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View Full Version : Wilhemshafen, St Naz, Schluese causing RDF Loop texture issue


P_Funk
06-20-14, 12:34 PM
http://i57.tinypic.com/2ive80h.png

Title and picture says most of it. Installing this mod makes the RDF Loop look like that. Any idea what I can do to fix it? I have no idea where to begin with tracking down the culprit in the files it changes.

Valentino
06-20-14, 01:12 PM
Hi, I guess the texture file is called "conning_stuff.tga", used also for the subs radars and the "kdg" hydrophone.

the default one is plain grey

You can try deleting it from your "data/texture/tnormal/tex" folder if it is here, and tell me what happens.

P_Funk
06-20-14, 01:54 PM
I can find no such file named like that in my SH3 folder, either in the main files or amongst the mods in the JSGME MODS folder.

HW3
06-20-14, 02:54 PM
Which version of the mod are you using? I looked through v7 of the mod, and can find nothing that should have changed it. Everything in the mod related to subs is for the AI subs in the pens.

P_Funk
06-20-14, 02:56 PM
I'm using v7 and its absolutely that mod which is making this happen. If I disable it this problem goes away, if I enable it it shows up.

I'll try exporting a new instance of the mod just to check. I'll also recheck all my assertions so far to make sure I'm not making a basic error in my troubleshooting.

HW3
06-20-14, 03:13 PM
Could you post a list of the mods you are using, if any, and in the order they are installed? I ask this as part of the basic troubleshooting procedure we usually follow here to help pin down the problem/problems.:hmmm:

P_Funk
06-20-14, 03:30 PM
The only thing installed is GWX Gold and the 4GB patch to the exe, other than the St Naz/Schluese/Wilemshafen mod. The last one is the only thing even active in my JSGME and the texture bug still appears.

I managed to narrow it down to the harbor_kit.dat file in the Library folder of the mod. Remove that and activate all the rest of the mod and the problem goes away.

EDIT. Okay, so ripping the dat file apart I discovered that there is a conning_stuff.tga file in there. It has a pretty blobby look to it that looks like it would make the RDF look how it does. I changed it to just a flat grey and as a result the RDF turned that colour. Now all I have to do is either get the right conning_stuff.tga to import into the file or just eyeball a decent facsimile of the right colour.

I have no idea why this is has been a problem for me though.

HW3
06-20-14, 06:28 PM
Good find! :yeah: I had never really paid any attention to it in game, just made sure it came up and rotated. Good luck on fixing it! It sounds like you have it handled.:yep:

:salute:

fitzcarraldo
06-20-14, 07:17 PM
http://i57.tinypic.com/2woje6v.jpg

No problem with GWX and Wilhelmshaven v7 AND Aces Super Turms.

Regards.

Fitzcarraldo :salute:

P_Funk
06-20-14, 08:44 PM
Well I don't have Ace's Super Turms installed. :hmmm:

I'm maintaining a rather stripped down mod list, or at least I'm trying to. I remember in my previous periods of SH3 play that I would spend more time trying to get everything to work together rather than actually playing the damned game.

Nevertheless... its hard to resist. Might try the super turms out and see what it does for me. Is it simply that nobody doesn't use super turms with this other mod and therefore nobody ever noticed this bug?

Anyway, I owe Valentino for putting the "conning_stuff.tga" into my head so that I could notice it when I was digging through the dat file.

HW3
06-20-14, 10:44 PM
Maybe you could pull that file from Aces Super Turms and import it into the St. Naz/Schluese/Wilemshafen mod?