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hawkza
07-06-10, 01:43 PM
hi all :D

cant believe im doing this as I am no modder and have no experience in modelling let alone 3d animation but oh well here goes.
I have browsed the forums here quite a bit and have come up with no conclusions to theses two problems.:hmmm:
so I’m thinking i will try fix them myself and if I get it right maybe release it as a mod for the rest of the community.

The first issue is in the rear torpedo room on the 7a there are textures missing by the battery meters or what i am assuming are the bat meters :nope:

the second problem I found was yet again with the 7a in the command room there are two look like old shout pipes just above the maps table at navigation that are missing a piece (i.e. not modelled properly)
And you can see right through them

Now while I am no rivet counter :O:
I do like my sub to be complete and these inconsistencies are starting to grind me a bit :damn:

if the community here has any solutions links to mods or suggestions
id be grateful of any help or hints i receive :yeah:

TheBeast
07-06-10, 02:14 PM
the second problem I found was yet again with the 7a in the command room there are two look like old shout pipes just above the maps table at navigation that are missing a piece (i.e. not modelled properly)
And you can see right through them


I don't think this image is missing. It just needs to be set as double sided. if it is not doubled sided, you can only see the image when looking at the front side and it appears to be missing when viewing the back side.

SteelViking
07-06-10, 02:42 PM
Yes, I would like to see the communication tubes fixed. However, the electric gauges are already in the process of being redone by BIGREG with some assistance from me.

Sailor Steve
07-06-10, 02:43 PM
A lot of the modders here started small, so I wish you all the best with this project.

Also WELCOME ABOARD! :sunny:

hawkza
07-06-10, 03:02 PM
awesome :yeah: wow you guys work fast

So ill concentrate all efforts on the comms tubes then :salute:
Witch seems to be an easy fix using the goblin editor that comes with sh5

Now if I can just figure out how to use it it should all be fine :oops:

sergei
07-06-10, 03:03 PM
. . . seems to be an easy fix using the goblin editor that comes with sh5
Now if I can just figure out how to use it it should all be fine :oops:

Good luck with that mate :DL
This may help
http://www.subsim.com/radioroom/showthread.php?t=165805

Welcome Aboard

hawkza
07-06-10, 05:33 PM
well last post for tonight :doh:
got futher and managed to get te offending object in my scope but can’t seem to click it or select it at all and further more it does not appear to be on the list of stuff to edit .http://www.250kb.com/u/100707/j/69cc3491.jpg.... hhhmmmmm :shucks: i will take another crack at this in the morning im sure there is something im overlooking

ps thanks to all that have help me so far i look forward to kickin this bug back to ubi :yep:

Madox58
07-06-10, 06:22 PM
SteelViking is also working on fixing some interior stuff that is missing.
Your account is approved at Marble Cake.
You'll be able to work with us on the fixes.
:up:

SteelViking
07-06-10, 08:08 PM
SteelViking is also working on fixing some interior stuff that is missing.
Your account is approved at Marble Cake.
You'll be able to work with us on the fixes.
:up:

Yeah, right now I am trying to work my way down the old to do list to get to that stuff.:arrgh!:

hawkza
07-07-10, 08:11 AM
Okay the latest in the newbie saga hehehe :O:

I have tried till i was blue in the face :nope: and could not seem to edit that texture or even find out where it is kept ...so I got smart

I got Maya 2010 BUT GHA HAaaa

it now apears i need a granny 3d converter that is not obtainable unless you have about $12500 US

And I aint as hell going to spend that kind of cash to fix some minor glitch

any ideas from here on out shoot I’m all ears :hmmm:

Madox58
07-10-10, 02:49 PM
Install 3divia screen capture.
Fire it up.
Open the GR2 file with Granny viewer.
Deselect the parts you don't want captured.
Grab the 3D model with 3divia.
Install the plug in for Maya and import the capture.

Any questions?
Just ask.
:up:

And tell Thor I said Hi!
:yeah:

hawkza
07-15-10, 12:37 PM
Install 3divia screen capture.
Fire it up.
Open the GR2 file with Granny viewer.
Deselect the parts you don't want captured.
Grab the 3D model with 3divia.
Install the plug in for Maya and import the capture.

Any questions?
Just ask.
:up:

And tell Thor I said Hi!
:yeah:


CHEERS CHEERS and CHEERS :salute: i have been wracking my brain on how to do this i will try this
thanks again :yeah:

ps been trying to convince thunder to rejoin the modd team but he recons another 6 months ..:) but alas i wont give up that easy :yep:

ill send him regards

SteelViking
07-15-10, 01:23 PM
CHEERS CHEERS and CHEERS :salute: i have been wracking my brain on how to do this i will try this
thanks again :yeah:

ps been trying to convince thunder to rejoin the modd team but he recons another 6 months ..:) but alas i wont give up that easy :yep:

ill send him regards

On the subject of missing textures, and other graphical problem in the interior, you should read the last page or two for my interior mod. I have been doing some pretty interesting fixes using the shadow maps. It is very tedious, but the results are very promising.

hawkza
07-15-10, 01:59 PM
okay finaly progress
but allas it has its setbacks

my granny viewer is not for some resone displaying textures at all not sure if this is normal but thought id ask
here is screenshot of what i get
http://www.250kb.com/u/100715/j/3961fafe.jpg

second were can i get this pluginn as im looking for it and cant find it ... maby i need glasses :DL

all comments -help-advice welcome

this nub aint want to stay a nub

regards to all

Madox58
07-15-10, 03:16 PM
Hi hawkza,

The Granny Viewer looks at the absolute path for the texture.
So if you see something like
D:\blah blah\blah\texture.dds
You must create that same path.
I did a DVD with all the textures placed in all the paths I could find.
That worked.
Till I needed more paths.
(I'd locked the DVD! :nope:)
So I used an external HD to do this.
Now I can create paths as needed.

