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07-28-17, 09:49 AM | #1 | ||||
Navy Seal
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Location: CJ8937
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A visual example of that follows. Not only it can... it is You said you based the proportions of your island drawing drawing on the following picture below that you have (not enough) expanded horizontally, don't you? Well, for the island to be in scale with the coordinate system used in game, the grid on the map you use as template should be square, not rectangular. If you follow the correct method (I invite you to give it a try!), the result wont be too dissimilar from what I already got Quote:
Changing of topic... when you finish drawing that island in a proper way, what do you think about tweaking a bit the light flash effect, so that it resambles more the light of a carbide lamp? Here's a video: Imo, the outer border of the light should be red-violet towards its outer border, not blue as it is now. What do you think? EDIT: found a decent picture The flame looks bluer near the center of combustion, and it becomes red-violet as it moves away from the center. After all, the current effect color might be compatible with the blue seen in the picture above Last edited by gap; 07-28-17 at 10:27 AM. |
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07-28-17, 11:11 AM | #2 | |||
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This one (something between your two versions) : Quote:
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07-28-17, 11:48 AM | #3 | |
Navy Seal
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I like it, but I had to change a bit the port area, otherwise the local lighthouse would have been in the water... unless we want to create a simple port model for the island, of course
In the meanwhile I had been working on something similar, but smaller: I like more your version, but I thought I would share that layout too, in case you want to take inspiration from it for some last minute changes (before I create the new mask/elevation files) Quote:
P.S: I have removed the RayTracedHalo controller from the light effect (seemingly without any loss of quality), and replaced it with the WaterReflection controller. Light reflections on the water look so cool Last edited by gap; 07-28-17 at 11:56 AM. |
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07-28-17, 01:49 PM | #4 |
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07-28-17, 03:49 PM | #5 | |
Navy Seal
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...why should you mind sailing around an island like this? |
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07-28-17, 04:43 PM | #6 |
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07-28-17, 05:32 PM | #7 | |
Navy Seal
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If on the contrary we decide to model it as a 3D mesh, what will come next? The Orkneys? What about the Norwegian Fjords? And why not Helgoland, the Azores, or the Canary Islands? And I don't want to imagine what will happen when it will be the time of the Greek Islands I don't want to sound too categoric: if need be, I am okay to quickly model some rocks which are not even the size of a single pixel on the SHIII terrain map, but anything bigger than that should be made of the same matter as the rest of SHIII's land IMHO |
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07-29-17, 01:30 PM | #8 | ||
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07-29-17, 04:21 PM | #9 |
Navy Seal
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Very nice! I will look into that |
07-29-17, 05:27 PM | #10 |
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The halo during the night :
By the way, I don't have the problem you mentioned, although I deleted the RaYTracedHalo controller. What are the weather conditions under which you see a semi-transparent square ? |
07-29-17, 06:34 PM | #11 | |
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So nice!
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I use the test mission you sent me. I have edited many parameters of it, but date, hour of the day and cloud cover are unchanged. I suspect my gfx card being part of the problem: NVidia cards and SH lights even never got along nicely, The weird thing is that the glitch is only apparent when I delete that controller |
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07-30-17, 04:20 AM | #12 |
Navy Seal
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Good news, our specular mask finally works
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07-30-17, 09:02 AM | #13 |
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Excellent news ! How did you manage to solve this issue ? And is this modifying the aspect in game ?
BTW, here is the new halo effect, so you can try it directly in your game ! D/L link : I have modified it a bit compared to the last picture : Last edited by Kendras; 07-30-17 at 09:13 AM. |
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