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tekai
04-13-11, 09:00 AM
Hi there,
when I started my last mission I recognized a little texture bug on lightened ships.
http://img833.imageshack.us/i/sh3img1342011143730282.jpg/

It's not only an error of a single unit, I've seen this little error on all lightened ships. How can I fix this?

Greetz
Tom

danlisa
04-13-11, 09:22 AM
The texture in question has an ALPHA channel in it. This Alpha channel 'tells' the game that the area in question needs to be transparent.

Open the equivalent graphic for the green light and examine the Channel List. ;)

tekai
04-13-11, 02:45 PM
@danlisa
The textures are from the "GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6" mod. I think they are o.k, because I checked the alpha channels of both pics. No changes for the better.
Any idea what I can test now?

Greetz
Tom

danlisa
04-13-11, 03:29 PM
Nope, it can only be the Alpha Channel for the nav lights at fault.

Can you upload the file(s) in question? I can check them over.

tekai
04-13-11, 04:06 PM
Oh, I think I did something wrong, these are the textures for the locks, not for the ships. Do you know where I can find the needed pictures (folder)?

Maybe its an error in the device structure, its only a very little bug, because the steerboard light is working well.

Tom

HW3
04-13-11, 05:23 PM
Hum...I have the same problem. I will have to check into this. Thanks for the tip on what to look for danlisa.:up:

tekai
04-13-11, 05:36 PM
@danlisa

Oops, I forgot to thank you for yr tip.:oops: Shame on me.

Many thx for your help!!

@HW3
Is this an "only-GWX-problem"?
Now I've checked all pics, I think it's the int_halo.tga that causes the problem. But I still think, you can find the solution in the configuration of embedded images in a single dat-file - perhaps in the folder "library". I hope some ship modders can help.

Here is a very detailed pic of the texture:
http://img862.imageshack.us/i/sh3img144201131953724.jpg/

Tom

tekai
04-16-11, 11:48 AM
I noticed that most of the illuminated ships were created by Anvart (only one was created by DivingDuck), perhaps we should ask them how to solve this little problem.

Here is the list who created which unit:

Anvart:
Hospital ship
Ocean Liner
Large Tanker
Small Tanker
Transport
Medium merchant
Small merchant
Tramp steamer
Tugboat
Fishing boat (-motor vessel in GWX)

DivingDuck:
Fishing ketch (-including animated lantern)

So I think it's a problem of GWX 3.0 Gold users and in worst case the modders of these units should upgrade all these units (if they use navigation lights - some small units did'nt use them) or they have a more simple solution.

I tried to improve the int_halo.tga with an additional and matching alpha texture but this did'nt help. So I have no more ideas and others should assist.

Greetz
Tom

TheBeast
04-16-11, 12:40 PM
The Material (2/0) Chunk in the 3D Models S3D DAT also has some render control of effects.
"Check Box - Disable Z-Biffer Write + Enable Alpha Blend"
Shouldn't this Check Box should be checked for transparent images?

danlisa
04-18-11, 03:30 AM
I tried to improve the int_halo.tga with an additional and matching alpha texture but this did'nt help. So I have no more ideas and others should assist.

@HW3
Is this an "only-GWX-problem"?
Now I've checked all pics, I think it's the int_halo.tga that causes the problem. But I still think, you can find the solution in the configuration of embedded images in a single dat-file......

Hi, I doubt it's that file.

That file is for the INTERNAL halo effects for the likes of the U-Boats.

I also doubt, but I can't remember how nav lights were implemented, that a single file would govern the lot. Otherwise every vessel would display the same problem.

So, as it's only the v6 mod that displays this problem, all of those vessels must have, either a different TGA for the nav halo (i.e different to the default GWX 3 version) or as TheBeast stated there are individual settings within each vessels DAT file causing the problem.

The first thing I would do is find the Nav light Halo file from the base GWX 3 mod, copy them (and rename of required) and paste them into the v6 mod. If that doesn't work, then the DATs are to blame.

DivingDuck
04-18-11, 04:33 AM
Moin,

Iīve not been into lighting for a very long time. So, here is what I still remember.

The halo effect is created by using a *.tga fileīs alpha channel. The haloīs tga is projetced onto a square plane, centered to the source of light. This plane is linked to a 'LookAt' controller. This controller ensures that the planes normal is always pointing towards the onlooker/camera. Thus the effect of a 3d halo is only simulated. In fact, youīre looking at a flat plane, always rotating towards your cameraīs position. The needed *.tga files are part of the unitīs *.dat, at least for my fishing ketch.

Did you check whether the units you mentioned show the same problem in MUSEUM too? If not, itīs most probably an ID conflict. The fishing ketch shows the lights correctly in my GWX3 installation, both in museum and ingame.