BIGREG
07-15-10, 04:29 PM
Hi ,this week-end i get send you my various-metals-wood-04.dds ( this with radioroom hour needles ,vinyl , indicator for the TDC wheels and knobs in connig tower and other things ) i have lot location found and i have redone the texture in a better resolution (1024*1024) ,but the good thing to make now is recentring all TDC guages , they are not center with the needles in zero position ( redone with a rotation of -1°) and remake the numbers for more visual with the hole in the needles, a hard works !!!

hawkza
07-15-10, 04:31 PM
i see cool thanks as always privateer man you are a legend :up:

@ bigreg AWSOME id be happy to get the files anytime any how wow ive seen some of your work and its amasing so anything i can do to help id be happy to

Madox58
07-15-10, 04:43 PM
@hawkza

PM me at Marble Cake.
:03:

BIGREG
07-15-10, 04:56 PM
Ok Privateer ;) i send you that ,this week-end

SteelViking
07-15-10, 05:14 PM
Hi ,this week-end i get send you my various-metals-wood-04.dds ( this with radioroom hour needles ,vinyl , indicator for the TDC wheels and knobs in connig tower and other things ) i have lot location found and i have redone the texture in a better resolution (1024*1024) ,but the good thing to make now is recentring all TDC guages , they are not center with the needles in zero position ( redone with a rotation of -1°) and remake the numbers for more visual with the hole in the needles, a hard works !!!

Wait, which clock hand did you work on? Did you fix the one in the radio room itself, or the hydrophone room? I was able to get the radio room clock hands to render, but not the hydrophone room's. It would be amazing if we could get both to render.:D

BIGREG
07-15-10, 05:25 PM
I have this for the radioroom :yep: , but not for the sonar room :nope:, this is a probleme texture in the .GR2 , i have all try for applicate an other texture , but nothing works out of a renderboxing for visual it in game , we must find an other effect to make it visible via the .sim or .fx they are the only way to dial with the 3Dmeshs in .GR2

SteelViking
07-15-10, 05:30 PM
I have this for the radioroom :yep: , but not for the sonar room :nope:, this is a probleme texture in the .GR2 , i have all try for applicate an other texture , but nothing works out of a renderboxing for visual it in game , we must find an other effect to make it visible via the .sim or .fx they are the only way to dial with the 3Dmeshs in .GR2

So, you did not edit the shadow map for that room to fix it? That was the only way I was able to get it to show up.

BIGREG
07-15-10, 05:42 PM
No, i have just found the location of the texture of 1024*1024 the needles for the radio use 5*3 pixels :o

BIGREG
07-16-10, 10:33 AM
Hi :salute:

Here is the Various_Metal_Wood_04.dds with the 2 major location

https://dl.dropbox.com/u/8655607/EditionAiguilles.zip/various_metals_wood_04.jpg

Here the file in 1024*1024 with template alpha chanel : http://dl.dropbox.com/u/8655607/EditionAiguilles.zip/various_metals_wood_04.zip

for the other elements location is not super , this texture is too used in the sub and does not satisfy me :nope:

SteelViking
07-16-10, 12:59 PM
Is the file various_metals_wood_04_N.dds really needed for anything that you are working on? Because, in my interior mod, I have redone it. It is an improperly assigned normal, the whole thing gets assigned to metal surfaces making them appear partly wooden. I redid the whole thing for just metal so as to get rid of this error.

Edit: I have not touched various_metals_wood_04.dds, just the normal for it, but I realized that you included both.

2nd Edit: I just checked, and the _N.dds file you sent is identical to the stock one. Would you like me to send you my fixed up version of it?

BIGREG
07-16-10, 03:58 PM
You can juste copie/paste the needed " pixels " :D from this one of yours ( resize just my texture other your in the same resolution for not research the location ) :03:
for the _N.dds i have think is better is the two texture have the same size :06:

SteelViking
07-16-10, 04:01 PM
Ok, no problem. Did you get my PM BIGREG?

BIGREG
07-16-10, 04:09 PM
I'm trying all the previous mods :yeah:and I think you all did a tough job :salute:, Super Cool ! :woot: A Great thank at all modders :03:

hawkza
07-16-10, 05:44 PM
hi guys me again okay so i spent the vast majority of my one day recreating the file structures the devs were using bless them they have a harder time then even i realised ..man it’s a huge file structure ..Anyhow back to point

i got this msg when trying to open up the file in granny viewer

File C:/ubisoft/silenthunter5/data/submarien/nss_uboat7c41/submarien parts/conning_7c41_01.gr2 failed its CRC check and is likely corrupted

and was wondering if I’m the only one so far or if there are others out there
i.e. if i reinstall the game might it fix this or is there any other possibility out there

