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#166 | |
Seasoned Skipper
![]() Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
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#167 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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Another possible compromise might be giving up LOD models. That would be a waste of computer resources but after all we already imported in game many dat units which have no support for LODs, and the game handles them decently. Quote:
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#168 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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The problem is not just LOD models although their scrapping would solve a lot of issues. What I fear is situation where single brightly colored neutral ship wanders into vicinity of huge Allied convoy and all ships in the convoy decide to use "neutral" skin (this happens if neutral ship is a clone of regular "grey" merchants or vice versa). I made a thread on the subject some time ago - never managed to solve it: https://www.subsim.com/radioroom/sho...d.php?t=250744 This happens to any of my ships I try to make multiple AO maps for (diffuse textures work fine). |
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#169 | |
Seasoned Skipper
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Sounds like the issue silentmichal and I can't solve with the ladder in CR room in silentmichal's new interior mod v1.2.3 and my version v2.0 of it (last picture): https://www.subsim.com/radioroom/sho...&postcount=596
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#170 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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Confusing an allied or axis vessel for a neutral one would be somehow acceptable. As we have seen in my thread on wartime ship colors, vessels of many neutral countries sailed within allied convoys while still retaining peacetime colors or even neutrality markings (and they were considered valid targets by the Germans). Likewise, many German blockade-runners disguised themselves as neutral vessels, so again some confusion might even be realistic. On the other hand, confusing a neutral vessel for an allied one might lead to some very bad outcomes, as destroying one of them will result in a renown penalty and even to CTDs. The one solution for avoiding that, is having two "physical" copies of the very same ships if we plan to use them both on the allied/axis and on the neutral side. Quote:
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#171 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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EDIT: Ok I found it. Video below shows the issue: One of my coasters, with Mk.9L Shining Depth Charges strapped to its bridge, using emissive material modeled after control room lightbulbs (your idea ![]() Any ship I tried to use more than one AO map on. On the other side I know it does work properly on Flower corvette (which has several AO skins in TWoS). So either it's a mistake I repeated in all my ships or maybe something resulting from using GR2 Editor (which would also explain why multi-AO stock ships are unaffected).
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 07-19-22 at 04:12 PM. |
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#172 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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On the other hand, if the culprit was GR2 editor I would expect the primary AO map to be broken as well as the others, but this is not the case obviously ![]() |
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#173 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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In SH5 the visibility of distant objects is proportional to the dimensions of its bounding sphere. I noticed that while working on the model of a sea stack near Helgoland; its visibility was toggled off way before the one of other nearby terrain objects, and I couldn't discover what was causing that until I increased its size. I don't know if that applies only to terrain objects (and possibly any object imported in the GR2 file of stock terrain objects) or to every non-unit object though. Try doing this: import your lights in a stock equipment file. One of the GR2 files where depth charges, bombs, or torpedoes are stored, should fit our needs. If that doesn't make your lights visible from a longer distance, switch to any GR2 file with two (or more) meshes on the same object. Use one of the meshes for storing your lights, make the other mesh invisible, import a big object in it (a huge single-faced triangle will do), and see what's happening in game. I am pretty confident that at least one of the above methods will solve for good the issue documented in your video ![]() |
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#174 | |
Commodore
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Hello Kapuhy !
Long time since last news about your beautiful ship models ! Any progress so far ? By the way, can you confirm that your coastal tanker is a Mettawee-class gasoline tanker ? (https://en.wikipedia.org/wiki/Mettaw...asoline_tanker) Quote:
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#175 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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#176 |
Commodore
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#177 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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New update for TWoS 2.2.25 users is ready:
Little Ships of SH5 v.1.1 Six new ships: - Single Hatch Coaster - Motor Mailboat - Small Freighter - Small Tramp Steamer - YMS Minesweeper - Hunt Minesweeper ![]() New weapons for Fairmiles: Fairmile Motor Launch now uses heavy kicking but inaccurate Hotchkiss 3pdr on surface and Depth Charge Chutes against submerged U-Boats New coastal routes:Coastal traffic added for Denmark, Belgium, Netherlands, Sweden, Ireland, Germany, Italy, Canada, Brasil, Cuba, South Africa, Soviet Union. Coastal traffic for Monsun Gruppe campaign replaced with more varied groups that will also sometimes have patrol ships as escorts. Minesweeper Patrols American and British coast will be regularly patrolled by newly added minesweepers. They will also sometimes appear close to ports, clearing port approaches.
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An elemental spirit summoned up from the Sea of Lament itself and given one purpose, one skill, one desire... to sail! Or, to model hulls and adjust damage zones if no sailing jobs are open. My mods: Little Ships, Air Force Last edited by kapuhy; 05-18-23 at 04:51 PM. |
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#178 |
Seaman
![]() Join Date: Sep 2021
Posts: 39
Downloads: 222
Uploads: 0
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Gorgeous ! Thank you for your work !
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#179 |
Seasoned Skipper
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Thanks for the update kapuhy. Looks great, like your first version.
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Best regards, GrenSo “Mankind must put an end to war, or war will put an end to mankind.” - J.F.K. |
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#180 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 872
Downloads: 72
Uploads: 3
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Hotfix: vdr1981 found and fixed a bug in one of my files, FishingNorth.mis - download links are updated with correct file, if you already downloaded and don't want to redownload whole thing - fixed FishingNorth.mis is here:
https://www.mediafire.com/file/r247a...North.mis/file It needs to be replaced in campaign folder in every campaign where it exists (reminder - don't replace files in main game folder but in mod folder, then just disable and reenable mod) |
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