I had the same problem while building the unit only once. IIRC the haloīs plane normal was pointing in the wrong direction (flipped by 180°). But I can not imagine how this could happen on download.


Interior lights do work differently, though. They use a particle generating system.

Regards,
DD

Anvart
04-18-11, 05:06 AM
...
Anvart:
Hospital ship
Ocean Liner
Large Tanker
Small Tanker
Transport
Medium merchant
Small merchant
Tramp steamer
Tugboat
Fishing boat (-motor vessel in GWX)
...Tom
:hmmm:
I've never had such problem with halo textures red_halo.tga, green_halo.tga, white_halo.tga (and them alpha channels) since 2006, when lit ships were made.
... all materials on the basis of these textures have different IDs on all ships...
... and you use non original mod... but adapted by GWX-team, i think.
...
Is it constant defect or sometimes?
Did you change ship files?
...
My computer is broke and i do not have access to my data and even can not run SH3 already 2.5 months...

@DD
Good speach... :D
IIRC, you already wrote about it...

tekai
04-18-11, 09:57 AM
It's done, i localized the problem:
The portside lights are not working when activating this mod:
Extras for the W'haven campaign v.2.4c

@Anvart, DivingDuck
Would you please give me the names of all folders in folder 'sea', where your illuminated ships are installed, so I can disable the 'upgrades' from this mod.

Greetz
Tom

danlisa
04-18-11, 10:07 AM
Hold Up. Why not correct the issue in that particular mod?

What I find strange is the many users have downloaded and enabled this mod and only a few have had this issue.

I would say it's a corrupted download.....somehow.:hmmm:

tekai
04-18-11, 10:16 AM
@danlisa

maybe you are right, I'm actually downloading this file again and looking forward to see that all files are working as they should do.

...now new installation of this mod is done, but I've got still the same problem. You mentioned it can be an ID-problem, but my knowledges of SH3 internals are not good enough to find out what I have to change.

For better understanding here a list of my mods installed via JSGME:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
GWX - Captain America's Officer Icons
GWX - Enhanced Damage Effects
GWX - Late War Sensors Snorkel Antennas
GWX - Open Hatch Mod
GWX - VIIC41 Player Sub
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
TMT v2
QueenElizabethArmed
QueenMaryArmed
RN CV Glorious
WB's Mission Orders v1.2
New_clearsky_clouds
Torpedo damage Final ver2.0
Bordinstrumente 1.0
WB_'s .mis file for kovall_'s HMS Ark Royal (Ark Royal included)
WB's .mis file for VonDos's HMS Glorious
Extras for the Wilhelmshaven campaign v2.4c

I know the last mod overwrites some of the mods I installed before, but if I keep this order I can see no conflicts.
And please don't think that I don't want to honour the great work of all modders, I'm only looking for a solution that my sh3 works stable and correct with my configuration.

BTW, did I say that every neutral lightened unit has this problem too?
Tom

DivingDuck
04-18-11, 12:21 PM
Moin tekai,

could you please check whether the fishing ketch suffers from the same problem or not. IIRC Iīve made the map related nodes from scratch. So, there should be no ID conflict at all.

I donīt know the 'Wilhelmshaven Campaign' nor itīs 'Extras'. But can you tell whether the problem occurs only in certain areas or if it matters where you encounter the lit unit?

If the problem is not linked to a certain location/area, it might be a modification applied to the u-boat. Don`t know whether 'Wilhelmshaven Campaign' changes anything about the u-exteriors. In case it does only occur in certain locations, use another type to cross check the issue.

Regards,
DD

tekai
04-18-11, 01:49 PM
@DD
From which town in northern Germany are you from? I'm from Oldenburg (Oldbg).:DL
If your unit has no navigation lights it's no problem, other illuminated areas, even on ships will shown correctly. In the museum all units are working excellent, but not in a campaign. This particular error is shown only in campaign mode, when at sea, but not depending where you are and it's permanent.
Sorry that I can't say more about your fishing boat, but I had difficulties to find it in the harbours.

I will now try to delete one part after the other from the 'extras mod' to find out, which file occurs the conflict, then implementing the 'tweaked version' into SH3 and waiting for results - I'm afraid of the loading times, but I want to localize where the error can be.

Thanks a lot for all replies:up: There has to be a way to eleminate this little, but annoying bug.