BIGREG
07-16-10, 05:53 PM
:hmmm: yes , is a bug in this .GR2 , i have the same issue " crc error " :nope:
one more bug :dead: but you can open it with goblin editor :hmmm: i have try and is OK , but anyone must testing in game , to see what happened with this conning tower , I'm still at the beginning of the game, so impossible for me to try

hawkza
07-16-10, 06:29 PM
cheers thanks for the heads up bigreg and a solution double a
at least i now know its not my pc or a bad install

am starting to make since of how textures work and how to edit them ..wow its allot of work

looking forward to when i start actually moding stuff instead of all this learning :) but patience is i guess the better part for now :yep:

SteelViking
07-16-10, 06:51 PM
cheers thanks for the heads up bigreg and a solution double a
at least i now know its not my pc or a bad install

am starting to make since of how textures work and how to edit them ..wow its allot of work

looking forward to when i start actually moding stuff instead of all this learning :) but patience is i guess the better part for now :yep:


Hey man, I have 3 official mods out, and have done work on several more, and I am just now starting to learn the cool stuff. So, hang in there. I am glad to have you on board.:up:

hawkza
07-17-10, 10:04 AM
hi all okay figuring out allot now till i tryd to actualy edit a texture now i know this texture is being worked on alread by others so it was more of a learning tool for me i got it into photoshop but when i made some basic changes and tryed to save it
it tuned me that it needs a multiplyer of 4 ... WTF :o

i think its the nvidia pluginn for photoshop ..
so yet again :oops: i come back to the experts to see if you guys have encounterd this problim.
http://www.250kb.com/u/100717/j/7232ad84.jpg

ps cheers for the welcome steelviking i look forward to helping the legeands kick this game into high gear :yeah:

TheDarkWraith
07-17-10, 10:06 AM
look at your image's height and width. They have to be a multiple of 4. You currently have an image that's not 'square' (i.e. 1024 X 769 or 803 X 603, etc.)

hawkza
07-17-10, 10:35 AM
cool oh kaaaayyy i seeeee :damn: duh
man i can be blind :oops:

thanks :salute: TDW

immage is
1023x512

but i was trying to save it in a bad pallet profile on the plugin okay now i am saving it thou apears all washed out :hmmm:

anyone else here use the nvidia plugin if so what settings do you use to save your edited work
pics for reffrance to question can be provided

SteelViking
07-17-10, 11:40 AM
I can't help you with the nvidia plugin, but I can point you towards a really good free program for the editing of .dds and .tga texture files. GIMP is what I use. Google search it, and it should be the first thing that comes up. It is a really high quality image editing software, and it is totally free. You might want to give it a try and see if you like it. It is the only image editing software that I know of that lets you save in decompressed format when it comes to .dds files. PS(Photo Shop) I have heard forces you to use compressed format, which can damage some image files if not set properly. In fact, that may be what you are experiencing with your image getting washed out. Hope this helps:salute:

hawkza
07-17-10, 03:53 PM
lol this is like updating linux need this to do this but that needs this :haha:

anyhow okay so i got gimp working with a dds pluginn
but now all the texture i want to edit has gone see through like in the pic sooo yet again i come back in the hopes of a miracle ;)

http://www.250kb.com/u/100717/j/f92992fc.jpg

ps once i get all the aps for modding sorted i plan to release a once off mod starter kit for the community ...provided i can find all free and legit apps of course.
I’ve already got granny viewer and the file structure sorted

Now for the program to edit the textures in the game

as always any help is appreciated :yeah:

SteelViking
07-17-10, 04:31 PM
Hey, cool idea about releasing an all in one package of modding tools:yeah:

Anyway, yeah a lot of .dds files come in low opacity form(the opacity of an image is also known as the alpha layer). In order to see and edit images in GIMP that are low opacity do the following: open the file you wish to edit, on the tool bar go to layer-transparency-threshold alpha and move the slider all the way to the left. This will make the image completely opaque. Then edit however you want. After you are done making changes, go back to threshold alpha and move the slider all the way to the right making the image completely invisible. Ok, one more step, go to edit-fade threshold alpha and put it on 90.4%(that is the magic opacity that SH5 uses).

I know this sounds little bit complicated, but you will get the hang of it in no time(it took me a week to figure out how to do this in GIMP as there are no good tutorials for it). If you have any questions or if you get stuck, just ask and I will help you any way I can, at this point I pretty much know how to get GIMP to do everything. Good luck:salute:

hawkza
07-17-10, 06:01 PM
AWSOME SOWSOME YES YEEEHHAAAA:yeah::yeah::yeah:

it works cheers mate i owe you a virtual beer :salute:
thanks again for all the help
massive step forward as this deals with texture editing
now to figure out the menu editor but alas that must wait for now
as now i have to test the first part of the tools then find a nice way to pacage them and wright the tutorialsssss:DL

SteelViking
07-17-10, 06:16 PM
AWSOME SOWSOME YES YEEEHHAAAA:yeah::yeah::yeah:

it works cheers mate i owe you a virtual beer :salute:
thanks again for all the help
massive step forward as this deals with texture editing
now to figure out the menu editor but alas that must wait for now
as now i have to test the first part of the tools then find a nice way to pacage them and wright the tutorialsssss:DL

I am glad I could help.:up: The local expert on the menu editor is reaper7. He pretty much knows everything there is to know about it because of his work on his UI mod.

