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Old 07-16-12, 04:08 PM   #1561
Trevally.
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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





So as you can see the rust paint is showing

But here is how they look in the game




Here is the settings for the model:



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

I have re-read the imported ship thread and there were some posts where rust was added using the occlusion map
I could just add these rust marks to the T01 map, but would that be the correct way to do this
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Old 07-16-12, 05:55 PM   #1562
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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.
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Old 07-16-12, 08:13 PM   #1563
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Hi Trevally!

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



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
It´s 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 CTD´s, you must remap the ID´s in S3D menu Tools ---> Remap ID´s.
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Old 07-17-12, 07:29 AM   #1564
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Thanks Gap and Uekel - I will try this tonight
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Old 07-17-12, 10:59 AM   #1565
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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
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Old 07-17-12, 12:04 PM   #1566
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Default 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!
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Old 07-17-12, 01:18 PM   #1567
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Hi TheBeast

There was an issue with a mod and OHII - I think it was IRAI
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
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Old 07-17-12, 01:22 PM   #1568
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Thanks Uekel - that was the correct way and fixed all my issues

Block ships with rusty paint







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Old 07-17-12, 01:50 PM   #1569
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Quote:
Originally Posted by Trevally. View Post
Thanks Uekel - that was the correct way and fixed all my issues

Block ships with rusty paint
Cool!!!
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Old 07-17-12, 01:59 PM   #1570
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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
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Old 07-17-12, 02:14 PM   #1571
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Is there still an issue with ctd in scapa with the torp hit

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?
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Old 07-17-12, 03:38 PM   #1572
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Quote:
Originally Posted by Trevally. View Post
Hi TheBeast

There was an issue with a mod and OHII - I think it was IRAI
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
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.
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Old 07-17-12, 03:53 PM   #1573
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Quote:
Originally Posted by TheBeast View Post
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

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
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Old 07-17-12, 04:22 PM   #1574
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Travelly, a question (with Open Horizons II):

Can you apply Wolfpacks in previus years with Mod?

regards
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Old 07-17-12, 04:32 PM   #1575
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Quote:
Originally Posted by zeus View Post
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

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