Greetz
Tom

DivingDuck
04-18-11, 02:45 PM
Moin tekai,

Schwerin/Dunkeldeutschland ;) it is. But for job matters I live in Hessian exile, south of Frankfurt/Hesse. :wah:

Before going through the endless process of deleting every single file one by one and re-launching the game every time to check, create a single mission and place your boat in Mid-Atlantic. Then place all lit ships around your vessel. Youīll find the lit fishing ketch in the Greece roster. Itīs name is NF_Boat_3L, IIRC. Donīt know about the others.

Does 'Extras for WHV' feature any changes applied to the u-boats exterior files? If the *.tga files Dan has pointed you to had their alpha channel intact, it will be a *.dat file you are looking for. One of the embedded maps will most probably use the conflicting ID.

Can you post a screenie or list all folder names that are in the 'Extras' DATA folder? Maybe I can make an educated guess which one you should start investigating with.

Regards,
DD

Magic1111
04-19-11, 03:24 AM
Moin tekai,

Dunkeldeutschland :rotfl2::haha::rotfl2:

But for job matters I live in Hessian exile, south of Frankfurt/Hesse. :wah:

Why crying ? Living in the best "Bundesland" is better than in "Dunkeldeutschland" or formally as know "West-Poland".....:haha: I live north of Frankfurt....

Regards,
DD

Best regards,
M4x1

SquareSteelBar
04-19-11, 03:28 AM
...I live north of Frankfurt....Don't care. Nobody is perfect...

DivingDuck
04-19-11, 04:09 AM
[OFF TOPIC]
Living in the mountains of doom (Hesse) is far worse than 'Dunkeldeutschland' at itīs darkest! They do not even speak German here, at least none I would understand. LOL.

Besides, nothing compares to the North were the only impairment of sight is a dike!!!
[/OFF TOPIC]

tekai
04-19-11, 10:00 AM
Dunkeldeutschland:haha:
They do not even speak German here, at least none I would understand.:har:

Really fantastic!! Nothing to add here.

You know, everything higher than 2 meters is a mountain.


Thx for yr tip of creating a single mission, I never did before, but I will try. Also I will check yr fishing boat. ...o.k., I checked yr unit and I'm really astonished to see that this ship is the only one with working navigation lights - Congratulations. BTW, really nice model!

Concerning u-boats exterior files: Yes, there are some, because WB's mod is a mod combination which includes Rubini's Lifeboats & Debris, Waterstreams & Exhaust smoke and Clouds.
Especially the waterstream and exhaust effects need alpha textures, so the error could be found here, I think I will find the changed files in folder 'library'.

Greetz to all 'coast kids' and to the poor who have to live more than 30 miles away from the North Sea.

Tom

DivingDuck
04-19-11, 01:52 PM
Moin tekai,
You know, everything higher than 2 meters is a mountain.
couldnīt have put it better.

... and to the poor who have to live more than 30 miles away from the North Sea. :damn:



Since you report that the problem occurs in mid ocean, it seems obvious that the u-boat exterior files hold the conflicting ID. Try to delete all u-exterior files/folders from the mod to test whether the problems remains. If all works out without, youīve narrowed it down to a few files/folders.

Regards,
DD

Anvart
04-20-11, 12:36 AM
...
it seems obvious that the u-boat exterior files hold the conflicting ID. ...
:woot:
DD, maybe i am wrong ... but in this case, at first you should look for texture with the same name ... i.e. red_halo.tga...
see my post in this thread ...

tekai
04-20-11, 06:19 AM
O.k., this problem is history now!!

I found the 'little rat' that occurs the problem:

WB has done with his 'Extras for the Wilhelmshaven campaign v2.4c' mod a great job, but when implementing several mods into one big package he made a little mistake.

The problem with the navigation lights depends on a double interpretation of different tga's with the same name. In the 'Extras mod' he included the 'Luftwaffe Rettungsboje mod' by Mikhayl. This particular mod uses a 'red_halo.tga' which is different from the tga with the same name used by all illuminated ships.

And here's the solution:
1. Extract the 'Extras mod' into your 'mods' folder.
2. Open the folder data/sea in the 'Extras mod'.
3. Go into folder LW_Boje
4. Open the LW_Boje.dat with Silent 3ditor and rename the red_halo.tga, i.e. to reed_halo.tga
5. Open the folder LWC_Boje
6. Open the LWC_Boje.dat and rename the red_halo.tga, i.e. to reed_halo.tga

Now you can activate the 'Extras mod' with JSGME and all lightened ships are working as wanted.

Great thanks to all who helped me to find the right way.:up:

BTW, this forum is really excellent, quick and helpful responses, friendly people and full of experts who are really assisting others with their knowledges of the SH3 internals.:salute:


Tom

HW3
04-20-11, 12:28 PM
Thanks for figuring out what was causing the problem tekai, and for putting the solution here. I will try it as soon as I get back to base.

:salute: