SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] SteelViking's Interior Mod (https://www.subsim.com/radioroom/showthread.php?t=171415)

SteelViking 08-27-10 06:25 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479088)
actually the AOs kick in at close distance (less than specified LOD distance)

Yes, I know. But, I cannot figure out where the LOD distance is specified for the NLL. Is it set somewhere in the LOD.GR2 itself, and not by an external controller file?

TheDarkWraith 08-27-10 06:29 PM

Quote:

Originally Posted by SteelViking (Post 1479093)
Yes, I know. But, I cannot figure out where the LOD distance is specified for the NLL. Is it set somewhere in the LOD.GR2 itself, and not by an external controller file?

it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D

reaper7 08-27-10 06:36 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479095)
it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D

:haha: How do you do it TDW, your skills are endless. :up:

reaper7 08-27-10 06:41 PM

Quote:

Originally Posted by SteelViking (Post 1479092)
Are you editing the files I told you about, because I think that is the only way to truly re-skin the subtypes(clones). You will still have to edit the .GR2 for the clones in order to point to the newly made Ship_T0....dds files.

P.S. By the way TDW, remember a while back when I said that I was not going to take the time to figure out Hex Editing.......well.....I lied:D I am not an expert by any means, but I have already used it for a number of things. So, I am sorry for not listening to you in the first place.:oops:

Yes creating a new Ship_T03.dds skin and have it pointed in the Lod.gr2, but no go ingame yet.
Will keep trying. Any luck TDW on getting a Ship_***.dds skin to render on the clone. This is the bit I've been trying to get to work along.
Just happened I was doing the A0 file thinking it was the texture file :oops:.

Ya now ya have me Hex Editing too. TDW your creating a master race of hex editors :har:

TheDarkWraith 08-27-10 06:41 PM

I love a good challenge. This is going to be a good one :DL

TheDarkWraith 08-27-10 06:42 PM

Quote:

Originally Posted by reaper7 (Post 1479104)
Yes creating a new Ship_T03.dds skin and have it pointed in the Lod.gr2, but no go ingame yet.
Will keep trying. Any luck TDW on getting a Ship_***.dds skin to render on the clone. This is the bit I've been trying to get to work along.
Just happened I was doing the A0 file thinking it was the texture file :oops:.

see here: http://www.subsim.com/radioroom/show...&postcount=373

reaper7 08-27-10 06:45 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479105)
I love a good challenge. This is going to be a good one :DL

likewise, and glad your come on board for this one.
If we can get this working it can be a solution for proper 100% realism use of the RAOBF etc.
I have figured out how to get the clone dds image to display in the Rec man and not the ship image of the parents ship.
So correct speed etc can be dispalyed.
Just need to make the clones look different from the parents ingame :)


Quote:

Originally Posted by TheDarkWraith (Post 1479107)


Is that using the NLL_AO01.dds or the Ship_T02.dds fil.

If the first, thats what I had working but its not correct for rendering ship skins.
If the second, :o how did you get it working.

SteelViking 08-27-10 06:50 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479095)
it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D

Heck, I have been making .GR2 files fail the CRC check for a month.:har: I wish I would have known that you would be interested in finding the culprit, I would have told you about it.

TheDarkWraith 08-27-10 06:56 PM

Quote:

Originally Posted by reaper7 (Post 1479108)
Is that using the NLL_AO01.dds or the Ship_T02.dds fil.

If the first, thats what I had working but its not correct for rendering ship skins.
If the second, :o how did you get it working.

it's the second :DL Magic.....

It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:

reaper7 08-27-10 07:00 PM

Here's the new skin I did for test, no luck getting it to display yet.
Clone is still showing the default one :damn:.

http://i236.photobucket.com/albums/f...%205/Skins.jpg

Quote:

Originally Posted by TheDarkWraith (Post 1479115)
it's the second :DL Magic.....

It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:

:woot:thats great TDW, That is what I was doing but I must be missing something. Can you post screenshots of the hex changes maybe.
What is the ID's that need creating - maybe this is why I can't get it to dispaly.

TheDarkWraith 08-27-10 07:03 PM

Quote:

Originally Posted by SteelViking (Post 1479110)
Heck, I have been making .GR2 files fail the CRC check for a month.:har: I wish I would have known that you would be interested in finding the culprit, I would have told you about it.

I'm deep in it now :cool:

SteelViking 08-27-10 07:09 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479115)
it's the second :DL Magic.....

It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:

Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.

Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?

reaper7 08-27-10 07:16 PM

Quote:

Originally Posted by SteelViking (Post 1479125)
Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.

Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?

Did that already, created a mission made up of around 50 ships of the master and clones no problems. :up:

Just need to find out the exact changes needed for the Texture Skin.
And were in business :D.

This is looking good, may have some use for those clones yet.

TheDarkWraith 08-27-10 07:22 PM

Quote:

Originally Posted by SteelViking (Post 1479125)
Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.

Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?

I cloned all the .GR2 files. So these are my new GR2 files:

NKL.GR2
NKL_FX.GR2
NKL_LOD.GR2

cloned the NLL.MASM file and renamed it NKL.MASM. Edited it to point to the NKL file (data\Sea\NKL\NKL_FX.GR2)

Edited NKL.cfg (3DModelFileName=data/Sea/NKL/NKL)

cloned the NLL_AOxx.dds files and renamed them to NKL_AOxx.dds

cloned the NLL_shp.dds file and renamed it NKL.dds

made copies of the following dds files:
Ship_T02.dds (renamed to Ship_T92.dds)
Ship_hull_T03 (renamed to Ship_hull_T93.dds)

hex edited all the GR2 files with the following changes:
every reference to Ship_T02.dds was changed to Ship_T92.dds
every reference to Ship_hull_T03.dds was changed to Ship_hull_T93.dds
every reference to NLL_AO01 was changed to NKL_AO01

:|\\

reaper7 08-27-10 07:30 PM

Quote:

Originally Posted by TheDarkWraith (Post 1479130)
I cloned all the .GR2 files. So these are my new GR2 files:

NKL.GR2
NKL_FX.GR2
NKL_LOD.GR2

cloned the NLL.MASM file and renamed it NKL.MASM. Edited it to point to the NKL file (data\Sea\NKL\NKL_FX.GR2)

Edited NKL.cfg (3DModelFileName=data/Sea/NKL/NKL)

cloned the NLL_AOxx.dds files and renamed them to NKL_AOxx.dds

cloned the NLL_shp.dds file and renamed it NKL.dds

made copies of the following dds files:
Ship_T02.dds (renamed to Ship_T92.dds)
Ship_hull_T03 (renamed to Ship_hull_T93.dds)

hex edited all the GR2 files with the following changes:
every reference to Ship_T02.dds was changed to Ship_T92.dds
every reference to Ship_hull_T03.dds was changed to Ship_hull_T93.dds
every reference to NLL_AO01 was changed to NKL_AO01

:|\\

Had all that as well, except for the Ship_hull_T03 (At least I know I was on the right track :)). Would that cause it not to show :06:.
By the NLL.MASM file do you mean NLL.lst as I don't have a NLL.MASM in the folder or is this located elsewhere, which I pointed to (data\Sea\NKL\NKL_FX.GR2) :06:

EDIT: Sorry just noticed you said all GR2 files I only did the Lod.gr2. That explains it.


All times are GMT -5. The time now is 01:10 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.