![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
Hi there,
when I started my last mission I recognized a little texture bug on lightened ships. http://img833.imageshack.us/i/sh3img...143730282.jpg/ It's not only an error of a single unit, I've seen this little error on all lightened ships. How can I fix this? Greetz Tom |
![]() |
![]() |
![]() |
#2 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]()
The texture in question has an ALPHA channel in it. This Alpha channel 'tells' the game that the area in question needs to be transparent.
Open the equivalent graphic for the green light and examine the Channel List. ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#3 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
@danlisa
The textures are from the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6" mod. I think they are o.k, because I checked the alpha channels of both pics. No changes for the better. Any idea what I can test now? Greetz Tom |
![]() |
![]() |
![]() |
#4 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]()
Nope, it can only be the Alpha Channel for the nav lights at fault.
Can you upload the file(s) in question? I can check them over.
__________________
![]() |
![]() |
![]() |
![]() |
#5 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
Oh, I think I did something wrong, these are the textures for the locks, not for the ships. Do you know where I can find the needed pictures (folder)?
Maybe its an error in the device structure, its only a very little bug, because the steerboard light is working well. Tom Last edited by tekai; 04-13-11 at 04:32 PM. |
![]() |
![]() |
![]() |
#6 |
Navy Seal
![]() |
![]()
Hum...I have the same problem. I will have to check into this. Thanks for the tip on what to look for danlisa.
![]()
__________________
"Some ships are designed to sink...others require our assistance." Nathan Zelk ![]() |
![]() |
![]() |
![]() |
#7 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
@danlisa
Oops, I forgot to thank you for yr tip. ![]() Many thx for your help!! @HW3 Is this an "only-GWX-problem"? Now I've checked all pics, I think it's the int_halo.tga that causes the problem. But I still think, you can find the solution in the configuration of embedded images in a single dat-file - perhaps in the folder "library". I hope some ship modders can help. Here is a very detailed pic of the texture: http://img862.imageshack.us/i/sh3img...131953724.jpg/ Tom Last edited by tekai; 04-15-11 at 04:47 AM. |
![]() |
![]() |
![]() |
#8 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
I noticed that most of the illuminated ships were created by Anvart (only one was created by DivingDuck), perhaps we should ask them how to solve this little problem.
Here is the list who created which unit: Anvart: Hospital ship Ocean Liner Large Tanker Small Tanker Transport Medium merchant Small merchant Tramp steamer Tugboat Fishing boat (-motor vessel in GWX) DivingDuck: Fishing ketch (-including animated lantern) So I think it's a problem of GWX 3.0 Gold users and in worst case the modders of these units should upgrade all these units (if they use navigation lights - some small units did'nt use them) or they have a more simple solution. I tried to improve the int_halo.tga with an additional and matching alpha texture but this did'nt help. So I have no more ideas and others should assist. Greetz Tom |
![]() |
![]() |
![]() |
#9 |
The Old Man
![]() |
![]()
The Material (2/0) Chunk in the 3D Models S3D DAT also has some render control of effects.
"Check Box - Disable Z-Biffer Write + Enable Alpha Blend" Shouldn't this Check Box should be checked for transparent images? |
![]() |
![]() |
![]() |
#10 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]() Quote:
That file is for the INTERNAL halo effects for the likes of the U-Boats. I also doubt, but I can't remember how nav lights were implemented, that a single file would govern the lot. Otherwise every vessel would display the same problem. So, as it's only the v6 mod that displays this problem, all of those vessels must have, either a different TGA for the nav halo (i.e different to the default GWX 3 version) or as TheBeast stated there are individual settings within each vessels DAT file causing the problem. The first thing I would do is find the Nav light Halo file from the base GWX 3 mod, copy them (and rename of required) and paste them into the v6 mod. If that doesn't work, then the DATs are to blame.
__________________
![]() |
|
![]() |
![]() |
![]() |
#11 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
|
![]()
Moin,
I´ve not been into lighting for a very long time. So, here is what I still remember. The halo effect is created by using a *.tga file´s alpha channel. The halo´s tga is projetced onto a square plane, centered to the source of light. This plane is linked to a 'LookAt' controller. This controller ensures that the planes normal is always pointing towards the onlooker/camera. Thus the effect of a 3d halo is only simulated. In fact, you´re looking at a flat plane, always rotating towards your camera´s position. The needed *.tga files are part of the unit´s *.dat, at least for my fishing ketch. Did you check whether the units you mentioned show the same problem in MUSEUM too? If not, it´s most probably an ID conflict. The fishing ketch shows the lights correctly in my GWX3 installation, both in museum and ingame. I had the same problem while building the unit only once. IIRC the halo´s plane normal was pointing in the wrong direction (flipped by 180°). But I can not imagine how this could happen on download. Interior lights do work differently, though. They use a particle generating system. Regards, DD
__________________
|
![]() |
![]() |
![]() |
#12 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
![]() I've never had such problem with halo textures red_halo.tga, green_halo.tga, white_halo.tga (and them alpha channels) since 2006, when lit ships were made. ... all materials on the basis of these textures have different IDs on all ships... ... and you use non original mod... but adapted by GWX-team, i think. ... Is it constant defect or sometimes? Did you change ship files? ... My computer is broke and i do not have access to my data and even can not run SH3 already 2.5 months... @DD Good speach... ![]() IIRC, you already wrote about it...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-19-11 at 05:29 PM. |
|
![]() |
![]() |
![]() |
#13 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
It's done, i localized the problem:
The portside lights are not working when activating this mod: Extras for the W'haven campaign v.2.4c @Anvart, DivingDuck Would you please give me the names of all folders in folder 'sea', where your illuminated ships are installed, so I can disable the 'upgrades' from this mod. Greetz Tom |
![]() |
![]() |
![]() |
#14 |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]()
Hold Up. Why not correct the issue in that particular mod?
What I find strange is the many users have downloaded and enabled this mod and only a few have had this issue. I would say it's a corrupted download.....somehow. ![]()
__________________
![]() |
![]() |
![]() |
![]() |
#15 |
Seaman
![]() Join Date: Feb 2011
Posts: 33
Downloads: 38
Uploads: 0
|
![]()
@danlisa
maybe you are right, I'm actually downloading this file again and looking forward to see that all files are working as they should do. ...now new installation of this mod is done, but I've got still the same problem. You mentioned it can be an ID-problem, but my knowledges of SH3 internals are not good enough to find out what I have to change. For better understanding here a list of my mods installed via JSGME: GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6 GWX - Captain America's Officer Icons GWX - Enhanced Damage Effects GWX - Late War Sensors Snorkel Antennas GWX - Open Hatch Mod GWX - VIIC41 Player Sub LifeBoats&Debris_v4 Wooden_Lifeboats_Mod_1.1 TMT v2 QueenElizabethArmed QueenMaryArmed RN CV Glorious WB's Mission Orders v1.2 New_clearsky_clouds Torpedo damage Final ver2.0 Bordinstrumente 1.0 WB_'s .mis file for kovall_'s HMS Ark Royal (Ark Royal included) WB's .mis file for VonDos's HMS Glorious Extras for the Wilhelmshaven campaign v2.4c I know the last mod overwrites some of the mods I installed before, but if I keep this order I can see no conflicts. And please don't think that I don't want to honour the great work of all modders, I'm only looking for a solution that my sh3 works stable and correct with my configuration. BTW, did I say that every neutral lightened unit has this problem too? Tom Last edited by tekai; 04-18-11 at 11:49 AM. |
![]() |
![]() |
![]() |
|
|