View Full Version : The best crew graphics mod
SH3/GWX is superb pack even this time, but one thing irritates me - awful crew graphics. Polygonal bodies don't look fine, their graphics is really outdated. I'd like to change it. Which crew graphics mod do you recommend to use? Is it possible to transfer crew graphics from SH4 to SH3/GWX or not?
Schwieger
01-14-12, 05:34 PM
I'd wait for the release of U-Boot_HAHD.
Sepp von Ch.
01-14-12, 05:44 PM
When will be released?
Victor Schutze
01-14-12, 05:51 PM
When will be released?
No idea. :D
Sailor Steve
01-14-12, 07:50 PM
When it's done. :sunny:
PapaKilo
01-15-12, 09:49 AM
@jaxa
GWX alone is getting outdated more and more with every day :)
when it went gold my JSGME had only few additional mods enabled, which didn't made in time prior release. Now I have to make screenshot of additional JSGME mods and save it to HDD, because I know I'm gonna forget the right order while placing them the next time I reinstall GWX.
You have right PapaKilo, I do exactly the same :DL
It's old game, but there is no erzac for it. For this reason I'm looking for the best crew graphics mod.
PapaKilo
01-15-12, 10:27 AM
I was satisfied with graphics when someone introduced the resolution fix for standard 5:4 monitors. However when I switched to widescreen monitor I have to live again with not very clean graphics :(
I've checked some graphics mods available at this forum or founded somewhere on my HDD and surprisingly stock GWX crew looks imho the best :hmmm:
Could you give a proposal of crew graphics mod used by you for tests?
PapaKilo
01-15-12, 10:42 AM
All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.
Victor Schutze
01-15-12, 11:08 AM
All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.
I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.
I guess there is room for improvement there. :hmmm:
PapaKilo
01-15-12, 11:15 AM
I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.
I guess there is room for improvement there. :hmmm:
Yeah this is truth, somehow hands still has this glow a bit.
I wonder if OLC knows about it ?
...
IIRC GWX watch crew still had that weird glow.
Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?
PapaKilo
01-17-12, 03:12 AM
Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?
You should know better, I'm really a noob in tech parameters :)
IIRC GWX completly removed stock ocean glow at night, but the crew on bridge were still glowing ?
OLCG2 almost removes the crew glow, only the hands still has that slight pink brightness left.
"ocean glow at night", as you said, is determined by the parameters of the environment in EnvColors_ *. dat and scene.dat.
"body/hands glow", as you said, is determined by the parameters of the controller ConfigureBumpMap in Turm*_hd.dat and Emissive parameter in material of the body in body01.dat/body2.dat (look pic.):
http://img853.imageshack.us/img853/5684/bodymat.jpg
Use S3D program for looking and editing Emissive parameter...
Kafka BC
01-18-12, 08:45 AM
Hmmmm. :hmmm:
In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.
This is a midnight shot and looks a tad brighter in the game.
http://img17.imageshack.us/img17/2497/shot1326888188l.jpg
Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.
Head Diffuse color: 255; 255; 255
Head Glossiness: 63
Body Diffuse color: 149; 149; 149
Body Glossiness: 25
Emissive for both are 0.
Kafka BC
01-18-12, 11:42 AM
Oh heck, just had to test it. Yep, that was it.
http://img811.imageshack.us/img811/9857/shot1326903072l.jpg
Kafka BC
01-18-12, 12:30 PM
never had the problem myself, gloves :]
It only happened at night.
Thanks for the links to the mods, I just downloaded and will try them out. :up:
A quick look at them shows me that Venatore did the same as what I just done and upped the Diffuse color in the *.dat files, as well as the Emissive values.
Regards :salute:
Victor Schutze
01-18-12, 12:41 PM
Hmmmm. :hmmm:
In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.
This is a midnight shot and looks a tad brighter in the game.
http://img17.imageshack.us/img17/2497/shot1326888188l.jpg
Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.
Head Diffuse color: 255; 255; 255
Head Glossiness: 63
Body Diffuse color: 149; 149; 149
Body Glossiness: 25
Emissive for both are 0.
Yes, this is the opposite problem for me: heads are darken, hands are shining.
What software/files combination do you use to modify these values again? :06:
Kafka BC
01-18-12, 01:29 PM
Yes, this is the opposite problem for me: heads are darken, hands are shining.
What software/files combination do you use to modify these values again? :06:
I used skwas' S3D and changed the Diffuse color for the *.tga files in the Body01.dat and Body02.dat files from 149; 149; 149 to 255; 255; 255, the same as in the heads *.dat files so they matched. I left the other settings unchanged. The setting in my above post are the original stock settings.
You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure.
Hope that helps.
Victor Schutze
01-18-12, 03:00 PM
I used skwas' S3D and changed the Diffuse color for the *.tga files in the Body01.dat and Body02.dat files from 149; 149; 149 to 255; 255; 255, the same as in the heads *.dat files so they matched. I left the other settings unchanged. The setting in my above post are the original stock settings.
You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure.
Hope that helps.
I installed S3D in windows 7 64 bit. Strangely enough the program seems to be installed but does not appear in the list of apps?! :o :damn:
Anybody has the same experience with S3D? :hmmm:
Do not forget about the ability to change controller ConfigureBumpMap for body... you can try to make parameters the same as for the head (differences only in SpecularColor and UTangent) or make something else.
Kafka BC
01-19-12, 01:18 PM
I installed S3D in windows 7 64 bit. Strangely enough the program seems to be installed but does not appear in the list of apps?! :o :damn:
Anybody has the same experience with S3D? :hmmm:
Sorry, I can't help you there. I use XP 32 bit.
Have you figured it out since you posted this?
Do not forget about the ability to change controller ConfigureBumpMap for body... you can try to make parameters the same as for the head.
There are a lot of settings and differences between them in there. I wouldn't know where to start. Something I will have to try later, I am busy with another mod for awhile. :hmmm:
Cheers
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