reaper7
07-17-10, 06:40 PM
cool oh kaaaayyy i seeeee :damn: duh
man i can be blind :oops:

thanks :salute: TDW

immage is
1023x512

but i was trying to save it in a bad pallet profile on the plugin okay now i am saving it thou apears all washed out :hmmm:

anyone else here use the nvidia plugin if so what settings do you use to save your edited work
pics for reffrance to question can be provided

Hi hawkza, for the Nvidia Plugin in Photoshop I save in DXT5 for best compression settings or in 8.8.8.8 32 bit for best image quality but larger file size.

hawkza
07-19-10, 06:17 PM
okay i tried to find the label for the engine room 7a in the various_metals_wood_04.dds

i got a square 10 pixels in total ...:o see pic below

:nope: i don’t think we can reduce ANY label into that

do we know how textures are assigned to models at all
any help on this will be cool

http://www.250kb.com/u/100720/j/56d950e9.jpg

SteelViking
07-19-10, 06:28 PM
Texture assignments are done by the GR2 files if I am not mistaken.

THE_MASK
07-19-10, 07:07 PM
I managed to change the color of the TDC to some degree using the lightspace controller in Goblin .

SteelViking
07-19-10, 07:38 PM
I managed to change the color of the TDC to some degree using the lightspace controller in Goblin .

Really! I am gonna go check that out. How did you do it exactly?

Edit: I can't find that controller in Goblin

2nd Edit: Nevermind, I found it

Madox58
07-19-10, 07:45 PM
Build a small plaque in 3D,
Place this in any file used by the Sub and attach it by Parenting it.
Add the texture/textures to the same file?
We can place anything we want, where we want, when we want.

SteelViking
07-19-10, 08:13 PM
Build a small plaque in 3D,
Place this in any file used by the Sub and attach it by Parenting it.
Add the texture/textures to the same file?
We can place anything we want, where we want, when we want.

If you could explain how to do that in detail, and point me toward the required tools, I would of course be willing to work on that.

Madox58
07-19-10, 08:26 PM
The add-ons I'm working on for S3D will include .rawchunks soon.
You import the rawchunk of choice and most of the hard work will be done!
Hex editor type Guys cut Blocks of data and paste them to do what appears to be amazing.
I'm just going to provide S3D users a quickway to do the same things
with quick building blocks to work with.
:yep:

I edit or create new S3D files because I can read the base files in Hex.
We need Tools and many know S3D.
So it's a very good and openly moddable solution to many problems.

SteelViking
07-19-10, 09:09 PM
@ Sober,

That is an interesting find. But, I was already able to do everything that this controller lets you do by editing the shadow maps themselves. Thanks for sharing this info though, as using this controller is faster then editing the shadow maps.:salute:

I wonder if Goblin has other usable coloring tools such as this.:hmmm:

P.S. What did you think of the test version of the interior mod that I sent you?

Madox58
07-19-10, 09:18 PM
I managed to change the color of the TDC to some degree using the lightspace controller in Goblin .


What file is the LightSpace controller in?
A check of file dates should give you a clue.
I'll add it to the SH5 Add-ons for S3D.

THE_MASK
07-19-10, 09:24 PM
@ Sober,

That is an interesting find. But, I was already able to do everything that this controller lets you do by editing the shadow maps themselves. Thanks for sharing this info though, as using this controller is faster then editing the shadow maps.:salute:

I wonder if Goblin has other usable coloring tools such as this.:hmmm:

P.S. What did you think of the test version of the interior mod that I sent you?Easier in goblin , just press F9 to see instantly the changes .

SteelViking
07-19-10, 09:28 PM
Easier in goblin , just press F9 to see instantly the changes .

Yeah, I already use Goblin to see the changes I make. Can't beat hitting one key and waiting about 0.1 seconds.:yeah:

SteelViking
07-20-10, 01:44 AM
Got some bad news sober, at least on my end. After I add that controller in Goblin, I am unable to open the .sim file anymore. I get the old corrupted memory warning. I checked in game, and the changes I made are there, and everything seems fine. But, I have no ability to further modify those files(glad I made backups).

Are you experiencing this too?

hawkza
07-21-10, 02:26 AM
The add-ons I'm working on for S3D will include .rawchunks soon.
You import the rawchunk of choice and most of the hard work will be done!
Hex editor type Guys cut Blocks of data and paste them to do what appears to be amazing.
I'm just going to provide S3D users a quickway to do the same things
with quick building blocks to work with.
:yep:

I edit or create new S3D files because I can read the base files in Hex.
We need Tools and many know S3D.
So it's a very good and openly moddable solution to many problems.


tools adddons s3d yay cant wait :rock:
would make life SOOOO much more easy:up:
keep this up and well we might start a dev compony of our own ....uhhh:hmmm: ....mabe not (way to much work)

SteelViking
07-21-10, 06:53 AM
tools adddons s3d yay cant wait :rock:
would make life SOOOO much more easy:up:
keep this up and well we might start a dev compony of our own ....uhhh:hmmm: ....mabe not (way to much work)

Yeah, I tried out the two add-ons he has released so far, and my first thought was: wow, I can't wait for more!:yeah:

TheDarkWraith
07-21-10, 07:34 AM
tools adddons s3d yay cant wait :rock:

tools are a crutch for those who don't understand the files. Learn the files and you'll be much better off :smug:

SteelViking
07-21-10, 08:16 AM
tools are a crutch for those who don't understand the files. Learn the files and you'll be much better off :smug:

No sense spending a ridiculous amount of time on stuff when a tool could be made to do it quickly. I am not saying that a tool could do it better than figuring things out and doing it manually, just that it is much more efficient.

hawkza
07-21-10, 12:27 PM
Okay :hmmm: right "rolls up sleeves" its always got to be done the hard way ..

