Nachtmodus in Tiefseeplateaus

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    • das recht einfach, alle schiffe haben einen Ghost eintrag

      <Ghost>
      <GhostFile>data\graphics\vehicles\third_party\oil_baron_tanker\oil_baron_tanker_hologram.cfg</GhostFile>
      </Ghost>
      dieser Eintrag oder besser diese Cfg regelt das Hologramm.
      Die Datei ist so aufgebaut :

      Quellcode

      1. <m_Config><m_Models><m_Config><m_FileName>data\graphics\vehicles\third_party\oil_baron_tanker\rdm\oil_baron_tanker_lod0.rdm</m_FileName>Modell
      2. <m_ConfigType>MODEL</m_ConfigType>
      3. <m_Materials><m_Config><m_Name>THI_OBT</m_Name>
      4. <m_ShaderIndex>12</m_ShaderIndex>
      5. <m_AmbientColor.r>0.500000</m_AmbientColor.r>
      6. <m_AmbientColor.g>0.500000</m_AmbientColor.g>
      7. <m_AmbientColor.b>0.500000</m_AmbientColor.b>
      8. <m_AmbientColor.a>1.000000</m_AmbientColor.a>
      9. <m_DiffuseColor.r>1.000000</m_DiffuseColor.r>
      10. <m_DiffuseColor.g>1.000000</m_DiffuseColor.g>
      11. <m_DiffuseColor.b>1.000000</m_DiffuseColor.b>
      12. <m_DiffuseColor.a>1.000000</m_DiffuseColor.a>
      13. <m_SpecularColor.r>0.000000</m_SpecularColor.r>
      14. <m_SpecularColor.g>0.000000</m_SpecularColor.g>
      15. <m_SpecularColor.b>0.000000</m_SpecularColor.b>
      16. <m_SpecularColor.a>1.000000</m_SpecularColor.a>
      17. <m_EmissiveColor.r>0.000000</m_EmissiveColor.r>
      18. <m_EmissiveColor.g>0.000000</m_EmissiveColor.g>
      19. <m_EmissiveColor.b>0.000000</m_EmissiveColor.b>
      20. <m_EmissiveColor.a>1.000000</m_EmissiveColor.a>
      21. <m_DiffuseTexture>data\graphics\vehicles\third_party\oil_baron_tanker\maps\tanker_oil_baron_diff.png</m_DiffuseTexture>
      22. <m_NormalTexture>data\graphics\vehicles\third_party\oil_baron_tanker\maps\tanker_oil_baron_norm.png</m_NormalTexture>
      23. <m_EnvironmentTexture></m_EnvironmentTexture>
      24. <m_HeightTexture></m_HeightTexture>
      25. <m_MaskTexture></m_MaskTexture>
      26. <m_RipplesTexture></m_RipplesTexture>
      27. <m_VertexFormat>P4h_N4b_G4b_B4b_T2h</m_VertexFormat>
      28. <m_DiffuseEnabled>1</m_DiffuseEnabled>
      29. <m_NormalEnabled>1</m_NormalEnabled>
      30. <m_EnvironmentEnabled>0</m_EnvironmentEnabled>
      31. <m_ParallaxEnabled>0</m_ParallaxEnabled>
      32. <m_RipplesEnabled>0</m_RipplesEnabled>
      33. <m_NumBonesPerVertex>0</m_NumBonesPerVertex>
      34. <m_ConfigType>MATERIAL</m_ConfigType>
      35. </m_Config>
      36. </m_Materials>
      37. <m_Transformer><m_Config>
      38. <m_Position.x>0.000000</m_Position.x>
      39. <m_Position.y>-0.233585</m_Position.y>
      40. <m_Position.z>0.000000</m_Position.z>
      41. <m_Rotation.x>0.000000</m_Rotation.x>
      42. <m_Rotation.y>0.000000</m_Rotation.y>
      43. <m_Rotation.z>0.000000</m_Rotation.z>
      44. <m_Rotation.w>1.000000</m_Rotation.w>
      45. <m_Scale>1.000000</m_Scale>
      46. <m_Conditions>0</m_Conditions>
      47. <m_ConfigType>ORIENTATION_TRANSFORM</m_ConfigType>
      48. </m_Config>
      49. <m_Config><m_ApplyAlways>0</m_ApplyAlways>
      50. <m_State><m_Color.r>1.000000</m_Color.r>
      51. <m_Color.g>0.000000</m_Color.g>
      52. <m_Color.b>0.000000</m_Color.b>
      53. <m_Color.a>1.000000</m_Color.a>
      54. <m_Time>0.000000</m_Time>
      55. <m_Condition>4</m_Condition>
      56. <m_Multiply>0</m_Multiply>
      57. </m_State>
      58. <m_Conditions>4</m_Conditions>
      59. <m_ConfigType>COLOR_TRANSFORM</m_ConfigType>
      60. </m_Config>
      61. </m_Transformer>
      62. </m_Config>
      63. </m_Models>
      64. <m_RenderPropertyFlags>131712</m_RenderPropertyFlags>
      65. <m_Center.x>-0.013672</m_Center.x>
      66. <m_Center.y>0.848935</m_Center.y>
      67. <m_Center.z>-0.097168</m_Center.z>
      68. <m_Extent.x>5.470703</m_Extent.x>
      69. <m_Extent.y>2.554199</m_Extent.y>
      70. <m_Extent.z>1.901855</m_Extent.z>
      71. <m_Radius>6.330054</m_Radius>
      72. <m_ConfigType>ROOT</m_ConfigType>
      73. </m_Config>
      Alles anzeigen

