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USS Enterprise lights

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Hiede

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Stuart's lighted Enterprise you couldn't see the deck lights from a distance,it was even tough see them when even right over the carrier.Well as you can see that has been corrected.This was needed for the Big E 44 campaign because of the night missions in it.Also in 1945 Enterprise became a night carrier.It's not the best and may need some work,but it's a start.

Hiede
 

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Hi All
I have had a bit of a look at this but no success.
On USS_Enterprise1943LLt_LOD I have 20 or so small polys along the flightdeck as 'lights'
They have been textured with Usio's (or original) fx_2
I also have Usio's
effect=fx_Light_House_W
effect=fx_Light_Buoy_White
added to the effects.

The problem is that the lights are so dim that they cannot be seen from the air and they flicker.

Heide has made the lights much easier to see from the air.

I did some Light Ships a while ago but I have forgotten what I did.

Maybe altering the effect=fx_Light_House_W.cfg file?

Any idea's?

Cheers
Stuart
 
Hey Stuart:

Have you taken a look at how Collin lit his Essex's decks? Is it possible to duplicate? True, this shot was taken at dusk and from on deck, but his carriers are easy to spot from the air too.

Cheers and thanks for all you do for this sim!

SW07
 

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Last edited:
Hey Stuart:

Have you taken a look at how Collin lit his Essex's decks? Is it possible to duplicate? True, this shot was taken at dusk and from on deck, but his carriers are easy to spot from the air too.

Cheers and thanks for all you do for this sim!

SW07
Guess I'll just put this to the side since it doesn't meet your standards.

I have also been involved with CFS2 for 22 years next month so I know more about it than you think.

Hiede
 
Hi Shadow Wolf
I have seen Collins ships, but there is no explanation on what he did for the lights.
Cheers
Stuart
 
Hi Shadow Wolf
I have seen Collins ships, but there is no explanation on what he did for the lights.
Cheers
Stuart
Stuart

There is a texture file in Collins ships for the lights but no effect file to reference to it.
fx_xxx_xxx.fx or fx_xxx.fx If you could make that file you could adjust his lights on the deck,I don't know how to do it.I'm not sure if it will work but it's an idea.I also think the lights on his carriers are built into the deck.

Note to Shadow Wolf/I had already talked to Stuart in a PM about the carrier lights a day or 2 before my post.

Hiede
 
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Hello Heide
I think the texture file is alpha01_L
However when I opened it up it is just a 'mesh/lattice'.
I cannot see how it is used for the lights.
Someone will know.
It may take a while as there does not seem to be all that many people around.

Your setup is fine.
From the pattern it looks like the lights are on my "light squares".
How did you get them to be so bright?

Cheers
Stuart
 
Hello Heide
I think the texture file is alpha01_L
However when I opened it up it is just a 'mesh/lattice'.
I cannot see how it is used for the lights.
Someone will know.
It may take a while as there does not seem to be all that many people around.

Your setup is fine.
From the pattern it looks like the lights are on my "light squares".
How did you get them to be so bright?

Cheers
Stuart
Stuart

They are on your light squares.I renamed the fx effects file and changed a few lines in it.It actually made the lights a little larger.

The alpha01_L is for the lights but there is no fx file for it.That's why I think Collin made them part of the deck.I don't know for sure though.

Hiede
 
RE: Lighted decks in Collin's (RIP) ships. If IIRC, this was discussed many moons ago on the old server and it was mentioned that Collins had put his deck lights with the ship Mdl file. I may be mistaken but that is what I recall about it because it was a puzzle then as it is now. Sadly ,the great one has gone away home and is unreachable, at this time, for a answer.
My two cents , for what its' worth (given inflation ) .
 
Maybe Aussie will chime in here?

A long time back he created some scenery objects for Maskrider, & some display lights, these seem to use the "std" light fx, so the coding must be able to be called for from the mdl/bgl somehow...
 
Bingo
Found it.


Now to do some testing

Cheers
Stuart
Stuart

Those are the lights I used and made another fx file to enhance them.

BTW if you change some of the effects in ships you get more fires and smoke.One of the carriers in the Midway missions my son flies has 4 to 5 fires.It is not listed in the Midway upload.This was done with many ships nut there was no interest so never uploaded.

