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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

Trevally. 07-16-12 04:08 PM

As part of my ongoing quest I am trying to learn more about 3d models in the game. So starting off with obj models in dat (imported ships) until I understand how the models are drawn in the game and then how the skins work (see block ship post above). Then I may be able to add the colour and texture to the barrage balloon models I made in blender.

So here I am back looking for any advice.
I have tried to give the block ships a rust paint job - this is how the now look in the editor after adding the occlusion with the rusty paint

http://img829.imageshack.us/img829/3866/19047655.jpg

http://img210.imageshack.us/img210/1087/81707846.jpg

So as you can see the rust paint is showing:up:

But here is how they look in the game
http://img607.imageshack.us/img607/7137/28613508.jpg

http://img442.imageshack.us/img442/1817/95785458.jpg

Here is the settings for the model:
http://img269.imageshack.us/img269/9361/52869828.jpg


So as you can see the occlusion map is not working with these in the game.:hmmm:

I have re-read the imported ship thread and there were some posts where rust was added using the occlusion map:hmmm:
I could just add these rust marks to the T01 map, but would that be the correct way to do this:06:

gap 07-16-12 05:55 PM

Hi Trevally,
yesterday I tried myself, but with no joy. Apparently, occlusion maps are not rendered on your blockships.

My guess is that this problem affects any dat unit. I ignore wether the problem resides in game shaders, render controllers, or any adjustable dat setting, but if noone manages to iron out this flaw, the only solution will be adding rust to diffuse maps. :shifty:

uekel 07-16-12 08:13 PM

Hi Trevally!

To get it work, the material must look like this:

http://img803.imageshack.us/img803/387/textur.jpg

Entry for the external Texture
"explicit texture" disabled

and that must in the roster-cfg (here you assign the texture):

Code:

[UnitClass]
ClassName=Block_Ship
UnitType=408
AppearanceDate=19380101
DisappearanceDate=19480101
DisplayName=Block_Ship

[Texture 1]
TextureName=data/Land/Block_Ship/Block_Ship_T01.dds
LightmapTextureName=data/Land/Block_Ship/Block_Ship_O01.dds
NormalmapTextureName=data/Land/Block_Ship/Block_Ship_N01.dds
StartDate=19000101
EndDate=19990101
Frequency=1

[Unit 1]
Name=Block_Ship
DOC=19380101
DOD=19480101

Itīs better (not a must), you also rename the Nodes in the dat-file "NKSCS-Taihosan" --> "Block_Ship".

And these are clones from the Taihosan, to prevent CTDīs, you must remap the IDīs in S3D menu Tools ---> Remap IDīs.

Trevally. 07-17-12 07:29 AM

Thanks Gap and Uekel - I will try this tonight:salute:

Maki4444 07-17-12 10:59 AM

I would just like to say that the ships look pretty good even without the rust paint, although the rust paint is definitely top notch :)

I can't believe that about a year ago I was reading on wikipedia about the attack on Scapa flow. I remember reading about the block ships and thought to myself, aww well I just can't imagine sh5 will ever have something like this :)

TheBeast 07-17-12 12:04 PM

Unable to complete Scapa Flow
 
@ Zedi and Trevally

Decided to try latest revision of OH II v1.9
Download and installed last:
- Open Horizons II Full v1.9
- PATCH for Open Horizons II Full v1.9

Started new Career but I am unable to complete Scapa Flow.
Every time a Torpedo hits one of the Capital Ships the Game Crashes.
I tried staying on the Navigation Map view as advised but still the game crashes.

Is it required to install OH II v1.9 prior to NewUIs_TDC_6_9_0_ByTheDarkWraith?

Regards!
TheBeast?

Trevally. 07-17-12 01:18 PM

Hi TheBeast

There was an issue with a mod and OHII - I think it was IRAI:hmmm:
What version of it are you using - try the newest as it fixed the ctd in scapa just as you describe.

I will have a look at some old posts to be sure:up:

Trevally. 07-17-12 01:22 PM

Thanks Uekel - that was the correct way and fixed all my issues:yeah:

Block ships with rusty paint:D

http://img268.imageshack.us/img268/5926/32499330.jpg

http://img196.imageshack.us/img196/5930/33148249.jpg

http://img339.imageshack.us/img339/8382/65064754.jpg

http://img542.imageshack.us/img542/9421/10210246.jpg

gap 07-17-12 01:50 PM

Quote:

Originally Posted by Trevally. (Post 1910689)
Thanks Uekel - that was the correct way and fixed all my issues:yeah:

Block ships with rusty paint:D

Cool!!! :yeah:

Maki4444 07-17-12 01:59 PM

WOHOOOOO block ships FTW!!!! :)

Oh, Trevally, now that you mention it.

Will you be able to fix the crash issue in Scapa Flow with the OHII v 2??
It just looks really great now to crash :D

Trevally. 07-17-12 02:14 PM

Is there still an issue with ctd in scapa with the torp hit:06:

I thought this was fixed some time ago by TDW.
Looking at his old posts (end april) there was talk of no ctd when IRAI was uninstalled. TDW then made v0.34

I have never looked at this again thinking that was it fixed - is everyone using the new version of IRAI?

TheBeast 07-17-12 03:38 PM

Quote:

Originally Posted by Trevally. (Post 1910684)
Hi TheBeast

There was an issue with a mod and OHII - I think it was IRAI:hmmm:
What version of it are you using - try the newest as it fixed the ctd in scapa just as you describe.

I will have a look at some old posts to be sure:up:

Yeah, I am running IRA 30 with upgrade to 32 so most likely this is what is causing it. Didnt even think about updating that MOD.

Been away for a long time and just starting again.

Trevally. 07-17-12 03:53 PM

Quote:

Originally Posted by TheBeast (Post 1910746)
Yeah, I am running IRA 30 with upgrade to 32 so most likely this is what is causing it. Didnt even think about updating that MOD.

Been away for a long time and just starting again.

Yes - its good to see you back:sunny:

There is a lot changed with the new IRAI version
The ship AI has had a great upgrade and the AI subs
Wolfpacks will now act a whole lot better and try to attack targets without taking damage:woot:

zeus 07-17-12 04:22 PM

Travelly, a question (with Open Horizons II):

Can you apply Wolfpacks in previus years with Mod?

regards

Trevally. 07-17-12 04:32 PM

Quote:

Originally Posted by zeus (Post 1910770)
Travelly, a question (with Open Horizons II):

Can you apply Wolfpacks in previus years with Mod?

regards

Sorry Zeus, I do not understand what you are asking:hmmm:

Wolfpacks will start in the campaign from May 41, peak by 43 and be few and far between by 45


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