      dieser eintrag :
      Regelt weitere Eigenschafen des Modells
      </m_Config>
      </m_Materials>
      <m_Transformer><m_Config>
      <m_Position.x>0.000000</m_Position.x>
      <m_Position.y>-0.233585</m_Position.y>
      <m_Position.z>0.000000</m_Position.z>
      <m_Rotation.x>0.000000</m_Rotation.x>
      <m_Rotation.y>0.000000</m_Rotation.y>
      <m_Rotation.z>0.000000</m_Rotation.z>
      <m_Rotation.w>1.000000</m_Rotation.w> Die Rotation 0 / 180 oder 90/270
      <m_Scale>1.000000</m_Scale> mit diesem Wert vergrößert b.z.w verkleinerst du sie ( höher = größer / geringer = kleiner )
      <m_Conditions>0</m_Conditions>
      <m_ConfigType>ORIENTATION_TRANSFORM</m_ConfigType>
      </m_Config>
    • Auch auf die Gefahr hin, zu weit vom Thema wegzukommen:
      bei den normalen Modellen hat alles wunderbar geklappt, aber nun sitze ich am Modell des "Blauen U-Boots" aus dem Tycoon-Mod (data\graphics_tycoon_mod\vehicles\others\Spezial\event_player_05_arctic). Hier habe ich ebenfalls die Größe verändert und wollte nun die Ghost-Config anpassen, kann dort aber keinen entsprechenden Eintrag finden. Inwiefern verhält es sich hier anders?

      Danke! [IMG:https://maug-projekt.de/forum/wcf/images/smilies/smile.png]
    • etwa so :
      alt :
      <m_Models><m_Config><m_FileName>data\graphics_tycoon_mod\vehicles\others\Spezial\event_player_05_arctic\rdm\event_player_05_arctic_lod0.rdm</m_FileName>
      <m_ConfigType>MODEL</m_ConfigType>
      <m_Materials><m_Config><m_Name>THI_pirate_ship</m_Name>
      <m_ShaderIndex>12</m_ShaderIndex>
      <m_AmbientColor.r>0.500000</m_AmbientColor.r>
      <m_AmbientColor.g>0.500000</m_AmbientColor.g>
      <m_AmbientColor.b>0.500000</m_AmbientColor.b>
      <m_AmbientColor.a>1.000000</m_AmbientColor.a>
      <m_DiffuseColor.r>1.000000</m_DiffuseColor.r>
      <m_DiffuseColor.g>1.000000</m_DiffuseColor.g>
      <m_DiffuseColor.b>1.000000</m_DiffuseColor.b>
      <m_DiffuseColor.a>1.000000</m_DiffuseColor.a>
      <m_SpecularColor.r>0.000000</m_SpecularColor.r>
      <m_SpecularColor.g>0.000000</m_SpecularColor.g>
      <m_SpecularColor.b>0.000000</m_SpecularColor.b>
      <m_SpecularColor.a>1.000000</m_SpecularColor.a>
      <m_EmissiveColor.r>0.000000</m_EmissiveColor.r>
      <m_EmissiveColor.g>0.000000</m_EmissiveColor.g>
      <m_EmissiveColor.b>0.000000</m_EmissiveColor.b>
      <m_EmissiveColor.a>1.000000</m_EmissiveColor.a>
      <m_DiffuseTexture>tools/bobnet/data/default_diff.png</m_DiffuseTexture>
      <m_NormalTexture></m_NormalTexture>
      <m_EnvironmentTexture></m_EnvironmentTexture>
      <m_HeightTexture></m_HeightTexture>
      <m_MaskTexture></m_MaskTexture>
      <m_RipplesTexture></m_RipplesTexture>
      <m_VertexFormat>P4h_N4b_G4b_B4b_T2h</m_VertexFormat>
      <m_DiffuseEnabled>1</m_DiffuseEnabled>
      <m_NormalEnabled>0</m_NormalEnabled>
      <m_EnvironmentEnabled>0</m_EnvironmentEnabled>
      <m_ParallaxEnabled>0</m_ParallaxEnabled>
      <m_RipplesEnabled>0</m_RipplesEnabled>
      <m_NumBonesPerVertex>0</m_NumBonesPerVertex>
      <m_ConfigType>MATERIAL</m_ConfigType>
      </m_Config>
      </m_Materials>
      </m_Config>
      </m_Models>

