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Old 04-05-10, 05:28 PM   #31
reaper7
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Sorry for double post. Just want to bump this I think I spotted something.



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.
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Old 04-05-10, 09:12 PM   #32
etheberge
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Quote:
Originally Posted by reaper7 View Post

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?



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 View Post
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

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.
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Old 04-05-10, 09:29 PM   #33
Sgtmonkeynads
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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?
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Old 04-05-10, 09:45 PM   #34
reaper7
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Originally Posted by etheberge View Post
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

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?
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Old 04-05-10, 09:58 PM   #35
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Originally Posted by reaper7 View Post
Sorry for double post. Just want to bump this I think I spotted something.



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.
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...
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Old 04-05-10, 10:14 PM   #36
gutted
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ARGH!

Just got the upgrade to a VIIC.

Lost meh flags.
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Old 04-06-10, 09:38 AM   #37
reaper7
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Originally Posted by conus00 View Post
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.
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Old 04-06-10, 11:15 AM   #38
gutted
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Quote:
Originally Posted by reaper7 View Post
ust need slower fluttering - maybe tied to speed.
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.
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Old 04-06-10, 11:53 AM   #39
reaper7
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Originally Posted by gutted View Post
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:



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])
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Old 04-06-10, 12:13 PM   #40
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good job you all!! Looking excellent

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

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.
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Old 04-06-10, 12:28 PM   #41
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Originally Posted by TheDarkWraith View Post
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.
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Old 04-06-10, 12:38 PM   #42
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Originally Posted by privateer View Post
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,
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)

Last edited by Redlance88; 04-06-10 at 02:10 PM.
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Old 04-06-10, 12:58 PM   #43
TheDarkWraith
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Originally Posted by Redlance88 View Post
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 Although it makes more work for me Would like to see this picture of it too.
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Old 04-06-10, 01:55 PM   #44
conus00
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Originally Posted by reaper7 View Post
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.
Glad to be of help.
Please check you PM.

-L
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Old 04-06-10, 02:23 PM   #45
Anvart
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Quote:
Originally Posted by TheDarkWraith View Post
...
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)...
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