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Boris
04-13-06, 11:35 AM
Multiple ship skins are a new addition in the GW mod right? :-?

Either way, I noticed this nifty feature recently and have started making more skin variations of my own. But do all ships have this feature? I notice that a lot of ships do not have any skin files in their folders, I've only been adding to the one's that have. Can these other ships be multi-skinned too?

AG124
04-13-06, 11:43 AM
Sergbuto made the C3 and a lot of the destroyers multi-skinned, but many ships in the game can use only one skin. All capital warships, many destroyers (including US ones), the LST, and the four coastal craft are this way. The .dat file needs to be edited - Sergbuto no longer has time to do the rest. I was going to try, but I don't have time for the next two weeks and didn't really understand the instructions I received. Maybe someone who has time could post more detailed instructions here in a thread (with screenshots - a picture is worth a thousand words). It is a great mod idea. :hmm:

Boris
04-13-06, 09:06 PM
Could you send me sergbuto's instructions? I'm willing to have a crack at it.

Question for everyone: I've been looking for photos of the River Destroyer Escort, but am having no luck... has such a ship ever even existed? The closest thing I could find was a River frigate, but looks more like a black swan or a longer flower...

AG124
04-13-06, 09:20 PM
This is what Sergbuto wrote:

You need to do hexediting of the DAT file and for the corresponding .TGA, which you want to have multiple copies, replace sections with identificators 02, 03, and 08 with the cfg#TXR_ section. Put the texture plate in the ship folder and name it accordingly.

If you can figure it out, could you post more details here. If I or someone else could figure it out with your help, the work would go much quicker. :yep:

EDIT: I do know about the last part, about putting properly named textures in the ship's folder, obviously. :lol:

Boris
04-13-06, 10:49 PM
Ok, so I know nothing about hex editing... but I downloaded a hex editor and tried to find what serbuto was on about.

Basically from what I can gather, the references to the tga texture files in the dat file have been replaced by the cfg#TXR section.

For example the flower corvette would once have been NCO_Flower512.tga and it now loks something like cfg#TXR_NCO_Flower...

I tried replacing this in the same fashion for the black swan, but the only results I got was a transparent looking radar (I must have damaged a little something)... and the correctly named and numbered tga's did not work.
I also notice that the multi-skinned ships dat files don't actually contain the (hull texture)tga file anymore, whereas the edited black swan i did still contained the texture file... so I obviously don't know what I'm doing.

I still don't know what exactly he meant by "replace sections with identificators 02, 03, and 08 with the cfg#TXR_ section"...

I can find only two parts in any given multi-skinned .dat that start with cfg#TXR.

AG124
04-14-06, 07:34 AM
There was also an explanation of the .dat file format by lurbz which has been posted here a few times - you should do a search for it. However, some parts seem vague and there was a lot of stuff he hadn't figured out yet (the explanation was written a long time ago, even before Pack3d).

Actually, rather than making you search, here it is. :)

SH III DAT FILE FORMAT

Skip the first 20 bytes they seem to be always the same.
Next 4 bytes are a long with the header string lenght.
Next is the author name and the "using Kashmir" stuff, total lenght as read above.

Next, file is made of "chunks". All chunks are like this:
ChunkType 4 bytes
Chunk Subtype/Version 4 bytes
chunk_size long (4 bytes)
Data (chunk_size bytes)


Chunk types and internal structure of each one:

type 0: EMPTY chunk
it's just 12 "00" bytes, so type, subtype and size are 0

type 1: 3D chunk
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
???????: 1 byte //don't know about this one
nverts: 4 byte long //number of vertices
vertex data: nverts * 3 floats// these are vertices, 3 floats per vertex
ntri: 4 byte long //number of triangles;
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte
ntxcoords: 4 byte long //number of texture coordinates
texture coords data: ntxcoords * 2 floats // texture coordinates are 2D

some objects end here, but some have "TMAP" and a bunch of floats after this, dunno what is that yet so I skip it

type 2: TEXTURE REFERENCE?
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
then a bunch of bytes that I haven't figured yet, usually ending with a texture filename.

type 3: TGA FILE
these are the TGA files, just packed after the type, subtype and chunk size.