      so sollte es sein :
      <m_Models><m_Config><m_FileName>data\graphics_tycoon_mod\vehicles\others\Spezial\event_player_05_arctic\rdm\event_player_05_arctic_lod0.rdm</m_FileName>
      <m_ConfigType>MODEL</m_ConfigType>
      <m_Materials><m_Config><m_Name>THI_pirate_ship</m_Name>
      <m_ShaderIndex>12</m_ShaderIndex>
      <m_AmbientColor.r>0.500000</m_AmbientColor.r>
      <m_AmbientColor.g>0.500000</m_AmbientColor.g>
      <m_AmbientColor.b>0.500000</m_AmbientColor.b>
      <m_AmbientColor.a>1.000000</m_AmbientColor.a>
      <m_DiffuseColor.r>1.000000</m_DiffuseColor.r>
      <m_DiffuseColor.g>1.000000</m_DiffuseColor.g>
      <m_DiffuseColor.b>1.000000</m_DiffuseColor.b>
      <m_DiffuseColor.a>1.000000</m_DiffuseColor.a>
      <m_SpecularColor.r>0.000000</m_SpecularColor.r>
      <m_SpecularColor.g>0.000000</m_SpecularColor.g>
      <m_SpecularColor.b>0.000000</m_SpecularColor.b>
      <m_SpecularColor.a>1.000000</m_SpecularColor.a>
      <m_EmissiveColor.r>0.000000</m_EmissiveColor.r>
      <m_EmissiveColor.g>0.000000</m_EmissiveColor.g>
      <m_EmissiveColor.b>0.000000</m_EmissiveColor.b>
      <m_EmissiveColor.a>1.000000</m_EmissiveColor.a>
      <m_DiffuseTexture>tools/bobnet/data/default_diff.png</m_DiffuseTexture>
      <m_NormalTexture></m_NormalTexture>
      <m_EnvironmentTexture></m_EnvironmentTexture>
      <m_HeightTexture></m_HeightTexture>
      <m_MaskTexture></m_MaskTexture>
      <m_RipplesTexture></m_RipplesTexture>
      <m_VertexFormat>P4h_N4b_G4b_B4b_T2h</m_VertexFormat>
      <m_DiffuseEnabled>1</m_DiffuseEnabled>
      <m_NormalEnabled>0</m_NormalEnabled>
      <m_EnvironmentEnabled>0</m_EnvironmentEnabled>
      <m_ParallaxEnabled>0</m_ParallaxEnabled>
      <m_RipplesEnabled>0</m_RipplesEnabled>
      <m_NumBonesPerVertex>0</m_NumBonesPerVertex>
      <m_ConfigType>MATERIAL</m_ConfigType>
      </m_Config>
      </m_Materials>
      <m_Transformer><m_Config>
      <m_Position.x>0.000000</m_Position.x>
      <m_Position.y>0.000000</m_Position.y>
      <m_Position.z>0.000000</m_Position.z>
      <m_Rotation.x>0.000000</m_Rotation.x>
      <m_Rotation.y>0.000000</m_Rotation.y>
      <m_Rotation.z>0.000000</m_Rotation.z>
      <m_Rotation.w>1.000000</m_Rotation.w>
      <m_Scale>1.000000</m_Scale>
      <m_Conditions>0</m_Conditions>
      <m_ConfigType>ORIENTATION_TRANSFORM</m_ConfigType>
      </m_Config>
      </m_Transformer>
      <m_ConfigType>MODEL</m_ConfigType>
      </m_Config>
      </m_Models>