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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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Hi guys.
Ive tried to render moonlight in my environment mod in the past but i couldnt synchronise it to the moon so ive given up someday. Im still trying to find a solution so i want to share my findings with other moders and hope to ignite someones idea. the theory: - neither the moon nor the sun is rendered dynamic. there are just three kinds of static light effects. 1. being ambient light wich covers 360° 2. being sun direct light wich covers 115° towards the sun 3. being sun reflect light wich covers 55° on the opposite to direct light. - the color and intensity for each light effect at different daytime and weather are controlled in env\Env_Colorsxxx.dat - sun reflect light effect is almost unused. It is overshined by ambient light during the day and it is gone at night. You can however increase its brightness at night and turn it into beautiful directional moon light effect, you can even make it appear only at clear nights. now the problem: sun reflect light is synchronised with the sun. Of course you dont see the sun at night but it is there, its just invisible. The moon follows its own orbit which is very different to the sun ones so the moonlight does not match to the moon itself. my conclusion: there must be a hard-coded formula (which i didnt found yet) that describes the orbit of the sun and another one for the moon orbit. I think there is one more for the stars. the sun orbit formula controlls the direction of light effects, the sky texture, sky reflection texture and the sun bitmap itself. While the moon orbit formula controlls just the moon bitmap. the trick is to find where the sun reflect color is tied to the sun orbit and connect it to the moon orbit. The process itself shouldnt be hard but i just cant find that place. thoughts? ideas? |
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#2 | |
Lucky Jack
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#3 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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well we dont have to change that formula but the index where the connection between sun reflect color and the sun orbit. It might be hardcoded might be not but i dont think so.
And where does it say that we are not allowed to alter hardcoded areas? I think we may do anything as long we dont charge money or call someone elses work ours... |
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#4 |
Lucky Jack
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Someone else can answer about the 'invisible rules of modding', but that´s what I´ve heard.
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#5 | |
Ocean Warrior
![]() Join Date: Jul 2006
Location: Reading UK
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__________________
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#6 |
Commodore
![]() Join Date: Jul 2006
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huh? please quote where it does say that.
1. there are already mods around that have changed hard coded areas and noone cried. 2. nonone was going to deal with the source code. Just becase the source code was never published. Im talking about disassembling the game files while propably it wont be necessery. Anyway this is all going off topic. If you want to talk about what we may do and what we may not lets start another thread for that. please stay at topic guys. |
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#7 | |
Lucky Jack
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Mate, just believe Mel. He knows about it. And as far as I see, this has all been on-topic. Go ahead, make the mod, but if you change the hardcoded parts of SHIII, you are doing something illegal and you can forget the support of 90% of the community´s modders.
And please, point me out to the mods that have changed hardcoded stuff? Your idea is great, but if it is hardcoded, you cant do nothing about it LEGALLY. Not trying to bring you down or anything, just telling you how it works. Quote:
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#8 |
Commodore
![]() Join Date: Jul 2006
Posts: 625
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The last point does say you may not reverse hardcoded areas not the point that you have marked. That one just says you may not modify anything it does not separate between code and data files. In that case any mod is illegal so what are we doing here then?
Any mod that touches files that cointain more then just data (.dat, .cfg .tga ...) is actualy touching hardcoded areas. back to the topic |
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#9 |
Lucky Jack
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WE ARE ON-TOPIC FFS!
But as you seem to ignore what I added to the part where it says we are not permitted to mod any files, good luck. ![]() Like I said earlier, I´m not trying to bring you down, but think about it, if we would be approved to mod hardcoded stuff all the supermods would be a lot better than what they are now. But as we arent allowed to mod the .exe we have to work with what we have. End of my discussion, good luck with your mod. |
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#10 |
Commodore
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uhm the least of game code is in .exe.
Most of it is in .sim files and actualy in any file that does contain more then simple data like texture, sound files or data containers. |
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#11 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
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#12 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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The protection - starforce - is in the exe
Mess with the exe and its the same as piracy Not to be touched Now if Ubi release the SDK then its touchable |
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#14 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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#15 |
Commodore
![]() Join Date: Jul 2006
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im not going to touch the exe there is realy not much of game code in it.
most of game code is in sh3.dll and in simdata.dll. Im almost sure the formula for the sky objects is in one of these. The index for the connection between the sun and sun-reflect light might be somewhere else, not in exe though. |
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