type 4: NODE (these tell us how parts are related to each other, in a tree-like hierarchy)
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this node inside the file. References usually found inside NODE (type 4) chunks
parent_id: 8 bytes //reference to the "parent" node. root nodes have 00 00 00 00 00 00 00 00 as parent
3dpart_id: 8 bytes //reference to the 3d part managed by this node, 00 00 00 00 00 00 00 00 if this is a "dummy" node with no visible 3d part
????????: 1 byte, seems to be always 00.
????????: 1 byte, seems to be related to the number of different type 2 nodes referenced from this one.
x offset: 4 bytes float //x offset from parent node
y offset: 4 bytes float //y offset from parent node
z offset: 4 bytes float //z offset from parent node

then comes the type 2 chunk references and some stuff I don't yet understand

type 6: DATA?
these are children of type 10 chunks, they seem to hold effects, commands, interactions, etc...
first 8 bytes are the reference to the type 10 parent. rest is strings and numerical values.

type 8: LABEL
these are used to label other nodes
format is:
8 byte parent chunk reference
string with label

type 10: DATA?
these seem to group type 6 chunks and attach them to type 4 nodes
first 8 bytes: id of this chunk
second 8 bytes: id of parent node
then comes some data, usually strings and numbers.

type 102: SCALE?
these come usually near the end of the files, they are a bunch of floats, probably some global scaling, have to test it

type 1001: INDEX
this one seems to be an index, there are chunk ID's and the corresponding file postition, might have to update this if some chunk has its size altered, but some tries suggest this doesnñr affect loading.



There are more chunk types, haven't had time to check them

UBOAT234
04-14-06, 01:17 PM
How to extract .tga file

http://img208.imageshack.us/img208/6089/a002b9qy.jpg (http://imageshack.us)

http://img212.imageshack.us/img212/8959/a003b3le.jpg (http://imageshack.us)

http://img212.imageshack.us/img212/7013/a004b0wz.jpg (http://imageshack.us)



For example:

http://img132.imageshack.us/img132/2842/a0053lq.jpg (http://imageshack.us)


Clik OK and this is the result

http://img514.imageshack.us/img514/144/a0076xq.jpg (http://imageshack.us)



Now
http://img525.imageshack.us/img525/3257/a008b3fz.jpg (http://imageshack.us)



Now search again

http://img473.imageshack.us/img473/1238/a009b3kg.jpg (http://imageshack.us)



Arrived here
http://img490.imageshack.us/img490/4431/a010b8dq.jpg (http://imageshack.us)



Now if the work is good, you can copy this block, all this byte in a new file and save this, with extension: Ex. Miofile.tga

A- Now you can open with a Photo editor.

B- Now you can delete this block and change the text srting in Hex editor. refer to Pack3d for search string and write cfg#txr...

it still follows ...
I will explain other that serves...


BEST REGARDS
UBOAT234

AG124
04-14-06, 01:22 PM
I think it is starting to make sense to me. :D I can try this on Saturday - maybe I will try it today if I have time. Thanks a lot UBOAT234, this is a lot of help indeed. :up:

AG124
04-14-06, 01:36 PM
OK, I've almost got it. There is only one part I do not understand, and that is how to find the beginning of the value for the .tga. Here is a screenshot (I am using the Tugboat).

Would I start counting 12 bytes after the highlighted 61?

http://img140.imageshack.us/img140/6316/natftga2vs.jpg

EDIT:

Is this the section I would copy into a new file and then delete? I need a little more help before I finish this. I hope to get this done soon, as I have to study for an exam tonight. If anyone can help a little more, please do so soon.

http://img209.imageshack.us/img209/9191/natftga27ah.jpg

AG124
04-14-06, 02:50 PM
I just extracted the section indicated in my last screenshot and tried to open it with ArcSoft Photo Studio (which DOES open .tga's). However, it won't open the new file - I get a message stating that the file format is invalid or not supported. What have I done wrong? :oops:

UBOAT234
04-14-06, 03:44 PM
With calm...
why I am not "good" with English and it serves to me of the time.
But this evening is successful multitexture :sunny:
I have render the KGeorgeV multitexture.
And second, I have added new node, where it does not exist, Ex. I have only M01 and M02, added M03 and M04 is successful!

