SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] Sub Flags for SH5 (https://www.subsim.com/radioroom/showthread.php?t=167037)

reaper7 04-05-10 05:28 PM

Sorry for double post. Just want to bump this I think I spotted something.

http://i1004.photobucket.com/albums/...lags2Alpha.jpg

Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?
Again the above shows the Alpha not transparent as it should be.

Its no biggie can use the Original Textures, Nice to have Flags anyways. :03:

etheberge 04-05-10 09:12 PM

Quote:

Originally Posted by reaper7 (Post 1348523)

EDIT: Anyone know if these can be made to support the Alpha channel. Remade some textures with torn edges, bullet holes and Rope eyes.
But the Alpha channel does not show transparent?

http://i1004.photobucket.com/albums/...lags-Alpha.jpg

The Alpaha Channel (Dark Green on Flag Layer) does not work in-game. I get the dark green clour around the Flag (No Transparency).
Any workaround to this ??

Which DDS settings are you using when exporting? I'm not sure if what you're trying to do can work for the flag model.

Quote:

Originally Posted by reaper7 (Post 1348634)
Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?

Yes, it's one of the things the Great Dark One is trying to fix :D

From first post:
Quote:

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

Sgtmonkeynads 04-05-10 09:29 PM

This is gonna be SWEEET!!

Will both flags have to be the same size?
I have an actual 14 inch flag i want to take a picture of then use.
Think I will beable to do it?

reaper7 04-05-10 09:45 PM

Quote:

Originally Posted by etheberge (Post 1348860)
Which DDS settings are you using when exporting? I'm not sure if what you're trying to do can work for the flag model.Yes, it's one of the things the Great Dark One is trying to fix :D


ONly tried it with DXT3, will try DXT5 and 8.8.8.8 32bpp and see if they work (Can't see how though if the bacic Alpha channel does't work.

Don't know why it won't as all the dds graphis in SH5 have working alph channel. Strange, maybe its to do with the reflections being disabled?

conus00 04-05-10 09:58 PM

Quote:

Originally Posted by reaper7 (Post 1348634)
Sorry for double post. Just want to bump this I think I spotted something.

http://i1004.photobucket.com/albums/...lags2Alpha.jpg

Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?
Again the above shows the Alpha not transparent as it should be.

Its no biggie can use the Original Textures, Nice to have Flags anyways. :03:

If I'm not mistaken (this process worked in SH4) here is how you fix it:
(1) Create your textures and save them as DDS with DXT5
(2) Open (in the mod directory) \data\Library\TheDarkWraith_Sub_Flags.dat in silent 3ditor and in nodes 7A_flag_1.dds and 7A_flag_2.dd under "Render state attributes" tick the 'Disable z-buffer write and enable alpha blend' option
(3) Save the change, install the mod and run the game

That should solve your problem.

Let me know if it worked for you because I don't run this MOD. I do not have VIIB in the game anymore and in Historical Missions this mod (for some reason) does not work.
I'll wait for TDW to release version with all other sub types...

gutted 04-05-10 10:14 PM

ARGH!

Just got the upgrade to a VIIC.

Lost meh flags. :damn:

reaper7 04-06-10 09:38 AM

Quote:

Originally Posted by conus00 (Post 1348889)
That should solve your problem.

Let me know if it worked for you because I don't run this MOD. I do not have VIIB in the game anymore and in Historical Missions this mod (for some reason) does not work.
I'll wait for TDW to release version with all other sub types...

Yes. That did the trick. Alpha was disabled in the dat file.
Tried taking a Pic to upload the results, but I'm on my laptop and the image files are coming out distorted, will take one on my main PC later and post.
Looks excellent now. Just need slower fluttering - maybe tied to speed. :up:

gutted 04-06-10 11:15 AM

Quote:

Originally Posted by reaper7 (Post 1349345)
ust need slower fluttering - maybe tied to speed. :up:

Aye, they do need toning down.

Would be nicer if it was the same animation that the flags on AI ships use. Those look more natural.

reaper7 04-06-10 11:53 AM

Quote:

Originally Posted by gutted (Post 1349459)
Aye, they do need toning down.

