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02-28-22, 07:14 AM | #1 | ||||
Grey Wolf
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Yes. Last edited by Mister_M; 02-28-22 at 07:24 AM. |
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05-01-22, 11:41 PM | #2 |
Seaman
Join Date: Nov 2013
Location: Wisconsin
Posts: 32
Downloads: 142
Uploads: 0
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How goes it? Taken a look at this thread and got to say, your models look mighty fine! Cant wait to see more in game!
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07-17-22, 05:58 AM | #3 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
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As for status, six new ships I was working on are all ready and imported into game, but there's still some work remaining in order for them to appear properly in campaign. More specifically: - Two new ships are minesweepers, and they need minesweeping patrol spawns and nodes to be added to campaign in order to appear in game. - Some coasters appear very rarely because most countries that use them do not have coastal traffic added to campaign. - I'm still stuck on texture problems - I wanted ships to change textures and maybe even use navigation lights reflecting their status (neutral/belligerent) during the war, but way SH5 handles textures leads to constant problems with ships "borrowing" wrong texture from another vessel using the same model. There's also an unresolved bug that prevents minesweepers from using varying camouflages. I hope to fix all the above and relase new ships sometime in August (provided real life doesn't throw a new wrench into my plans). |
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07-17-22, 07:55 AM | #4 | |
Seasoned Skipper
Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
Uploads: 0
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07-19-22, 05:50 AM | #5 | ||
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 | #6 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
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 | #7 | |
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 | #8 | |||
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 | #9 | |
Grey Wolf
Join Date: Oct 2010
Location: Poland
Posts: 873
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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