In another message I have communicated that I have added objects with zones in zon. then other...

however I have other news. Then I explain. Now I test for in order not to say not true things. Ok? I test and after compose the screenshot.
The memory is necessary much time, why some things not well. I have made in speed.
Have in this day, download a software for create a videoclip. Now I test and after I share a suite of tutorial.

And... in this hour it is night here and I as soon as have ended to work. Rest the grey cells and public the screenshot tomorrow.

Soon.


AG124 here: bref
1)
http://img230.imageshack.us/img230/8410/a008b22xj.jpg (http://imageshack.us)

2)
http://img236.imageshack.us/img236/8624/a010b28op.jpg (http://imageshack.us)



BEST REGARDS
UBOAT234

Anvart
04-14-06, 04:54 PM
Hi, All.
TGA dataBlock structura:
03 00 00 00 - 4 bytes ... dataBlock Type
next
00 00 00 00 - 4 bytes ... dataBlock SubType or variant
next
2C 00 10 00 - 4 bytes ... dataSize or TGA File Size = 1 048 620 bytes
next ... TGA File:
12 bytes TGA header
next
00 02 - 2 bytes ... TGA width = 512 pix
next
00 02 - 2 bytes ... TGA height = 512 pix
next
20 - 1 byte ... TGA Color Depth = 32 bit
next
TGA body
next
2E 00 - End of TGA File

Anvart

AG124
04-14-06, 04:58 PM
EDIT: This post was made before I saw that last one.

OK. That;s actually very clear - I can see exactly what you mean. :yep: That is now no longer my problem.

I made a mistake the first time - it appears that I should be looking NATF.tga instead of NATF_Complete.tga. But there are two NATF'tga's one with an address of 00015D71 and one with an address of 00295EEF. The second one has the TRUEVISION-XFILE entry very close above it. This is the one pictured in my last screenshot, and it is the one which I used.

This is a list of the steps which I took:

I selected NATF.tga.

http://img133.imageshack.us/img133/1677/014im.jpg

Then I counted out the 12 bytes+1 which I would need to find the start of the .tga. They are highlighted below. The last zero is the presumed beginning of the .tga.

http://img133.imageshack.us/img133/2370/026im.jpg

Next, I found TRUEVISION-XFILE.

http://img133.imageshack.us/img133/6769/030cy.jpg

And selected the .tga exactly as you pointed out. :yep:

http://img146.imageshack.us/img146/3282/044ui.jpg

I then pasted the selection in a new .dat file, and saved it with a .tga extension...and then couldn't open it.

http://img136.imageshack.us/img136/3267/057vf.jpg

And there lies my problem. I actually don't seem to have any trouble following any of your instructions - I understand you perfectly. Maybe the Tugboat/NATF is different than the rest?

Also, if I deleted the hightlighted section, I know I should add NATF_xx, but how and where exactly should I add it?

Anvart
04-14-06, 05:14 PM
AG124,
you don't right.


Anvart

AG124
04-14-06, 05:24 PM
AG124,
you don't right.

So where exactly did I go wrong? I'm sure its something small, right?

AG124
04-14-06, 07:08 PM
Here's where I think my problem is - I don't know which instance of each search to use. With both the KGV and Tugboat, there are two texture names in the .dat file - one near the top, and one further down shortly after the TRUEVISION-XFILE. There also appear to be three TRUEVISION-XFILE's.

From your screenshots, it appears as if you are using the first .tga reference and the last truevision. I have been using two in the center that were very close together. It looks as if I was using a much smaller part of the .dat file than I should hav been - my extracted .tga was only 1 KB. Is this my problem - should I use these other entries? I am going to give it a shot now...

And if I do have to select that huge block, what is the quickest way to do it? It seems to be taking a long time. :-?

UBOAT234
04-15-06, 07:57 AM
Here's where I think my problem is - I don't know which instance of each search to use. With both the KGV and Tugboat, there are two texture names in the .dat file - one near the top, and one further down shortly after the TRUEVISION-XFILE. There also appear to be three TRUEVISION-XFILE's.

From your screenshots, it appears as if you are using the first .tga reference and the last truevision. I have been using two in the center that were very close together. It looks as if I was using a much smaller part of the .dat file than I should hav been - my extracted .tga was only 1 KB. Is this my problem - should I use these other entries? I am going to give it a shot now...

And if I do have to select that huge block, what is the quickest way to do it? It seems to be taking a long time. :-?


Hi,

I want to help hoping that a day aids you then me :up:

You copy the block mistaken.

The process is complex, but very simple if you execute step by step, what I have written before.
I want arrive to: multitexture ship ok?
For first you must comprise other.
However, when search the first reference, point in this and remember the popsition. Ex. in case of NATF;

Open NATF.dat in hex and in Pack3d

http://img217.imageshack.us/img217/7945/b0012uv.jpg (http://imageshack.us)


Point just like in up screenshot (I have evidenced in bleu)
to right you see: id A8825854E53810A9B

This is the first id, of the first image .tga. It remembers this why then it will serve. Write or copy in notepad or other.
-----

http://img83.imageshack.us/img83/4240/b0024hz.jpg (http://imageshack.us)


Like before.
This is the second id, (I have evidenced in bleu), but always of the first image .tga. It remembers this why then it will serve. Write or copy in notepad or other, and write what is.

http://img142.imageshack.us/img142/4369/b0034ma.jpg (http://imageshack.us)

Now copy this name, see the screenshot up, and serach this in editor hex.

http://img20.imageshack.us/img20/4857/b0040aa.jpg (http://imageshack.us)

Hour you can see where it is the point like I have indicated before in my screenshot.

-----

http://img83.imageshack.us/img83/5808/b0050ja.jpg (http://imageshack.us)

Here is the point, byte, where start tga file. Down in the Data Inspector you can see the offset of this byte.
Now without to touch nothing other, you must find the end.

http://img129.imageshack.us/img129/6563/b0064yu.jpg (http://imageshack.us)

In this screenshot, the key for the end of file (EOF)

-----

http://img80.imageshack.us/img80/7778/b0072ef.jpg (http://imageshack.us)

Here I have found TRUEVISION-XFILE
-----

http://img80.imageshack.us/img80/1209/b0083no.jpg (http://imageshack.us)

Here in green, the byte of TRUEVISION-XFILE,
and in black the point, byte, where is the end of file (EOF).
Down in the Data Inspector you can see the offset of this byte.

Now you have all data for edit this: delete or copy or convert.
But one other thing is to make one ship multitexture.
When you have create a tga file correct I can to explain other.

UBOAT234
04-15-06, 08:20 AM
While for information we can:

Have improved the feature of ship an other with:

- Added new object in the ship, without software 3d, completely and working. (edit: .dat .sim .zon)

- Added new node: (M01, S01...) completely and working and programmable with file .eqp.

- Modify the zone, when change the lenght of ship.

- Modify the hit zone, move and change the dimension.

- Added Funnel and now smoke function.

-Added new gun, completely working and modifiable.


The work is hard, but not impossible.

BEST REGARDS
UBOAT234

Cdre Gibs
04-15-06, 08:24 AM
I now your only trying to help Uboat234, but sadly due to your limited english skills, its making it even more confusing!

I'd suggest that you write it all out in Italian and maybe some1 here can do a translation. Because atm you have now even made me confused and I did do 1 multiskin job before!!!

I'm not trying to be rude, its just rather plain to see that the language barrier is doing a bloody good job again. :(

UBOAT234
04-15-06, 08:29 AM
I now your only trying to help Uboat234, but sadly due to your limited english skills, its making it even more confusing!

I'd suggest that you write it all out in Italian and maybe some1 here can do a translation. Because atm you have now even made me confused and I did do 1 multiskin job before!!!

I'm not trying to be rude, its just rather plain to see that the language barrier is doing a bloody good job again. :(
Great problem...
But,
Know you how to make the multiskin? If yes, then she explains it in English for ag124

BEST REGARDS
UBOAT234

AG124
04-15-06, 08:37 AM
No, I'm actually having no trouble understanding what you are saying. I believe I understand all of your instructions perfectly. I will give it another try after dinner.