Hiede
 
Stuart

Those are the lights I used and made another fx file to enhance them.

BTW if you change some of the effects in ships you get more fires and smoke.One of the carriers in the Midway missions my son flies has 4 to 5 fires.It is not listed in the Midway upload.This was done with many ships nut there was no interest so never uploaded.

Hiede
Another thing-The Enterprise was done over 2 years ago,seems odd no one notice this.Now that I bring it up and have a solution for it you come out of the woodwork with all kinds of suggestions.Where were you before this?
Stuart said he's fine with it and asked what I did.

Hiede
 
Maybe Aussie will chime in here?

A long time back he created some scenery objects for Maskrider, & some display lights, these seem to use the "std" light fx, so the coding must be able to be called for from the mdl/bgl somehow...
Hi UT,
Sorry I missed your post before. You can add lights in gmax by naming the material name accordingly eg: LIGHT_RECO

In scasm you can then adjust the colour to your desired RGB flavour. The below example is a white light. The red highlighted text IfVarAnd which is a simple jump to the light coding. The green highlighted text is the RGB code. If you like I can email you a .gmax file of a simple light.


ObjID( XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX )
LibObj(
PWR 0
SIZE 36
SCALE 0.500
TYPE 0
NAME "White_light" )
IfVarAnd( :L0003B4 0024 0040 )
BGLVersion( 0732 )
TextureList( 0
6 87 255 255 255 0 9.00000
INF_DAMAGE_GRD_CONC_SM.BMP ; texture 0
)
MaterialList( 0
; material 0
1.000 1.000 1.000 1.000 ; diffuse color
0.392 0.392 0.392 1.000 ; ambient color
0.000 0.000 0.000 1.000 ; specular color
0.000 0.000 0.000 1.000 ; emissive color
0.000 ; specular power
)
VertexList( 0
-1.000 0.000 1.000 0.000 1.000 0.000 0.000 1.000 ; vertex 0
-1.000 0.000 -1.000 0.000 1.000 0.000 0.000 0.000 ; vertex 1
1.000 0.000 1.000 0.000 1.000 0.000 1.000 1.000 ; vertex 2
1.000 0.000 -1.000 0.000 1.000 0.000 1.000 0.000 ; vertex 3
)
SetMaterial( 0 0 )
DrawTriList( 0
3 2 1 ; 0
0 1 2 ; 1
)
Return
:L0003B4
VarBaseOverride( 000000 )
IfVarRange( :L0003CA 028C 1 1 )
Jump32( : )
:L0003CA
Light( m 4 0.00 0.00 0.00
20 0.60 0.40 FF 255 255 255
0.00 0.00 1.00 )
EndVersion
Return
EndObj


Cheers
Aussie
 
I'll just attach the gmax light here and maybe an admin can place it in the file library.

Cheers
Aussie
 

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  • gmax_light.zip
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Bloody brilliant 👍

Thanks so much Aussie

Every day is a skewel day!:redfire:

Something new to learn during the festive break...

🍹
 
Thanks UT,
That first gmax file actually has my Bowen wharf hidden so here's a new version with just the light. I don't think I released that wharf yet, but Kevin is working on some other Australian bases which is a combination of a GSL version of MR Australian bases and a few others I created and will be released when he gets around to finishing it.

Cheers
Aussie
 

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  • gmax_light.zip
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Here's some other names you can use for the material name.

LIGHT_BEACON, LIGHT_NAV, LIGHT_STROBE, LIGHT_RECO, LIGHT_TAXI and LIGHT_LANDING

LIGHT_LANDING doesn't work in CFS2, it's hard coded not too, and I haven't tried taxi yet

You can use LIGHT_NAV_RED and LIGHT_NAV_GREEN for port and starboard lights.

You can check the SDK for more potential lights.

Cheers
Aussie
 
Thanks very much Aussie - a nice Christmas present! I'll upload the light file, along with your Australian mesh very soon.

Cheers,
Kevin
 
Guess I'll just put this to the side since it doesn't meet your standards.

I have also been involved with CFS2 for 22 years next month so I know more about it than you think.

Hiede
I'd like to remind everyone that one of the founding fathers of this site had a saying: "let being helpful be more important than being right".

Shadow Wolf 07 was trying to do exactly that. Let's keep it civil shall we?

Priller
 
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