Right so if i can export the model of the gauge via 3diva plug inn to xml then I can see the size of the gauge and make the appropriate sign in Maya.:DL

Then attach it to some other file at some later stage. but ill burn my bridges when I come to them


my latest ro******* on my budding mod career is that Maya dose not seem to want to read dxml:shifty: qid pro quo or in other words i need a plug inn im starting to not like all these friggin different file formats one would think that we in here in the 21st century have all moved over to the same way of working ...bhaaa :nope: whas the imperial metric fiasco not enough :x !!!!

soooo dose anyone know were i can get this plug inn
as iv googled the problem but alas very little info exists about this topic
and the only plug-in i managed to get was OpenCOLLADA_Maya_1.2.2_x64
but i can’t even get that to work :hmmm:

as always any help given would be appreciated

the ever determand hawkza

SteelViking
07-21-10, 01:04 PM
What gauge are you trying to edit, and what are you trying to change about it?

Madox58
07-21-10, 01:20 PM
tools are a crutch for those who don't understand the files. Learn the files and you'll be much better off :smug:


Tools make a job easier and faster for many.
I can drive a nail with a rock but a hammer is so much easier to use.
And my Paslode frameing nailer is even faster and easier.
:up:

hawkza
07-21-10, 01:21 PM
What gauge are you trying to edit, and what are you trying to change about it?


hey hey :salute: steel

its the enjein room gauage lable in the 7a

as i know that you are working on all them gauges already its more of a learning tool at the momment as opposed to a mod for release as i am soo new im still tryiing to figure out how to get stuff done from moddeling all the way to texture and sound files

now sound is EASY :DL
texture WAS easy till i saw that the devs used a 10 pixal lable on the afformentiond gauge :shifty: (there gose cut and bloody paste)
as a result i now need to learn how to make 3d modles and how to texture them from scratch as i need the gauage scale to make a new plaqu then figure out the trick privateer was on about ;)
The idiea is if i can figure that out then i can try my hand at fixing the shout tubes

and ill be able to start working a bit more seriously with you guys to help fix bigger more complicated stuffs :yep:

Madox58
07-21-10, 01:32 PM
I'm not aware of a converter for Maya.
Several were started but know one ever finished or released any that I know of.

SteelViking
07-21-10, 02:02 PM
Oh ok, so you are trying to make labels to replace the missing ones. Well, I am no help with making 3d models, or adding them to the inside. Hopefully privateer has it in his plans to make us some S3d add-ons that will let us do stuff like that. However, I can pretty much make any texture/normal/shadow map, so if you get to that stage, I am here to help.

Also, if you figure out how to make and add stuff in 3d, let me know, because there is a lot of that stuff that needs done, and I would love to help out with it.
:salute:

TheDarkWraith
07-21-10, 02:07 PM
Also, if you figure out how to make and add stuff in 3d, let me know, because there is a lot of that stuff that needs done, and I would love to help out with it.
:salute:

can be done currently. Flags mod uses 3D models and animation.

hawkza
07-21-10, 02:17 PM
I'm not aware of a converter for Maya.
Several were started but know one ever finished or released any that I know of.


NOOOOOOOOOOOOOOOOOOOOOOOOO beedp breath OOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

:wah::cry:

okay then that leaves me 3 choices

1 learn hex :shifty:
2 wait for privateer to finish the Paslode frameing nailer for s3d :yeah:
3 buy a $125 000 licence to a program that might not eaven work with the gr2 files :nope: (not a snowbals chance in hell)

guss its time to start reading up on what hex is :O:

SteelViking
07-21-10, 02:44 PM
can be done currently. Flags mod uses 3D models and animation.

I know, but it takes hex editing. I just don't have the time to learn how to hex edit. I wish I did:wah:

Edit: To be clear, I am saying I don't have enough time to sit around and figure out how to do it. Someone would have to explain it to me to at least some degree. I have already spent way too much time figuring out stuff that others already know.

hawkza
07-21-10, 03:08 PM
hey steel i have to take a break from that infernal enjien room and have tryed somthing more suited to my current skills and as there as already 1000 and 1 mods i was wondering if youd be intristed in releasing this mod with your mod you dont even have to give me recognition
but im irritated everytime i see the port and starboard lights of the sub so ive done a prototyp here is a pic let me know what you think http://www.250kb.com/u/100721/j/dd8bb87d.jpg
ps this is without normals as well and done in about 10 min can be made better

let me know honestly what you think

BIGREG
07-21-10, 03:12 PM
:salute: Great :yeah:

reaper7
07-21-10, 03:19 PM
Look good :up:, where the running lights always kept on, or were there instances where they were flashed for different situations. Like the way todays running lights are used :hmmm:

Madox58
07-21-10, 03:21 PM
With the Mods I'm working on for S3D you'll be able to add the needed 3D models and such much easier.

It can be done now if you know how to work with S3D.
;)

Working with the FX file,
Add the needed chunks and connect by Parenting ID's.
then import the 3D model to the blank 3D node.
Adjust position, add the Texture nodes and test.
:yeah:

Most of the people here are not old users of S3D.
So it's a learning thing for you all.
I didn't use it alot at first.
But as so many Modders were useing it?
I had to get use to it so I could explain how to do things with it.