I think I figured it out late last night, but it was taking a long time to select that huge block. It appeared to be at least 40% of the .dat file. I was just wondering if there is a quicker way to select that huge block besides using the arrow keys. (The scroll on the particular mouse which i have here is broken).

ref
04-15-06, 09:48 AM
I was just wondering if there is a quicker way to select that huge block besides using the arrow keys. (The scroll on the particular mouse which i have here is broken).

Try shift+pageup/pagedown, it works on most editors.

But there are two NATF'tga's one with an address of 00015D71 and one with an address of 00295EEF. The second one has the TRUEVISION-XFILE entry very close above it. This is the one pictured in my last screenshot, and it is the one which I used.

There are three entries in the dat file for every texture, the tga data (type 03) the texture properties (type 02) and the texture label (type 08). Also there's a reference to the textures in the root node for the object (type 04) which points to the type 02 node.

Also, you may want to test UBOAT234 procedure very well before releasing a mod, I'm not saying he's wrong, but at the end of the file there's an index of each node and it's position on the file (type 1001), if you add or delete some chunks in the file , the most logical thing to do is to edit also the index, I didn't try it yet, but it must be there for something...

Ref

Anvart
04-15-06, 02:52 PM
There are three entries in the dat file for every texture, the tga data (type 03) the texture properties (type 02) and the texture label (type 08). Also there's a reference to the textures in the root node for the object (type 04) which points to the type 02 node.


Small additions:
1) datBlock Type 2 - Material properties (Material on the basis of TGA file)
2) also Type 13 - child of Type 2

Anvart

UBOAT234
04-15-06, 03:19 PM
No, I'm actually having no trouble understanding what you are saying. I believe I understand all of your instructions perfectly. I will give it another try after dinner.

I think I figured it out late last night, but it was taking a long time to select that huge block. It appeared to be at least 40% of the .dat file. I was just wondering if there is a quicker way to select that huge block besides using the arrow keys. (The scroll on the particular mouse which i have here is broken).

HI,

If you want I send you all the ships multiskin, But is interestant for the future, Edit this in hex.
When I explain like adding other things. Like as an example modifying .sim and .zon files, a lot interesting with my bad English...

Sergbuto wrote
"You need to do hexediting of the DAT file and for the corresponding .TGA, which you want to have multiple copies, replace sections with identificators 02, 03, and 08 with the cfg#TXR_ section. Put the texture plate in the ship folder and name it accordingly"
...But not there is, one important edit. the more important, otherwise it does not work, and crash the game. (NOT MEMORY, HOW MANY TIMES, IS HAPPENED)

Is necessary add a id. in advance to the label. The id where is indicated in my tutorial for extract the .tga.
Second, delete the D-sided, in corrispondence of the SpecularMask.
And in end move the Byte 0A to the the label, and add the dimension in byte.
(I am making a lot of image, and in end my bad english is little important)

:lurk:


BEST REGARDS
UBOAT234

UBOAT234
04-15-06, 03:30 PM
Hi,

Anvart, have you idea, to what he serves, all the index of id, in end of file?

BEST REGARDS
UBOAT234

ref
04-15-06, 03:33 PM
Small additions:
1) datBlock Type 2 - Material properties (Material on the basis of TGA file)
2) also Type 13 - child of Type 2

Anvart

Hi Anvart, do you know the structure for those nodes ?

TYPE 02

0200 Type 4 bytes dword
0000 Subtype 4 bytes dword
XXXX Size 4 bytes dword
XXXXXXXXXXXXXXXX ID 8 bytes

the remaining bytes from size I don't know what they are...

TYPE 0D

0200 Type 4 bytes dword
0000 Subtype 4 bytes dword
XXXX Size 4 bytes dword
XXXXXXXXXXXXXXXX ID 8 bytes
XXXXXXXXXXXXXXXX PARENT ? 8 bytes
XXXXXX ???? 8 bytes
XXXXXXXXX LABEL remaining bytes

Same for these...

