View Full Version : *Mod* Damage textures.
Vikinger
12-21-06, 11:47 AM
EDIT/
Hi, I had to delete this file so its not aviable for DL for thos that wish so.
I made a misstake when i packed the file and it happend so taht one of the files was NOT my creation.
It was a plain misstake i did and that file was NOT the one i was intended to use in this mode.
Se also my post below for more info about this.
I will repack it and upload the correct version when i have time to do so.
Again My deepest Apologizes for this and speciall too Anzacmick.
Vikinger.
http://img397.imageshack.us/img397/6485/torpdamlargeship1bs4.jpg
Large merchant torpedo damage 2:
http://img397.imageshack.us/img397/8716/torpdamlargeship2sw1.jpg
Large merchant torpedo damage 3:
http://img295.imageshack.us/img295/7514/torpdamlargeship3ke8.jpg
And here is.
Large merchant Shell damage.
http://img244.imageshack.us/img244/7152/shelldamlargeshiptk8.jpg
And here is:
Torpedo damage small merchant.
http://img48.imageshack.us/img48/5249/torpdamsmallshipyw6.jpg
And the picture that iam not happy whit at all.
Shell damage small merchant:
http://img237.imageshack.us/img237/1594/shelldamsmallshipso0.jpg
Hope you can live whit that shell damage on smaller ships untill ive came up to an solution or are able to improve it more. :)
Vikinger.
AVGWarhawk
12-21-06, 01:20 PM
Pics are dark but I got the idea. Looks good.
dean_acheson
12-21-06, 01:38 PM
can you try to get a daytime photo please?
I can't really see much, but then again, my eyes are a bit poor.
Vikinger
12-21-06, 02:05 PM
can you try to get a daytime photo please?
I can't really see much, but then again, my eyes are a bit poor.
Sure. As soon i can find a nice victim during daytime :D
Vikinger
12-21-06, 03:18 PM
Here is a daylight screen of a small merchant.
Note that the texture is magnified regarding the size of the ship so it looks better on bigger ships.
Gona post daylight screen of larger ship when i find some :)
http://img256.imageshack.us/img256/5488/damage1ce5.jpg
And here is same ship whit a shell damage texture next to the torpedo damage.
http://img112.imageshack.us/img112/8804/damage2co7.jpg
AVGWarhawk
12-21-06, 03:30 PM
Hey, that's pretty nice! Maybe someone on the forums could give you a pointer on some more depth. All in all it is not bad at all! I'm on patrol so I cannot load it in yet but I will when I reach port:up:
is the small one on the second picture from cannon fire? If so, perhaps create one dark round spot where the projectile hit???? What do you think?
Vik, I have to hand it to ya those are the best Damn Damage Textures I've seen yet.
Nice :up:
Vikinger
12-21-06, 04:17 PM
Hey, that's pretty nice! Maybe someone on the forums could give you a pointer on some more depth. All in all it is not bad at all! I'm on patrol so I cannot load it in yet but I will when I reach port:up:
is the small one on the second picture from cannon fire? If so, perhaps create one dark round spot where the projectile hit???? What do you think?
Ive been experiment a lot whit the depths whitin different textures ive made.
It can look darn nice when i se the tga file but its a different matter how it looks ingame.
Ive also tryed to use many different colours but best ive found so far is to use very dark colours.
Iam also limited to create the texture as "round" shaped and that is something i dont like. Reason for this is like i said in first post that the texture is magnified dependant on what size of the ship is and also what angle the impact will be.
The texture goes from a center point in the ship.
If this is the ship: -----------> C <---------- where C is center on the ship.
If you hit here: ---X--------> C <----------- the texture will be wrapped/distorted cuz it aims to go for the C mark .
Its hard to explain but thats why there is a limit how the shape of a texture can be
If i could choose i would made it more square shapped where u actually could se the ships shape of metal.
Another problem also is that , the smaller the ship is the more transparent and magnified the damage will look.
So on small ships the darker area that simulate the hole is not dark enough. But it is on bigger ships.
All in this there is 2 files to work whit. One is the main file how the impact will look like and the second is an illusion of an overlay that can (dependant how you do it) create scratch mark or other texture effects.
Problem to mix them is that the "scratch mark" texture is extremely small but ingame its magnifed to about 100. Best solution here was to do a transparent texture that can reflect some shadows only. So the main texture can be seen.
I found that GWX damage texture is wrong in that matter that the "scratch mark" texture is not transparent and to big. So the main texture that actually are gona show the hole in the ship is not seen. The "scratch mark" texture is standing out to much.
Darn long explaination here hehehe. But as you can se its not easy to make it
Here are some real torpedoe damage that have inspired me and i wish i could make them just like that, but as i said, The limitation is that to do them in circle shaped.
http://img295.imageshack.us/img295/4709/damwg4.jpg
http://img463.imageshack.us/img463/1605/torp2tj9.jpg
http://img463.imageshack.us/img463/1092/torp4mq7.jpg
http://img233.imageshack.us/img233/16/torp5uq5.jpg
http://img297.imageshack.us/img297/4613/torp3ir1.jpg
Anyway, I still continue to try and make a better damage model and this was just a version 1 i released cuz i thought it might look better than the current there is :)
Oh and i forgot to answer your question hehe. Yes that smaller damage to the left on the second picture is a shell damage. But its impossible to make the shell damge to look different from the torpedo damage cuz they share same texture file. A shell damage only turn up as a smaller variant of the torped damage.
Gona find me some larger merchant to take screenies of during daytime :)
Kpt. Lehmann
12-21-06, 06:35 PM
Very interesting! :up: :up: :up:
That is nice Vikinger. Very very nice indeed. :up: ~S!~
It'll be installed as soon as I get back to port.... if I make it in one piece. ;)
IRONxMortlock
12-21-06, 09:14 PM
Thanks mate! I'll fire it up as soon as I get back to port. :up:
________
Housewives Cam (http://www.girlcamfriend.com/webcam/housewives/)
A few images using the Bismarck Mission: :D
(you have not seen UGLY until you've seen what they do to Bismarck :o)
http://i4.photobucket.com/albums/y122/Otohiko/to7.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to6.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to5.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to4.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to2.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to3.jpg
http://i4.photobucket.com/albums/y122/Otohiko/to1.jpg
Vikinger
12-22-06, 04:09 AM
OUCH. The damage in thos pictures looks just like crap.
I nearly feel ashamed how it looks.
Its odd how the damage texture shows up on different ships.
Well thx for showing me this so now its back to drawing board.
Iam gona try and change the size of both the texture it self and the file.
I let the damage textures be aviable for dl anyway for thos that want them.
It still looks ok on merchants :D
Edit/
Are thos pictures shell damage textures only?
My guess is that since the torpedo and the shell share same textures. I have to tweak the files in shell.zon
I think the Minradious and the MaxRadious affect how the texture is showing up.
But by changing this values i also think that the damage done will be reduced.
The shell will still have same damage effect on where it hit but the radious the damage affect will be smaller.
Anyway iam gona try different settings an se what it leads to. i dont want to mess something up. It might take some extensive testing before i can have a solution to this.
anzacmick
12-22-06, 05:41 AM
All looks kinda familier....
i also tried to scale the textures on my mod....but to no avail....
http://www.subsim.com/radioroom/showthread.php?t=98481&highlight=anzacmick
if there is a solution to the shell textures showing up all ****....id sure like to know.
I do like the crispness of ur "hole"...
BTW... where`d u get the idea?;) ....seems the damaged metal file you are using is mine....:shifty: no respect i tell ya...no respect:down:
Vikinger
12-22-06, 07:04 AM
All looks kinda familier....
i also tried to scale the textures on my mod....but to no avail....
http://www.subsim.com/radioroom/showthread.php?t=98481&highlight=anzacmick
if there is a solution to the shell textures showing up all ****....id sure like to know.
I do like the crispness of ur "hole"...
BTW... where`d u get the idea?;) ....seems the damaged metal file you are using is mine....:shifty: no respect i tell ya...no respect:down:
Oh jesss i really dont know where it comes from. I have loads of files in a map and i swapped out the one that came whit GWX. I just wanted a neutral damage metal file and i have also made some similair like the one you have done but it can also be that it is the one from your excellent mod.
I surely have to investigate it further and i really, really dont want to take someone els work and call it mine. it can be a plain misstake from my side.
And if it is so i will sure delete the file and replace it whit a damage texture that ive made of my own. (and i guess i just picked the wrong one when i packed the file and that is not the file that i planned to use in this pack)
But i must say that your damage texture you have made inspired me to make similar in same size.
In thos ive made i changed the angle from black to white and transparetn to black, and transparent to white etc.
Mate, i have fully respect for you and your artwork :)
And i would never sink so low to take some one els work,
iam really really sorry if this is the case.
Vikinger
12-22-06, 07:35 AM
Oki ive checked the file and you where right.
Damn i feel so ashamed now. :oops: :oops: :oops: :oops: :oops:
That damage texture file was NOT the one i was intended to use in this mod.
I must have selected it by misstake when i packed the file.
The one ive did is a bit larger in size and are darker.
Iam gona delete the file so it cant be downloaded anymore.
I will upload a new version later on when i have time. Darn busy now in RL whit the upcoming christmas.
I hope you accept my apologizes and i will be more carefull in the future.
And for thos that dont understand what we are talking about i will say that this mod comes whit 2 files.
One is called Expl_mask01_a.tga 256x256 pixels
That file is the major file that actually show the impact what you can se on the screens.
Then there is another small file that is in 2x2 pixels, called damage_metal_a.tga
That file will lay it self over the Expl mask file and that file create shadows and dependant how it is done scratch marks or dust, etc.
It is this file i have wrongly choosed and packed and that is made by Anzacmick.
Once again,, My deeply Apologize,,,,,
Vikinger.
Ive edited the first post now also and deleted the file for DL.
Vikinger, I think the original looks just fine. I'm saving it and will try both of them.
anzacmick
12-22-06, 07:59 AM
Vikinger, no need for such a drastic action as to not host ur file....variety is the spice of life...:|\\
just credit where it is due....thats all:up:
Vikinger
12-22-06, 08:07 AM
Vikinger, no need for such a drastic action as to not host ur file....variety is the spice of life...:|\\
just credit where it is due....thats all:up:
Of course i should have credit you if my intention was to use it.
But as i said, it was a darn misstake and that file was not the one that was made for this mod.
I would first have asked for your permission to use it and then put credits in the readme file also :)
Anyway. Have a nice christmas :)
Take care.
Vikinger .
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