Would be nicer if it was the same animation that the flags on AI ships use. Those look more natural.


Yes, The AI Flags are more natural - Can the same animations be used

The tip from conus00 on getting Alpha working also works in the Historical Missions. Here's a pic:

http://i236.photobucket.com/albums/f...-Flags-SH5.jpg

:yeah: Hi DW if you want my Images with Alpha channel for this flag Mod your welcome to them (Can redo the Skull and Crossbones instead of the Grim Reaper [My callsign flag])

TheDarkWraith 04-06-10 12:13 PM

good job you all!! Looking excellent :up:

Yes I did not enable the alpha channel in any of the DDS textures used for the flags. I will enable them in the next version to be released here very soon (I might just release a version with this change just as a bug fix).

I'm working on extracting and rescaling the animations used for the AI flags so they can be used for the player's sub flags animations. I can't just use the animations from the AI flags currently because they are WAY too big. In order to scale them I have to extract the keyframes, scale them, reposition them on origin, re-import the keyframes back into the file. Luckily I wrote an application in SH3 days that does the extracting and re-importing of keyframes for me :DL

Anyone figured out how to add a light map so that the flagstaff will look like the conning tower railing? It's using the same texture as the conning tower railing but without the light map (or normal map) it looks very bland.

Been busy hammering out v1.2.0 of the UI mods currently.

Madox58 04-06-10 12:28 PM

Quote:

Originally Posted by TheDarkWraith (Post 1349527)
Anyone figured out how to add a light map so that the flagstaff will look like the conning tower railing? It's using the same texture as the conning tower railing but without the light map (or normal map) it looks very bland.

The Game engine doesn't support this yet.

Redlance88 04-06-10 12:38 PM

Quote:

Originally Posted by privateer (Post 1349542)
The Game engine doesn't support this yet.

as a work around, Modify the flag pole you made to rather be a tube shaped socket welded to the back rail with a dark (wooden?) textured flag pole. its more correct that way any way,http://farm5.static.flickr.com/4053/...835262ee_o.jpg
the photo seems to be of a type VIIc but you get the idea. I suspect the "A" is similar. and I can't wait till ya get the mod working for the VIIC ( my current boat)

TheDarkWraith 04-06-10 12:58 PM

Quote:

Originally Posted by Redlance88 (Post 1349554)
as a work around, Modify the flag pole you made to rather be a tube shaped socket welded to the back rail with a dark wooden textured flag pole. its more correct that way any way, I know I just saw a photo of one some place else here in the forums and I saved it. but am at work so can't post it yet. if some one else has seen that photo and knows where it is let me know. I think it was in a thread on deck color, with some rare color photos of the real thing.

great idea :up: Although it makes more work for me :03: Would like to see this picture of it too.

conus00 04-06-10 01:55 PM

Quote:

Originally Posted by reaper7 (Post 1349345)
Yes. That did the trick. Alpha was disabled in the dat file.
Tried taking a Pic to upload the results, but I'm on my laptop and the image files are coming out distorted, will take one on my main PC later and post.
Looks excellent now. Just need slower fluttering - maybe tied to speed. :up:

Glad to be of help.
Please check you PM.

-L

Anvart 04-06-10 02:23 PM

Quote:

Originally Posted by TheDarkWraith (Post 1349527)
...
I'm working on extracting and rescaling the animations used for the AI flags so they can be used for the player's sub flags animations. ...

All is tried for a long time... and it's very simply using S3d and 3ds Max (for example)...
1) Export (from *.dat use S3D) of sequence of 100 frame-meshes...
2) Batch import into 3ds Max...
3) Scale all frame-meshes in 3ds Max...
4) Batch export from Max...
5) Import in *.dat use S3D.
...
* Or create own model of flag and using modifier Cloth create animation of a flag...
* Then using tool Snapshot create sequence of 100 frame-meshes...
* Then scale all frame-meshes and export from Max
* Import into *.dat (S3D)...


All times are GMT -5. The time now is 03:59 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.