Any info will be more than welcome

Ref

Cdre Gibs
04-15-06, 10:11 PM
Umm, I basicaly sorta cheated with mine. I loaded up the original Type 34 DD Dat file and Serg's Type 34DD Dat file into Hexworkshop. I then did a compare. After that I just did the same bits to mine as Serg had done to his. As I said, sorta cheating, but I'm not really a coder, so I did it that way to expadite matters.

Normally with Mods I have worked on before, I just do the Models an Skins, others always coded them into game. This being my first ever game dabbiling with coding (of a sort) I am WAAAY behind the 8 ball ! Hell I had never used or even seen a Hex editor before SH3. :lol:

The SOP would have been for me to load the MDT (Mod Developers Toolkit) into Max, Maya, Lightwave, Milkshape or whatever 3D program was required to make the models and then make a TxT file of all the COORD's for where everything went on the base model (like if it was a ship then where all the guns an what not went) and hand that all over to some1 who would do the coding required to get it into game. This enabled me to just concentrate on doing the models an skins. I prefer that method since coding drives me NUTS. :D

UBOAT234
04-16-06, 10:03 AM
No, I'm actually having no trouble understanding what you are saying. I believe I understand all of your instructions perfectly. I will give it another try after dinner.

I think I figured it out late last night, but it was taking a long time to select that huge block. It appeared to be at least 40% of the .dat file. I was just wondering if there is a quicker way to select that huge block besides using the arrow keys. (The scroll on the particular mouse which i have here is broken).

Check your PM :up:

BEST REGARDS
UBOAT234

Anvart
04-16-06, 06:51 PM
Hi Anvart, do you know the structure for those nodes ?

TYPE 02 .......
TYPE 0D .......

Hi, Ref.
I don't understand What do you want for?
You must to use this material properties whithout changing!
That you see below it not is absolutely accurate conception.
It is my reflections (meditations), assumptions and my terminology.
All this requires testing.
For example:

Data Block Type 2:
- 4 bytes unsigned long dataBlock Type
- 4 bytes unsigned long dataBlock SubType
- 4 bytes unsigned long data Size
- 8 bytes material ID
Next 28 bytes - material properties
- "FF" - 1 byte flag (delimiter)
- 3 bytes Ambient, Diffuse Color
- 1 byte boolean "00" or "01"
- 3 bytes Specular Color
- 1 byte Specular Level
- 1 byte Glossiness
- "00" - 1 byte maybe Self-Illumination
- "00" - 1 byte Contrast Level
- 1 byte Reflection
- 1 byte relative Reflection
- "0000" - 2 bytes always "00"
- 4 bytes unsigned long TGA Size
- 4 bytes float maybe bitmap Scale
- "00000000" - 4 bytes
- tgaName - Zero end string with TGA name
- "00" - 1 byte end of string

Cheerio,
Anvart :doh: :rock:

ref
04-16-06, 09:09 PM
Thanks Anvart :up: .
I'm collecting info for a project I'm working on , more I understand the data, more easy is to program, so far I have too many unknowns, (a couple less now thanks to you )

Ref

[edit] Damn, they took a picture of me last night and change my avatar :rotfl:

Anvart
04-17-06, 09:53 AM
Hi, Ref.
I don't understand What do you want for?
You must to use this material properties whithout changing!


Hi, Ref.
If to you interestingly look further.
About that, that I have written above: so-as one-byte pairs
of properties are somehow connected, there is an interesting
variant to unite one-byte numbers of material properties
in two-byte numbers (unsigned short)......???
Besides the structure dataBlock Type 2 can be truncated
if it has no own bitmap!!! (tgaSize = 00000000 is end of Block. Example: bodyXX.dat).

DataBlock Type 13.
This block is additional (child) to block Type 2.
In this dataBlock it is certain bitmap and its properties for special effects
"selfillumination", "specular" and others.
Example:
- 4 bytes unsigned long dataBlock Type
- 4 bytes un. long dataBlock SubType
- 4 bytes un. long dataSize
- 8 bytes object ID
- 8 bytes parent-object ID (Type 2)
Next 28 bytes of properties:
- 8 bytes symbols of parameter Name (selfillu or specular)
- 4 bytes un. long parameter Value ...?
- 2 bytes un. short the same, as in Type 2 dataBlock (2 bytes number variant)
- "0000" - 2 bytes the same, as in Type 2 dataBlock (2 bytes number variant)
- tgaSize - 4 bytes un. long TGA-file Size
- txtrScale - 4 bytes float bitmap Scale
- "00000000" - 4 bytes
- tgaName - Zero end string TGA-file Name
- "00" - 1 byte end of string

Sorry Ref,
I am not Anglo-Saxon or Anglo-American
my english is wrong and poor.
If to you interestingly test my assumptions.
I don't have time and desire.

