are sea units, whereas undersea rocks should be set as terrain objects. It makes a big difference, as far as sim and zon files are concerned. That's true... never thought about that But how do you know that the cranes portrayed in game are precisely portainers? Cranes in general have been used in harbors since the Middle Age |
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07-29-15, 09:52 PM | #595 |
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id like to make a suggestion and an inquiry. ive noticed from various angles and just hours of watching and analyzing that the light shafts poking through the clouds tend to be a bit much. as this makes the game look amazing while parading about your bridge and rumbling about with your external camera making screen shots i find that myself wanting that real feel. i while back i cant remember what i did whether it was through this mod or what but i toned them down a little and it made a world of a difference. i think i just used stock in that area. my question now, is there a way to adjust these manually or is it like a package deal. you adjust this and it effects this or need a special program to get into it? or is it possible for you to make an add on for less or toned down light shafts ?
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07-30-15, 05:05 AM | #596 | |
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07-30-15, 03:25 PM | #597 |
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ok so messing around with the lights config isnt going to effect other things? as in cause problems ?
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07-30-15, 05:24 PM | #598 | |
Ace of the deep .
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Edit the file and then go to a single mission and check out the new settings . Exit to the games main screen and edit the file again and then go to the single mission again to look at it . You don't have to close the game to look at every new edit in game . |
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08-03-15, 07:16 PM | #599 |
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alright! cool, thanks guys!
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08-04-15, 01:16 AM | #600 |
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Tags |
climate, dynamic environment, environment, environmental mod, fog, weather |
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