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#1 |
Grey Wolf
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Well i thought it`d be nice to add the twisty wake deflector thingy to the periscopes.
There seems to be something odd going on though... The periscopes should use NSS_Uboat7c_hull.tga as their texture, however as you can see in the shots, the texture being used is actually Turm7c_1_deck.tga. http://i201.photobucket.com/albums/aa186/tris1066/bug1.jpg http://i201.photobucket.com/albums/aa186/tris1066/bug2.jpg http://i201.photobucket.com/albums/aa186/tris1066/bug3.jpg I cant figure out just where this is coming from, the .obj files have NO references to this texture anywhere in them, the only texture in the file is NSS_Uboat7c_hull.tga, and yet still sh3 insists on using this darn deck texture. Ive tried everything but whatever i do the model still ends up with the wrong texture, whats going on?? (The new models were imported with version 1 of pack3d as versions 4-5 wont open the turm dat files and versions 2-3 wont import .obj files.) |
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#2 |
Dominant Wolf
![]() Join Date: Nov 2006
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No idea on how to help you, mate... But I want to say that it's a pretty detail all the same. Keep up the great work !
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#3 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin FM,
is your new twisted object a separate object you added to the *.dat or did you change the persicope´s 3d model? which Turm...dat is it? The *.dat files I checked have more than one texture node. So, if you use a separate model, the 3d models properties node (4/100) is pointing to the wrong texture. But I guess you´ve checked that already. If you changed the periscope model, make sure to use the same faces ID for the twisted thingy or adjust the properties node to use the correct texture. Assuming you have used new face id´s for your thingy, here is what SHIII does. The properties node holds info about which texture to use for which face id. Let´s say you have 3 different face ids and 3 different textures. No problem at all. If you add a 4th face id, SHIII counts as follows:
Regards, DD
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#4 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
Downloads: 69
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Flakmonkey,
This would be a great addition. I tried to do this but it greatly exceeded my meager modding capabilities. |
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#5 |
Grey Wolf
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It seems to be exceeding mine too.... i fall apart when it comes to hex editing etc... I guess im just more of a modeller than a modder.
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#6 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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Moin FM,
when I started modding i was a "never-touch-any-hex-code"-modeller myself. ![]() Here´s my offer to you:
DD
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#7 |
Grey Wolf
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Thanks for the kind offer, the dat im working with is Turm7c_1_hd.dat
Although once its up and working i hope to add it to all type7 and type9 turms. Ive uploaded the edited dat to savefile so you can take a look. http://www.savefile.com/files/921836 I edited the original scope models to include the twisty thing rather than add it as a seperate object, the only texture they should use is NSS_Uboat7c_hull.tga. The original scopes also used Turm7c_1_deck.tga on a few faces, but for this mod id prefer the whole scope to use only the hull texture. The objects i changed within the .dat are: Turm7c_1_periscop F_High Turm7c_1_periscop B_High SHD_Turm7c_1_periscop F_High SHD_Turm7c_1_periscop B_High +Can you reccomend any good hex editing software, preferably free or at least cheap. Thanks again - FM |
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#8 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
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![]() Quote:
For example : #MTL generated by Pack3D NCA_Tuscaloosa.datHere you have two textures NCA_Tuscaloosa and Tuscaloosa_deck, pack 3d uses the order in the mtl file to import the object so with this mtl file NCA_Tuscaloosa=material 0 and Tuscaloosa_deck=material 1 #MTL generated by Pack3D NCA_Tuscaloosa.datwith this mtl file NCA_Tuscaloosa=material 1 and Tuscaloosa_deck=material 0, the names you use are discarded, just the positoin in the mtl file matters. The periscope has two textures, hull first, deck second, remember pack 3d uses the order in the mtl file when it imports the object Ref |
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#9 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
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Moin,
Quote:
I´ve checked your files. You´ve used face id 1 only. The object properties (F_High / B_High) addresses two different textures. But that´s no problem at all. Use the tweakfile I´ve written.
See pic below: ![]() Download the tweakfile here. Regards, DD
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#10 |
Weps
![]() Join Date: Oct 2006
Location: Jacksonville, FL
Posts: 351
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DD - This place will become boring if you ever quit. Every time I log in you're either working on or helping someone with a new mod!
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#11 | ||
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
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Jesus, been away from SH3 for a wile now look what you guys have been up to, can this be downloaded yet or is it still a work in progress
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#12 |
Grey Wolf
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DD ... your a star
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#13 | |
Seasoned Skipper
![]() Join Date: Aug 2006
Location: Germany
Posts: 663
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Quote:
![]() Kind regards |
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#14 |
Gunner
![]() Join Date: Mar 2007
Location: Los Angeles
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They;re right DD. You are one special guy around here. If the community ever loses you It will be a sad day.
Thanks for all that you do! ![]() |
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#15 | |
Dominant Wolf
![]() Join Date: Nov 2006
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