Think I found the right combination:
What I did:
- all the embedded textures were removed for the Type 2/0 nodes below
- The first Type 2/0 node uses external texture (class name_T01.tga) and it's name is cfg#TXR_class name. It is not double sided and uses linear filtering with no in memory compression.
- The second Type 2/0 node uses external texture (class name_O01.tga) and it's name is cfg#TXR_class name. It is double sided and uses linear filtering with no in memory compression.
- The third Type 2/0 node uses external texture (class name_N01.tga) and it's name is cfg#TXR_class name. It is double sided and uses linear filtering with no in memory compression.
- Unified Render Controller settings:
MediumLODDistance = 15.0
LowLODDistance = 0.0
BumpEnable = True
SpecularMaskEnable = True
SelfOccEnable = True
UseSpecularFromDiffuse = False
- the class name_T01.dds is Zedi's and is located in \data\Textures\TNormal\tex
- the class name_O01.dds is stock SH4 and is located in \data\Sea\class name
- the class name_N01.dds is Zedi's and is located in \data\Sea\class name
This has the light shining on the right side (correct illumination), the holes show under water, the damage texture problem doesn't exist, the light map works, the rust doesn't show, and the lighting doesn't snap from dark/light or light/dark as camera moves closer/farther away from unit...looks quite excellent
The only anomoly is when the camera is very close to the ship the lighting is turned off and the texture gets darker. You can tell that the game switched to some other light mode and all.
and in bright daylight here is what it looks like:
big difference from my previous pictures of this ship.