I'm still faster in some areas with all the Hex templates and such that I created long ago.

But who wants to spend the time learning hex if you don't have to.
If I'd have had tools like Goblin, Jammu, and S3D long ago?
I'd never have learned to follow Hex when modding Quake 1 years ago!
:haha:

SteelViking
07-21-10, 03:29 PM
That looks really good. You know, those were annoying me also, but since I have been pretty focused on the interior I just did not think about changing them.

I think there may be a problem though. Are the textures for those not included right with the textures for the conning tower? If someone wanted to use a different skin from Danevangs mod, or TheBeast, they would lose those redone lights. Or are they from a separate texture file?

SteelViking
07-21-10, 03:34 PM
With the Mods I'm working on for S3D you'll be able to add the needed 3D models and such much easier.

It can be done now if you know how to work with S3D.
;)

Working with the FX file,
Add the needed chunks and connect by Parenting ID's.
then import the 3D model to the blank 3D node.
Adjust position, add the Texture nodes and test.
:yeah:

Most of the people here are not old users of S3D.
So it's a learning thing for you all.
I didn't use it alot at first.
But as so many Modders were useing it?
I had to get use to it so I could explain how to do things with it.

I'm still faster in some areas with all the Hex templates and such that I created long ago.

But who wants to spend the time learning hex if you don't have to.
If I'd have had tools like Goblin, Jammu, and S3D long ago?
I'd never have learned to follow Hex when modding Quake 1 years ago!
:haha:

I already can't wait for your modifications to S3d. I have looked into S3d, but I just have not been able to figure too much out for SH5. However, I went ahead and loaded up some .dat files from SHIII and wow, it is an amazing tool.

BIGREG
07-21-10, 03:35 PM
For a good news,this is a good news :woot:thank Privateer :up:

Madox58
07-21-10, 03:44 PM
S3D is a nice Hex Editing tool.
;)

Useing a hex editor?
I cut and paste things then just change a few settings.
S3D just has a better user interface.
:up:

It is only doing what I do,
for you,
without you realizing what your doing!
(Now my head is starting to hurt!)

It cuts, copies, and pastes hex chunks.

But it does it SOOOOOO good!
:yeah:

hawkza
07-21-10, 04:58 PM
hey steel :up:
:cry:well you are right it is based into the texture pack for the conning tower :hmmm: but what i can do is make the textures avalible with my modified texture pallets to whomever wants it then all mods can benefit from this change :yep:
what you think

SteelViking
07-21-10, 05:56 PM
hey steel :up:
:cry:well you are right it is based into the texture pack for the conning tower :hmmm: but what i can do is make the textures avalible with my modified texture pallets to whomever wants it then all mods can benefit from this change :yep:
what you think

Well, there are a couple of options here. You could talk to TheBeast, and see if he wants to incorporate it into his work. He says he is giving up on modding for now, but I would like to see him keep working(his stuff is great).

Or, I have been thinking about putting together an all encompassing exterior mod(TheBeast says I can use his work, and I am sure that BIGREG would donate his working external antenna project). I redid the interiors, and have put everyone else's work together with mine. So, why not do a similar mod for the exterior? I would love to use what you have there if I do go about putting that mod together. The problem is, I am working on about 4 different things at the same time right now just seeing what is possible, so I have no idea when I would get around to putting together an exterior mod.

And then of course, you could take on the exterior mod as your own project. As I mentioned, there has already been exterior work done(Doom's Decks, Danevangs skins, TheBeast's skins, BIGREG's antennas, now your lights). The biggest thing would just be putting all the current work together into one mod, and that would not be too bad to accomplish. Then we could just whip up some other improvements and package everything together. I would be willing to help if you want to try and tackle this.

hawkza
07-22-10, 03:10 AM
hey steel :salute:

id be more then happy to try my hand at somthing like that as its somthing ive been meaning to do :yeah:
it relys hevaly on the co-operation of others though


somthing also struck me as i woke up this morning :88)
the old lights on the subs were a more orange or yellow like the old 60w bulbs color its only in our modern day that we invented the energy saving bright white lights made from flurecsent tubes and yet i see the subs are all lit with that bright white fluresent hospital light

now i know bugger all about the lighting fx this game uses but you think it be possibal to change the hue or color of the lighting on the inside to a more yellow light ,,what do you thing

or am i just insane :hmmm: ie becoming a rivit counter :D
have a look at the pic i think its beter than me at saying stuffhttp://www.250kb.com/u/100722/p/adac9750.png

Capt Jack Harkness
07-22-10, 07:01 AM
That's been bothering me, too, since I started playing! I imagine it would be on the difficult side to fix, though...

SteelViking
07-22-10, 10:25 AM
Good point about the lights, but it is something I have been trying to fix since I started modding the interior:damn:. As far as I know there is no way to change the way the light bulbs themselves look. As you know, I have changed the lighting scheme to look yellowish in many areas using shadow maps/lights.cfg. Here is the problem with the bulbs: the ambient lighting is controlled by a GR2, not an .fx so we can't touch that. But, there is a controller in Goblin for changing the hue of things, so I thought why not use it on the lightbulbs to make them appear yellowish. Tried it, and it looked pretty good in game, but whatever file you add that controller to gets corrupted and you cannot reopen it in Goblin.

