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Nice process indeed! Thanks for the tune up TDW! The wake looks quite nice. I found one issue with your version of the ship, and it's the textures. For some reason my version had higher quality in ships textures, kind of smoother. Is your textures packed in some way, or is my eysight pulling tricks on me?
I really hope that we can get the damages to show up normally, and not only in underwater, but I have no idea what is causing it. And if you have time, TDW, could you give little bit more detailed instructions how to get the damage modelling to work, I mean the zones and the boxes. I found them in Goblin editor, but I'm not sure how to proceed. I don't know how much time I can spend modding this week, but I would also like to try to add SH 5 crew on deck. Also I'm wondering why other ships have really high contrast on light/dark sides of the ship, but here i can't really see it even if the sun is shining at at perfect angle 90 degrees. |
Dont bother with the textures, thats my job. I will update the textures of these ships and also add normal map that will make them to have contrast and reflection from water and lights, like I did with this one:
http://i1232.photobucket.com/albums/...g?t=1304333514 |
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By changing the Type value for the box you can give it a different zone and thus different flooding/damage characteristics. By right clicking on a node and selecting 'Show Damage' you'll be able to see the spheres and boxes. |
Here is SH4's NKMCS_Akita:
http://www.subsim.com/radioroom/pict...pictureid=4159 The texture and normal map needs some serious work :o |
Figured out how to make the DMG_ nodes use _Txx, Oxx, and Nxx maps:
http://www.subsim.com/radioroom/pict...pictureid=4160 That looks incredible :rock: Now if we can only make it be visible above water also :shifty: |
http://i1138.photobucket.com/albums/...-02_190830.jpg
Do you see those little guys hovering there? They are Sh 5 ship crew, fully animated and working! Just need to place them in right places (which will be somewhat painstaking!). The trick is to add a 4/100 node with a link, something like this for example "LNK@1x10_version02#01". You can see those links using Goblin editor and checking stock SH 5 ships. Have to test this more, fingers crossed! :DL |
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You have 7 character placements already defined: [Equipment 7] NodeName=P01 LinkName=NULL;char_CIVSailor StartDate=19380101 EndDate=19451231 [Equipment 8] NodeName=P02 LinkName=NULL;char_CIVSailor StartDate=19380101 EndDate=19451231 [Equipment 9] NodeName=P03 LinkName=NULL;char_CIVSailor StartDate=19380101 EndDate=19451231 [Equipment 10] NodeName=P04 LinkName=NULL;char2_CIVSailors StartDate=19380101 EndDate=19451231 [Equipment 11] NodeName=P05 LinkName=NULL;char2_CIVSailors StartDate=19380101 EndDate=19451231 [Equipment 12] NodeName=P06 LinkName=NULL;char_CIVSailor StartDate=19380101 EndDate=19451231 [Equipment 13] NodeName=P07 LinkName=NULL;char_CIVSailor StartDate=19380101 EndDate=19451231 |
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LNK@1x20x10_version01#01 gives the following characters (and I could not add them via eqp file, I had to add them via 4/100 node): http://www.subsim.com/radioroom/pict...pictureid=4162 we should figure out which ones are single characters :yep: |
Ah, figured out where these 'characters' are derived from.
LNK@1x20x10_version01#01 breaks down to: LNK@x where x is the .GR2 filename from \data\Library\Patch_x what I can't figure out is what/where the #01 comes from/means :hmmm: |
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EDIT In library/ Patch so and so... |
I'm just going crazy looking for a reflection or a ships bottom through the sea! :damn: How can it be that everything looks allright under the sea? I looked again at SH 4 and yes, it has transparent water, you can see ships through the water. I guess this is now the only problem with these imported ships! Are there any clues why this is happening, is it something that can't be fixed or some stupid detail that we have missed?
Stock ships have numerous entries called Reflect_***, any idea what they mean? I have tried adding those, but no effect.... |
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