Anvart :rock: :doh:

ref
04-17-06, 10:05 AM
Thank's again Anvart, you've been very helpfull, those two chunks where the one's I've no info about. :up: :up: :up:

Ref

Anvart
04-17-06, 10:09 AM
Anvart, have you idea, to what he serves, all the index of id, in end of file?

Hi, Uboat.
Any indexation serves for increase
speeds of objects search in a file!!!

DataBlock Type 1001 structure:
- 4 bytes unsigned long datBlock Type
- 4 bytes unsigned long datBlock SubType
- 4 bytes unsigned long datBlock Size
- 8 bytes object ID
- 4 bytes unsigned long object Position in dat-file
- 8 bytes object ID
- 4 bytes unsigned long object Position in dat-file
............................
And so on up to the end of the block

Anvart :rotfl:

Anvart
04-17-06, 12:32 PM
Hi, Ref.
If you have desire and time you can make
kind of crew hands same as well as a kind of the faces.
For this purpose make changes in files bodyXX.dat in conformity
with my reflections, and also in a TGA-file change
hands color on a face color.

Goodluck,
Anvart :up:

UBOAT234
04-17-06, 01:16 PM
Anvart, have you idea, to what he serves, all the index of id, in end of file?

Hi, Uboat.
Any indexation serves for increase
speeds of objects search in a file!!!

DataBlock Type 1001 structure:
- 4 bytes unsigned long datBlock Type
- 4 bytes unsigned long datBlock SubType
- 4 bytes unsigned long datBlock Size
- 8 bytes object ID
- 4 bytes unsigned long object Position in dat-file
- 8 bytes object ID
- 4 bytes unsigned long object Position in dat-file
............................
And so on up to the end of the block

Anvart :rotfl:


Hi,

Good! :up:

Many thaks!



For all, Here Other Standard Ship Multiskin, in beta release. Not there are additional Texture. I will make in the next days. For any problem or mistakes, post here.

http://files.filefront.com/SMultiskinrar/;4995535;;/fileinfo.html

They are included:

-NAMC
-NATF
-NBB_Bismark
-NBB_KGeorgeV
-NBB_Nelson
-NBB_Revenge
-NCA_Hipper
-NCL_Dido
-NCL_Fiji
-NCV_Illustrious
-NCVE_Bogue
-NCVE_Casablanca
-NDD_HuntII
-NDD_HuntIII
-NDD_J
-NDD_Soldati
-NDD_Somers
-NDE_Buckley
-NDE_JCB
-NHPB
-NLST
-NPC_Black_Swan
-NPT_Br
-NPT_Ge

The: NBB_KGeorgeV contain some error, I upload the correct version soon.

Important!
In my page of Filefront site, and in this .rar are present other ship, but is not my work. Iova ship and NCOT. And others is present only because, Filefront, it does not work correctly.
I have only rework for trasfom it, in Multiskin.
It is right to attribute the job of creation of the models to who has given much time for that one.
When the site is repaired, I will remove them.
I ask excuse in particular to AG124.


BEST REGARDS
UBOAT234

AG124
04-17-06, 02:24 PM
You should mention the other ships which you have also done on your fileshare site, including the other three coastal crafts and my Coastal Tanker. You forgot to credit me as the creater of the Coastal Tanker in the ReadMe though.

Anvart
04-18-06, 04:20 PM
For Ref.
Material properties changing example:
http://img523.imageshack.us/img523/8425/matproperties8zz.jpg


Anvart :yep:

ref
04-18-06, 05:30 PM
For Ref.
Material properties changing example:
http://img523.imageshack.us/img523/8425/matproperties8zz.jpg


Anvart :yep:

That's cool :rock:

Ref