So everywhere I turn there is some road block to turning the bulbs yellowish.

Oh.....I just had an idea while writing this that might actually work. I will keep you posted.

Edit: Nope, it did not work, there is a texture named bulb. And for some reason I never messed with it, but I just found out that it is not actually the texture for the bulbs. So, now I am out of ideas. If you can think of anything let me know.

hawkza
07-22-10, 11:43 AM
hey steel :salute:

your saga sounds simmilar to my enjin room lable lol :haha:


i do have one idiea

there is a texture in the texture viewer called bec_submarine.dds
its only about 4x4 pixles but it controls the texture of the lights inside the sub so if we mod that we could get at least the light fittings to look more realistic i know it wont change the light but hope this helps some what :88)

SteelViking
07-22-10, 11:52 AM
Just tried it, GIMP can't open it. Says it has an invalid .dds data header. Can you open it in PS?

Madox58
07-22-10, 01:13 PM
PaintShop will open it.
It's just a white image with a white alpha.
The header may not be complete as standard DDS files go.
So GIMP may be haveing a problem with it.
I'll see about correcting the Header information.
I worked alot with the headers for the Normalizer Tool.
:03:

SteelViking
07-22-10, 01:16 PM
Thanks privateer, you the man. I hope you can get it working. Of course, someone with PS could just go ahead and change the color to an incandescent yellow, and I would just go ahead and add it to the interior mod with credit.

Madox58
07-22-10, 01:26 PM
I'll resave it in PS and see what happens.
The alpha is set up in a way that may allow full bloom in game.
You may need to tone it down.
Stand by for a link to download.
:yep:

http://www.mediafire.com/?pm3qvjdkdrc7m0k

This is a paintshop saved version.
I'll do the header to the original file also as I saw there's something going on.

reaper7
07-22-10, 01:57 PM
Just a side note, and maybe the reason that Gimp is having trouble opening.

The original bec_submarine.dds file is an RGB/32 bit 4x4 pixel image
not 8 or 16 bits per channel like the rest of the dds files.

I wonder why they have this one in 32 bit :06:

SteelViking
07-22-10, 02:20 PM
Just a side note, and maybe the reason that Gimp is having trouble opening.

The original bec_submarine.dds file is an RGB/32 bit 4x4 pixel image
not 8 or 16 bits per channel like the rest of the dds files.

I wonder why they have this one in 32 bit :06:

Yep, bad news on my end. GIMP does not support that format, so I am losing the bloom effect completely when I save the image with GIMP. Either it is the unsupported format, or else GIMP is just not designed to handle an alpha set up like this.

SteelViking
07-22-10, 04:20 PM
Could someone who has PS go ahead and make the needed changes to that file to get the lights to looks right. I would love to have this addition in the interior mod. Full credit would of course be given(plus my never ending gratitude:D)

Nisgeis
07-22-10, 04:42 PM
Yep, bad news on my end. GIMP does not support that format, so I am losing the bloom effect completely when I save the image with GIMP. Either it is the unsupported format, or else GIMP is just not designed to handle an alpha set up like this.

What format are you saving it as? Some of the DDS DXT formats don't save the alpha channel and only save as RGB. Looks for the ARGB (Alpha Red Green Blue). Try DTX3 or DXT5 instead of DXT1. Look for ARGB (I don't have Gimp, so going off memory here).

hawkza
07-22-10, 05:16 PM
hey guys okay i tryd EVERYTHING i could but no matter what color i make it it still stays white so im at a bit of a loss of word and that is with editing in photoshop and with saving it with 32b argb so im a bit stu ped as to why the texture aint changing coulor

SteelViking
07-22-10, 05:21 PM
What format are you saving it as? Some of the DDS DXT formats don't save the alpha channel and only save as RGB. Looks for the ARGB (Alpha Red Green Blue). Try DTX3 or DXT5 instead of DXT1. Look for ARGB (I don't have Gimp, so going off memory here).

I tried every format that GIMP has, it keeps messing up the alpha layer because of the weird way it is set up.

Nisgeis
07-22-10, 05:23 PM
OK, so I came in late to the thread, but what is it you're trying to do here? You want to change the colour of the lighbulbs themsleves or the colour of the lighting? To change the colour of the lighting there's going to be a few light nodes in the interior and also on top of that the shadowmap will have been tinted with a certain shade of yellow when the shadowmaps were baked.

hawkza
07-22-10, 05:37 PM
URIKA i gots it
it was saved all wrong i have now saved it in argb and 8 bit so it sould rock up with the coulor change here is the file i modified

ps just check up on the bloom effect as it may be gone now and the color can still be changed but it should now be editabal in gimp

http://rapidshare.com/files/408484382/bec_submarine.dds

SteelViking
07-22-10, 05:40 PM
hey guys okay i tryd EVERYTHING i could but no matter what color i make it it still stays white so im at a bit of a loss of word and that is with editing in photoshop and with saving it with 32b argb so im a bit stu ped as to why the texture aint changing coulor

This is frustrating, because I can get them to change color, but they lose the glow effect because GIMP is messing up the alpha.

@ Nisgeis, we are trying to change the color of the light bulbs themselves. Changing the ambient light is no big deal(it can be done several ways).

