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#1 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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What's this?
I was fiddling around with air attacks on ports when I noticed that the Coastal Defence Searchlight doesn't work. Well, it does, but the light beam is transparent and doesn't actually look, like, well, light. Here's a pic: ![]() Well, I thought, what fun. I looked around with Pack3d and came to the conclusion it's some value setting the texture mode that must be incorrect. Since I'm not too familiar with that sort of stuff - though someone like sergbuto might be - I left it alone. Instead, I added a new configuration option to the AADefense unit - a REF_big searchlight to be exact. This works like a charm. My only reservation is that in a future version I'd edit the 3d model and make the beam about 3x longer for looks. And extend the sensor range for searchlights, so they spot planes out for longer. Here's a pic of them in action: ![]() There's also a single mission called "luftnachtstreik" that shows off this effect. (Best with IuB). Also note that I included a guns.zon file which halves the effectiveness of AA rounds. This is necessary to correct the uber power of the AA even in RuB. Hasn't been tested in all situations, though. Download link http://rapidshare.de/files/7267736/N...light.rar.html Feel free to use it any which way you like. Cheers |
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#2 |
Ace of the Deep
![]() Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
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Thanks Orgy
Just downloaded it. There was some discussion about searchlights back when the Leigh Light mod was first out but haven't heard anything more. I'll be giving it a shot after I wrap up my current patrol. ![]()
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Nuke 'em till they glow! |
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#3 |
Navy Dude
![]() Join Date: Aug 2004
Location: Holland.
Posts: 175
Downloads: 0
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Will those light also lock on to your U-boat if you are dumb enough to surface?
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#4 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
Uploads: 0
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I assume so. I haven't tested it with enemy lights though.
Though that's actually given me an idea - create a custom mini spotlight that is placed invisibly in the u-boat bunkers so your boat looks lit at night... hmm... |
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#5 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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I have tested this yesterday and tried to mod the beam of light longer by modifying LCD_Beam in a 3d-program it worked, so now the planes are lit up by the beam, but you can't see the full length of the beam, anyone know why? - it colud be cool to see long beams of light in the air under airattack... :|\
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Great work.
![]() oRGy and Kriller2, please when you finish your work may I use them on the next HT mod? Rubini. |
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#7 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Sure! Kriller2, even with the default beam they light up planes up to I dunno, 1500 feet? So if you can get an extended 3d beam looking correct it would be great - just post up a fix.
I tried myself with wings3d but I didn't do it properly - I think. It's quite easy but that tool is rather unintuitive for me and I haven't got max to import properly yet. I think you can extend their actual range in searchlights.dat (using timetravellers great file analyser tool) Someone should take care regarding the AA settings I included though - I noticed in the flak artillery mission the AI crew member was only able to shoot down 2 planes before he ran out of ammo! Rubini - naturally use the mod if you can. If we can get the beam of REF_big to be about 3x though, it would be great... |
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#8 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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I have tried resizing the tga that makes the beam but it does'nt work, although I can see the change in the beam....
![]() I have allso tried resizing the 3d-object REF_beam, but nope! ![]() |
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#9 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Hm, more likely to be a uvmapping issue.
If you've resized the REF_big beam, then it has to be bigger, but it's likely that if the uvmapping is not updated it won't appear any larger. |
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#10 | |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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![]() Quote:
Thanks for this great mod by the way ![]() ![]() |
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#11 |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
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cool looking mod!
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#12 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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Yes!! finally I got the beam longer
![]() ![]() Need some more work... But it's getting there! ![]() |
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#13 |
Grey Wolf
![]() Join Date: Mar 2005
Location: Manchester UK
Posts: 881
Downloads: 4
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You my mate
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() This just gets better bye the day
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My Mods Gouldjg's Crew Ability Balancing Mod for SH5 1.2 http://www.subsim.com/radioroom/showthread.php?t=169630 |
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#14 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Greta Kriller2!
![]() Rubini. |
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#15 |
Crusty
![]() Join Date: Apr 2005
Posts: 648
Downloads: 8
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Cool! Is that only for the REF_Big light?
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