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07-19-22, 05:50 AM | #1 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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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07-19-22, 07:56 AM | #2 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
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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07-19-22, 08:02 AM | #3 | |
Grey Wolf
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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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07-19-22, 01:03 PM | #4 | |||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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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07-19-22, 01:16 PM | #5 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 874
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 ). Light disappears even before LOD switch. It's hard to see in this video but crew figures remain visible even after lights do not. 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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07-19-22, 05:13 PM | #6 | ||
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
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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07-20-22, 09:05 PM | #7 | |
Navy Seal
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
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Quote:
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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