SteelViking
07-22-10, 05:42 PM
URIKA i gots it
it was saved all wrong i have now saved it in argb and 8 bit so it sould rock up with the coulor change here is the file i modified

ps just check up on the bloom effect as it may be gone now and the color can still be changed but it should now be editabal in gimp

http://rapidshare.com/files/408484382/bec_submarine.dds

Cool:up: I will check it out right away.

SteelViking
07-22-10, 05:50 PM
Nope, lost the bloom effect:damn: I can see you color changes in Goblin, but it is showing no bloom at all.

hawkza
07-22-10, 05:54 PM
Nope, lost the bloom effect:damn: I can see you color changes in Goblin, but it is showing no bloom at all.

:damn:

hmmmm then its got to do with the 32 bit to 8 bit conversion ........
:hmmm:
:-?
:hmmm:

have to just keep ploding at it ..well at least we know its not a gimp thing as photoshop seemms to be able to save to its native format argb 32 bpc unnasigned ... but then no color change

while if you want the change in color then you lose the bloom at argb 8bit interpolated

any clues as im now stumped ...

hawkza
07-22-10, 06:14 PM
okay im a bit confuzlled :06:


i am not seeing the bloom you are talking about as the only bloom i see after editing the colour or before is where the light bulb is hit by other light and the colur is desaturated to white and that effect only happens when the bulb is a diffrent color as if its all white there is no diffrance
please see pic for details
http://www.250kb.com/u/100723/j/28d1d131.jpg

SteelViking
07-22-10, 06:29 PM
okay im a bit confuzlled :06:


i am not seeing the bloom you are talking about as the only bloom i see after editing the colour or before is where the light bulb is hit by other light and the colur is desaturated to white and that effect only happens when the bulb is a diffrent color as if its all white there is no diffrance
please see pic for details
http://www.250kb.com/u/100723/j/28d1d131.jpg

Well, I only tested it in Goblin, and it was showing all glow effects were gone, let me fire up the game and see what it looks like.......

SteelViking
07-22-10, 07:39 PM
I just tested the file you made in game hawkza, and the bloom is gone(the light bulbs do not look luminescent anymore). Sorry for not getting a screen shot, I was testing about 10 different things at once. This problem is really starting to bother me.

hawkza
07-23-10, 05:00 AM
:D a challenge i will sink my teeth into this straight away i will be posting screens of my understanding of the problim as soon as i have it
steel we will get this right with time patience and ky jelly :up:

BIGREG
07-23-10, 05:50 AM
:salute: Hi

I just tested the file you made in game hawkza, and the bloom is gone(the light bulbs do not look luminescent anymore). Sorry for not getting a screen shot, I was testing about 10 different things at once. This problem is really starting to bother me.

For the light , I know there are ways to add them via a dial in the . Sim file :03: Maybe this can help you :06:

SteelViking
07-23-10, 05:59 AM
:D a challenge i will sink my teeth into this straight away i will be posting screens of my understanding of the problim as soon as i have it
steel we will get this right with time patience and ky jelly :up:

I like your determination, I am glad we have you on board:arrgh!:

THE_MASK
07-23-10, 06:46 AM
I see what you mean about not getting the light effect on the bulb Grrrrrrrrr...
I tried eeeevvvery freakin god damn filter in photoshop , nothing works .
http://www.filefront.com/17139065/bec_submarine.rar (http://www.filefront.com/17139065/bec_submarine.rar)
http://img840.imageshack.us/img840/5752/lightsc.jpg (http://img840.imageshack.us/i/lightsc.jpg/)

hawkza
07-25-10, 06:14 AM
Okay relevant parties contacted and with their help i will be working on the exterior mod
okay and while this happens

i have been going full steam ahead with the newbie starters modding pack dose anyone here know how to open the terrain editor in windows 7 as this seems to be a problem iv encountered

had a look at other threads but no clear solution is in play

any help i will appreciate

SteelViking
07-25-10, 10:05 AM
Good to hear that the external mod is ready to get off the ground.:yeah:

reaper7
07-25-10, 02:17 PM
Okay relevant parties contacted and with their help i will be working on the exterior mod
okay and while this happens

i have been going full steam ahead with the newbie starters modding pack dose anyone here know how to open the terrain editor in windows 7 as this seems to be a problem iv encountered

had a look at other threads but no clear solution is in play

any help i will appreciate

Hi hawkza, the only way to open the tools in windows 7 is to run the game in windowed mode.

If you edit the main.cfg file is your documents folder
e.g. C:\Users\[User name]\Documents\SH5\data\cfg\main.cfg

And change the following lines from:

[VIDEO]
AntialiasingLevel=0 ; 0=none, 1=non-maskable, 2=2x, 4=4x, ...
Resolution=1440,900,60,22;
FullScreen=Yes
Synchronized=Yes

[DEVELOPING]
Modding=No
MenuEditor=NO
DebugScripts=No


To:

[VIDEO]
AntialiasingLevel=0 ; 0=none, 1=non-maskable, 2=2x, 4=4x, ...
Resolution=1360,768,60,22;
FullScreen=No
Synchronized=Yes

[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes


Note the resolutions shown above are what I use, but as long as the changed resolution is a level below max resolution it will run in windowed mode.

That will allow you to access the game and script editors ingame.

Run the game and when loaded, right click the menu bar to access the modders menu.
Then select any of the tools like Terrain Editor, Script Editor, AI Editor etc.

:up: