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View Full Version : *Release* Damage Texture DT V2


Vikinger
01-22-07, 07:31 AM
Hiya.

I give it a new try and release a new damage texture.

Like it or not but here it is :)

First some pictures as usuall.


A medium tanker have been hit.

http://img155.imageshack.us/img155/5395/dam10dk.jpg


Same tanker but a hit next to the first one. Here can you se how different the texture is shown up.

http://img256.imageshack.us/img256/8760/dam29jq.jpg

A medium merchant got a blast

http://img256.imageshack.us/img256/57/dam36hc.jpg


Large merchant.

http://img256.imageshack.us/img256/3713/dam48mx.jpg

A capitol ship have been hit.

http://img155.imageshack.us/img155/8985/dam51tk.jpg

And Bismark goes down by shell damage from other capitol ships. (big guns)

http://img256.imageshack.us/img256/9821/shelldam2qj.jpg


And here is parts of the Readme file:

================================================== =========
CONTENT:
Readme file
Expl_mask01_a.tga , resolution 512x512 , Size 1 meg
Damage_metal_a.tga ,resolution 64x64 , Size 5 kb
Picture of torpedo damage. Dam1,Dam2,Dam3.jpg
Picture of shell damage. Shelldam.jpg
================================================== =========

INSTALLATION:

Path: SH3/Data/Misc/

Its JSGME Compatible
Just unzip in your Mod folder and run JSGME.
Or
Unzip and copy the Data folder over your SHIII data folder.
When windows ask you if you want to overwrite files:
click on yes for all file/files.
This Mod donīt come with a Backup folder
be sure to backup your original files!

================================================== =========
TESTING MODS:
Only Latest version of GWX.
But iam sure it will be compatible whit other mods as well.
================================================== =========
PROBLEM:
The impact angle and the place where the torpedo
hit the ship influence how the texture is shown. The
texture is wraped,twisted and deformed so keep this in mind
if you sometime face an odd looking damage.
The texture can look a bit odd (different sizes) also for shell damage. This
is becuse torpedo damage and shell damage share same file.
================================================== =========


And the download link is here:
File size 245 kb.

http://files.filefront.com/Dam_Tex_DT_V2rar/;6585924;;/fileinfo.html


http://rapidshare.com/files/12838344/Dam_Tex_DT_V2.rar.html




Vikinger.

mr chris
01-22-07, 07:33 AM
Very nice i think i will be giving this ago:up:

Jimbuna
01-22-07, 07:37 AM
Me too...thanks :up:

_Gabriel_
01-22-07, 07:38 AM
wow,

nice mod mate.


Greetings

Gabriel

Mr.Fleck
01-22-07, 07:54 AM
Looks nice, I will give it a try!

Fangschuss
01-22-07, 08:01 AM
WoW

Downloading now, a nice piece of work mate :up:

Myxale
01-22-07, 10:07 AM
Looks Cool!

DL'ed and will try tonite!:rock:

Capt.Crackerjack
01-22-07, 11:50 AM
:up: This seems like a fine piece of work; I'll try on next mission!

Thanks much, Vikinger!

CybaGirl
01-22-07, 08:21 PM
Thanks will give it a go :).

Vikinger
01-22-07, 08:30 PM
Thanks all :)

A little note.
If you are in middle of patrol/save game, you can enable this mod whit out any problem.

I did it many times when i tryed out different textures.

CCIP
01-22-07, 08:45 PM
Awesomeness! Used it from your first version, this one getting plugged right in :D

Woof1701
01-23-07, 05:16 AM
Guess I will have to run my next missions with external camra turned on to have a look at the nice eye candy :)

Venatore
01-23-07, 05:20 AM
awsome mate :up:

Dallass_Drake
01-23-07, 05:34 AM
Thank Vikinger :up: Just finished my second patrol with the new textures and they look splendid :arrgh!:A big improvement

Turkina
01-23-07, 06:23 AM
Good work Vikinger.

rascal101
01-23-07, 06:34 AM
Down-laoded it, installed it, played it, loved it

Well done and excellent mod

pierreandre
01-23-07, 08:34 AM
Great work, thank you :up: !

skoobydew
01-23-07, 10:38 PM
Thank you for your hard work. This is great :D

GT182
01-24-07, 09:14 AM
Very nice Vik, and another excellent mod addition. :up:

Von Hinten
01-24-07, 02:33 PM
Who needs 3D holes with this mod!? This is very nice. Thanks for sharing. :up:

The Munster
01-24-07, 04:34 PM
Hi, do you always frame your works of art ? :rotfl:
Have just saved my Patrol at 17,500 tons with 3/4 of Patrol left to go; is it definitely safe enough to add this at anytime as I'd like to try it out ?

Madox58
01-24-07, 08:28 PM
@Vikinger,
If one were to change the reference to the damage textures in the .val file,
maybe play with the settings abit, you could then do seperate textures for the
smaller ships that may fit better.

Perhaps new rules for the mini tweaker could help change the .val files also.
Thus eliminating the need to hex edit each val file.

Edit:
Mini Tweaker Rules for this under construction now.

Madox58
01-24-07, 10:02 PM
Rule for Mini Tweaker is done.
It allows changing of the damage texture file names and the settings in the val file.
This Rule is built so that it will work for any val file by copying it and renameing
to any ships name. then correcting the path in the Rule.
I'll do the documentation up then post it tonite.

Madox58
01-24-07, 10:30 PM
File Uploaded.
http://files.filefront.com/MiniTweak_vals7z/;6606690;;/fileinfo.html

Vikinger
01-25-07, 12:51 AM
Hi, do you always frame your works of art ? :rotfl:
Have just saved my Patrol at 17,500 tons with 3/4 of Patrol left to go; is it definitely safe enough to add this at anytime as I'd like to try it out ?

LoL no i dont frame everything. I just added them to this bunch of screenies for fun purpose :D

Its ok to enable the mod even if you are in middle of a patrol. it just change 2 texture effects that is loaded each time you start sh3. its not necessary to reroll sh3commander either.

Just apply and go :)

Vikinger
01-25-07, 12:56 AM
File Uploaded.
http://files.filefront.com/MiniTweak_vals7z/;6606690;;/fileinfo.html

Thx a lot for this.

I will defently look into this.

Is it possible to do a bunch of damage files now and fit them to different ships?

And i know about the problem that the damage texture doesnt look good on smaller ships or for shell damage. i wish i could have seperate damage testures for smaller, medium, larger ships and also for different navy ships and shell damage.



If its possible i will work whit that but currently i do a major overhaul of the message system and that require a lot of time. But i put that work on halt and work whit the texture instead then :)

But thx for the file,, downloading and looking into it :)

Madox58
01-25-07, 01:00 AM
Is it possible to do a bunch of damage files now and fit them to different ships?



What can be done using the tweak rule I've done is each ship COULD have it's own tga's now if so desired!! :up:

Plus you can change other asspects of the damage.:o

Enjoy!!

Vikinger
01-25-07, 01:08 AM
Is it possible to do a bunch of damage files now and fit them to different ships?



What can be done using the tweak rule I've done is each ship COULD have it's own tga's now if so desired!! :up:

Plus you can change other asspects of the damage.:o

Enjoy!!

Darn its to good to be true :D
Seams you have put me to work now your,,,,,, :rotfl: :rotfl:

I really would appreciate some documentation later also when you have the time.
I can sure need it coz i have limitation in knowleadge how to do stuff like that :)

ps: saw that you had included a rule.txt file how to change it, thx for that. :)

Madox58
01-25-07, 01:18 AM
Well, working on the Air Ships and Barrage balloons got me deeper into
areas I never expected and the mini tweaker is becomeing on of my
main tools.

So I'm becomeing very good at writing rules!!

Any help you need with this let me know, I'll jump right on it!!

anzacmick
01-25-07, 01:24 AM
great work priater for finding this out.
i too would be interested in these "rules" and any documentation that accompanys.

Vikinger
01-25-07, 01:25 AM
I checked into it and as far as i can se i can make new explosion mask files:
Expl_mask01_a.tga

And just change the number to 02, 03 etc for different texture to load and show up. But how do i convert the file name to its hex value? Is there some ascII to hex converter i can use that you can tip me about.

But i will still face the problem that the texture is shared whit torpedo and shell damage.

Somewhere it must be some file that tells if a gun is used what damage texture is gona show up. or it just common for all guns and torpedoes so there isnt any "path" that tells what texture to use. I guess its hardcoded into the game.

Seperate guns and torpedo texture is still a problem to solve.

Madox58
01-25-07, 01:26 AM
Go up a couple posts and download them! :up:
They are there for all.

OMG!!!
Now I'm A ?????

Madox58
01-25-07, 01:31 AM
I checked into it and as far as i can se i can make new explosion mask files:
Expl_mask01_a.tga

And just change the number to 02, 03 etc for different texture to load and show up.

But i will still face the problem that the texture is shared whit torpedo and shell damage.

Somewhere it must be some file that tells if a gun is used what damage texture is gona show up. or it just common for all guns and torpedoes so there isnt any "path" that tells what texture to use. I guess its hardcoded into the game.

Seperate guns and torpedo texture is still a problem to solve.

Ah, Yes I see. :hmm:
Well, as I stumble around, I'll see if I come across this and let you know. :yep:
But at this point, does it help solve the texture being to big for the smaller ships?

Vikinger
01-25-07, 02:02 AM
I checked into it and as far as i can se i can make new explosion mask files:
Expl_mask01_a.tga

And just change the number to 02, 03 etc for different texture to load and show up.

But i will still face the problem that the texture is shared whit torpedo and shell damage.

Somewhere it must be some file that tells if a gun is used what damage texture is gona show up. or it just common for all guns and torpedoes so there isnt any "path" that tells what texture to use. I guess its hardcoded into the game.

Seperate guns and torpedo texture is still a problem to solve.

Ah, Yes I see. :hmm:
Well, as I stumble around, I'll see if I come across this and let you know. :yep:
But at this point, does it help solve the texture being to big for the smaller ships?

Yes it does. It wil still be very usefull this. Problem whit the damage texture even if its only torpedo hits ,is the size of different ships.

So i will make different textures for different ships now.

Btw i found a net little program that converts ASCII value to hex value. The prgram is called Mihov ASCII Master 2.0 and can be found here, its a freeware.

http://www.mihov.com/eng/am.html

So now iam rdy to go and start to work whit this. :D

Gona do changes to 3 ship types and test it ingame during the day. I will also play around abit whit the other settings like the damage. I must se if they only apply to the texture or oif it has some effect to the ships damage model it self.

The other Dirt file is not necessary to change coz that file does not show up ingame anyway. Its all dependant how transparent i do the mask file. But i found if i make it transparent it wont be dark enough and the ships own texture is shown thru it. So i prefer to work whit one file, the mask file and make it so that is the file that show up. I add the "dirt" allready to the mask file.

Madox58
01-25-07, 02:08 AM
Well, I'm glad it helps in some way. :yep:
I've sent a PM to TimeTraveller to see if we can do text and avoid the hex conversion.
Maybe he will re-do Mini Tweak to allow this?
Would make it a much more powerful program!!

Vikinger
01-25-07, 02:10 AM
Well, I'm glad it helps in some way. :yep:
I've sent a PM to TimeTraveller to see if we can do text and avoid the hex conversion.
Maybe he will re-do Mini Tweak to allow this?
Would make it a much more powerful program!!

Whit the little program i found its easy to convert the values :) try it :)

Edit/ BAH that program does NOT convert to the correct values that are used whitin SH3.

Dunno if its dependant coz i have a swedish keyboard.

Madox58
01-25-07, 02:16 AM
Well,... I do them in my head. :o

Vikinger
01-25-07, 02:24 AM
Well,... I do them in my head. :o

Hehe thats greate :)

It was so long time i worked whit hex values but i do have some knowleadge to how the sytem is built. but ive never digged deeper into it and never used ASCII code either.

But i found its quite simple anyway to change the numbers for different texture files. 0,1.2.3 etc will be 30,31,32,33 etc in hex value. And that is all i need to know. :D

Madox58
01-25-07, 02:27 AM
:up:

Vikinger
01-25-07, 02:32 AM
Btw when i check the minitweaker file there is 3 categories.

Damage.
Dirt settings
Mask

But isnt there any Mask settings as well?

When i check the dirt settings it has 2 values.
Tile size and rotation.

maybe this is the file i should change if there is any for mask settings as well. then i dont need to do different textures but i can change the size how they apear ingame. But of course i can do some more textures so its not the same for all ships.

Madox58
01-25-07, 02:39 AM
Here are the specs as to what does what:

MinDamage...The minimum number of hit points that generate a damage decal...
MaxDamage...The number of hit points that cause the maximum damage..
MinDamageRange..The radius of the damage decal for minimum damage...
MaxDamageRange..The radius of the damage decal for maximum damage...
MinDamageAlpha..The transparency of the decal for minimum damage....
MaskTextureName.The texture used for decal shape....
DirtTextureName.The tilable texture with explosion traces...
DirtTileFactor..The number of tiles per 10 meters of ship surface...

The Mask setting in the tweak file refers to the two TGA file names.
thats where we change the name of the tga file.
That would = MaskTextureName and DirtTextureName

Vikinger
01-25-07, 02:49 AM
Here are the specs as to what does what:

MinDamage...The minimum number of hit points that generate a damage decal...
MaxDamage...The number of hit points that cause the maximum damage..
MinDamageRange..The radius of the damage decal for minimum damage...
MaxDamageRange..The radius of the damage decal for maximum damage...
MinDamageAlpha..The transparency of the decal for minimum damage....
MaskTextureName.The texture used for decal shape....
DirtTextureName.The tilable texture with explosion traces...
DirtTileFactor..The number of tiles per 10 meters of ship surface...

This is perfect. Just the info i needed. This explains why the texture show up in different sizes and why the shell damage is much more transparent than torpedo damage.

A big fat gun from a capitol ship do max damage while a AA gun does not leave a scratch mark coz its damage is below the minimum damage for the decal to show up.

So i will work whit this now:

Create New seperate damage textures for Large, medium, small Merchants.
Create New seperate damage texture for Large, medium and small Military ships.
Create new damage textures for Sumarines
create new damage textures for sailing ship so if you use an AA gun that can sink the ships it will shown up.

i can use the texture i allready released for 1 ship type, That gives me so i need to create 7 more types of damage textures.

Change values in all VAL how the texture is shown up.

Do extensive testing so it all works whit out any framrate loose.

It will maybe take me 1 or 2 weeks to do this. Coz iam busy also in RL :)

If and when its released it will be a mod created by Priater and me. Coz whitout his help i would never know how to do this.

Madox58
01-25-07, 02:58 AM
:rotfl:
Guess I just increased your work load, eh?
:rotfl:

Vikinger
01-25-07, 03:09 AM
:rotfl:
Guess I just increased your work load, eh?
:rotfl:

LoL yes darn,,,,

But dont you worry. You are gone be the one that do the extensive testing, or help me whit it if you like. :D
Its allways best to have a second opinion.

Madox58
01-25-07, 03:17 AM
Actually, I needed to do Damage textures for the Air Ship!
That's how I got into this.
An Air Ship will not show damage like a Sea Ship.
A shell would pass through leaveing a small hole, no explosion.
So, the research needed to be passed on to make the Game better! :up:

Oh, and here's a tip!
Use a Hex edit program to look at ALL the SH3 files!
.act .exe .dll and on and on.
There are comments in ALL of them that will give you SO many
clues and insights that your head will spin.

odinfish
01-25-07, 08:34 AM
Awesome damage textures! I'm looking forward to what you guys are planning now.:up:

Mush Martin
01-25-07, 05:34 PM
I love this mod well done my friend, although with hyped up torpedos its weird to see the middle third of the ships bottom entirely missing while she still floats maybe I should tone it down a bit.:rotfl::rotfl::rotfl:

......................yeah! :|\\MM

Madox58
01-25-07, 06:25 PM
DUH!!!! :damn: :nope:
I'll write a rule for TimeTraveller's SH3 File Analyzer. :up:
File Analyzer allows text changes and allows to select
files rather than createing a bunch of rules. :yep:
Don't know WHY I didn't do that in the 1st place. :oops:

EDIT: Your Rule for TimeTraveller's SH3 File Analyzer is ready.

Vikinger
01-26-07, 02:35 AM
I love this mod well done my friend, although with hyped up torpedos its weird to see the middle third of the ships bottom entirely missing while she still floats maybe I should tone it down a bit.:rotfl::rotfl::rotfl:

......................yeah! :|\\MM

Thx mate. And i know it can look like crap on smaller ships.
But iam currently working on a new project for this and are in the early stages.
The goal is to create a bunch of textures that is linked to different ships. So there will be speciall textures for submarines, very small ships, smaller , medium, and larger ships.
And for military ships it will be smaller, medium and larger ships textures.

On Very small ships you hardley dont use any torpedo to hit them but you use to sink them whit the gun or the AA gun. So for thos s ships there will be a speciall textures thats only works as a shell damage. If i manage i will try to do so even bullet holes is shown up from AA guns. But it require a lot of testings so its frame rate friendly.

But this is what i plan to do atm.

anzacmick
01-27-07, 04:41 AM
gday again priater, any chance of getting that analyser rule posted? would be a great help, cheers
mick

Madox58
01-27-07, 10:15 AM
gday again priater, any chance of getting that analyser rule posted? would be a great help, cheers
mick

Here you go.
http://files.filefront.com/Vikingers_Damage_Toolrul/;6625637;;/fileinfo.html