View Full Version : Which texture or library files am I missing
Wreford-Brown
07-04-13, 02:16 PM
I've got a Heinkel He111B installed but seem to be missing most of the crew textures:
http://i733.photobucket.com/albums/ww340/Wreford-Brown/HeinkelHe111B_zpsf0e214c2.jpg (http://s733.photobucket.com/user/Wreford-Brown/media/HeinkelHe111B_zpsf0e214c2.jpg.html)
Can anyone tell me which files I'm missing?
Hi WB,
as i can see it is not the GWX version of the He 111 - seems to be the russian version. The pilots are in a external file called "Hunter_plane.dat" (folder Library). The texture is called "PILOT_128.tga", which is in the folder "Textures/TNormal/tex" (SH4 style).
Greetings
rowi58
Wreford-Brown
07-04-13, 03:58 PM
Hi WB,
as i can see it is not the GWX version of the He 111 - seems to be the russian version. The pilots are in a external file called "Hunter_plane.dat" (folder Library). The texture is called "PILOT_128.tga", which is in the folder "Textures/TNormal/tex" (SH4 style).
Greetings
rowi58
Thanks rowi - it's one of Testi's aircraft.
I've got both of the files you mention and the pilot seems to be OK (sitting behind the guy who is prone) but the other three in the cockpit and the top gunner are all blank models with no skin.
Can I force the PILOT_128 skin onto the other four crewmen by changing the Material ID .dat file reference in 'Node- Pilot_Plane5' etc. to PILOT_128 or do I risk breaking it?
Hi WB,
i see - its a slightly modified version of the official conversion by Yamatoforever. The problem is that Testpilot uses a different TGA for the "Hunter_Plane" objects (called Testpilot.tga, folder Textures/TNormal/tex).
If you don't have this TGA file, just downlod the He 111B again - link to Maik's FTP server: KLICK ME (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/TESTPILOT1978/He%20111B.rar). D/L will start automaticaly - remember User-Name and Password!
Greetings
rowi58
EDIT: i've checked the DAT and EQP files of this mod. The real problem is that Testpilot doesn't delete the "cfg#P0x_ALB_He111B" nodes in the DAT file. You must delete these nodes OR set LinkName=NULL (Equipment 13 to Equipment 20) in the EQP file.
Wreford-Brown
07-05-13, 03:30 AM
Hi WB,
i see - its a slightly modified version of the official conversion by Yamatoforever. The problem is that Testpilot uses a different TGA for the "Hunter_Plane" objects (called Testpilot.tga, folder Textures/TNormal/tex).
If you don't have this TGA file, just downlod the He 111B again - link to Maik's FTP server: KLICK ME (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/TESTPILOT1978/He%20111B.rar). D/L will start automaticaly - remember User-Name and Password!
Greetings
rowi58
EDIT: i've checked the DAT and EQP files of this mod. The real problem is that Testpilot doesn't delete the "cfg#P0x_ALB_He111B" nodes in the DAT file. You must delete these nodes OR set LinkName=NULL (Equipment 13 to Equipment 20) in the EQP file.
Thanks again rowi. I've extracted the embedded Testpilot.tga file from the .dat and have put it into the tex folder so hopefully between that and your advice on the .eqp file it'll work.
My computer is on the way out at the moment so I'm juggling modding with what seems like incessant BSOD and CTD. Very frustrating :/\\!!
Hi WB,
seems a little bit more difficult. I've tested the He 111 B with Stock SH3 and everything is fine. In CCoM i've got the same problem - pilots without textures. I'm happpy that my conversion of the He 111 B works fine. I'm using the "standard" pilots from the "Hunter_Plane.dat".
Greetings
rowi58
Wreford-Brown
07-05-13, 02:49 PM
Have you tried cutting the Testpilot embedded texture out of the .dat and saving it into the tex folder?
I've suffered seven BSOD while trying to start my desktop tonight (got onto t'Internet with my trusty netbook) so there's little hope of me being able to help chase down a solution. Fortunately I backed up all of my WB files last night including a potential fix to the He111B crew skins.
New desktop ordered and due here on Tuesday (the old one has been breaking for at least six months and The Boss agreed to a replacement). Guess I'll be taking a siesta... :down:
Hi WB,
I've tried nearly everything - no results. If you are interessted i can send you my version.
Greetings
rowi58
Madox58
07-06-13, 02:47 PM
Testpilot's version works fine for me.
:hmmm:
Several things we found during GWX development was that sometimes if you used the same name or ID for a texture the textures might not show up. This was mostly the pilots textures for whatever reason.
Haveing the extra dats may be part of the issue. I don't have those dats listed by Rowi.
Sailor Steve
07-06-13, 03:09 PM
I've got a Heinkel He111B installed
I don't know who made that model, but it's not an He-111b at all. The 'b' model still had the airliner nose.
http://modelingmadness.com/review/preww2/fordham111.htm
Madox58
07-06-13, 03:47 PM
Yep. Your right. Looks more like the P?
:hmmm:
Fubar2Niner
07-07-13, 03:58 AM
Or an H ??
Best regards.
Fubar2Niner
Wreford-Brown
07-07-13, 04:45 AM
Testpilot's version works fine for me.
:hmmm:
Several things we found during GWX development was that sometimes if you used the same name or ID for a texture the textures might not show up. This was mostly the pilots textures for whatever reason.
Haveing the extra dats may be part of the issue. I don't have those dats listed by Rowi.
Thank you - something else for me to try. I've already had to remap the Avro Rota because it was conflicting with the Drache.
I don't know who made that model, but it's not an He-111b at all. The 'b' model still had the airliner nose.
http://modelingmadness.com/review/preww2/fordham111.htm
Thanks Steve and Fubar. It appears that the P became the H when in full production so I'll rewrite the EnglishNames.cfg when I finally get back to the mod. Having so many potential solutions and no computer to test them on is pretty frustrating.
Hi WB,
try this ALB_He111B.dat (http://www.mediafire.com/download/d7ecpzpaylfnwr1/ALB_He111B.dat). All five pilots got new ID's, the pilots skin too and a new name. With this dat file, i've no problems any more.
Greetings
rowi58
Madox58
07-07-13, 01:06 PM
Hi WB,
try this ALB_He111B.dat (http://www.mediafire.com/download/d7ecpzpaylfnwr1/ALB_He111B.dat). All five pilots got new ID's, the pilots skin too and a new name. With this dat file, i've no problems any more.
Greetings
rowi58
Very Cool Mate.
:salute:
Now how about a He111Z?
:03:
Madox58
07-07-13, 03:16 PM
I've already had to remap the Avro Rota because it was conflicting with the Drache.
Strange. Only thing I see is the D_Helix.tga file is from the Drache.
What was the problem if I may ask?
:hmmm:
(I have no problem with that texture being used by others so let's not go there!)
Wreford-Brown
07-07-13, 03:36 PM
Hi WB,
try this ALB_He111B.dat (http://www.mediafire.com/download/d7ecpzpaylfnwr1/ALB_He111B.dat). All five pilots got new ID's, the pilots skin too and a new name. With this dat file, i've no problems any more.
Greetings
rowi58
Now you're just teasing me :yep:
Thank you rowi - I'll check it out once I'm back up and running. :up:
Strange. Only thing I see is the D_Helix.tga file is from the Drache.
What was the problem if I may ask?
:hmmm:
(I have no problem with that texture being used by others so let's not go there!)
It was a rotor issue - the Avro Rota turned up with the Drache's twin rotor configuration. Once I remapped the ids both aircraft appeared with the correct rotors.
Madox58
07-07-13, 03:47 PM
I never scanned the files for ID conflicts.
I'd think when cloning it would have been addressed by S3D.
:hmmm:
The Drache was built pre-S3D where the Avro was built using S3D.
I'll have to JSGME the Avro in to my install of GWX 3 and really see it in Game.
Fine looking Aircraft.
:up:
ref's ID duplicate finder is a great tool for things like this.
Place the files in a folder and run it and it will tell you if there are problems.
Wreford-Brown
07-12-13, 03:48 PM
Testpilot's version works fine for me.
:hmmm:
I don't have those dats listed by Rowi.
New computer is here and loading times have reduced from 10-12 mins to under 2 :yeah:. That'll teach me for not upgrading for seven years!
I've tried all of rowi's potential solutions and still have non-textured crew members. Any chance you could upload the He111 you've got (without the .dats)?
Madox58
07-12-13, 05:27 PM
I downloaded from Maik's FTP site and it worked in Museum no problems.
I didn't check the version rowi posted a link to.
Some of the Crew are linked to 3D Models in the dat but are not directly embeded to thier Nodes. This works most of the time and is a valid method.
AirCraft may have issues though. As We saw with nameing of the textures for the Crew at times like I stated in an earlier post.
I can adjust a version that will work with any mod if you'd like to finish this project.
I also noticed a Controller for SH4 that does not need to be in the .dat file when used in SH3.
Wreford-Brown
07-13-13, 06:39 AM
A huge thank you to both privateer and rowi58 :salute:
The reason why rowi's .dat wasn't working was because I screwed up the file structure when trying to put it into JSGME :nope: Wholly my fault - rowi's file was spot on and I now have the full crew showing up in museum and in-game.
This was the final piece of the puzzle for the aircraft in my new mod. All 61 of them (and 11 aircraft carriers) are already scripted, all I need to do is a few weeks testing to ensure there are no campaign conflicts and it should be good for release :up:
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