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-   -   [TEC] Adding/Importing new units / SH5 Damage/collision models (https://www.subsim.com/radioroom/showthread.php?t=182667)

TheDarkWraith 11-02-11 11:00 AM

Quote:

Originally Posted by TheBeast (Post 1778916)
Well hopefully, the work you have been doing with 3D Studeo and Reading GR2 files. You will be able to take a existing GR2 Model and replace the internal Gr2 3D Model with a new 3D Model and specify new Textures in the GR2 as well.

Does a 3D Model contain AO, UV Map info?:06: Haven't really dug that deep with Hex Editor yet.

A GR2 file is highly customizable (and it's this high level of customization that is causing me grief with the app). It can include a multitude of items. You could have 3 texture channels if you wanted it. If you use GrannyViewer to view a GR2 file it will show you everything you could want to know about it. Most of the VertexData for SH5 has two texture channels - one for the texture (UV) and the second for the AO. The GR2 file doesn't use specific names for each texture channel. They seem to be able to be called anything. I've seen MaxChannel 1 and 2, AdditionalChannel 1 and 2, etc.

Come to think about it I need to add a renderer for the texture channels in the app so one can see them in a 2D image :yep:

My app will spit out a TON of debug output that will tell you where it found/read everything. You can use this output to go directly to that place in file and make changes if you wish. I haven't added the ability to edit that data from the app yet.

Rongel 11-02-11 12:49 PM

Quote:

I am using the Merchant Ships added from the OH II v1.4 MOD.
Are they current?:06::timeout:
There is a patch to OH II 1.4 in the first page of the OH thread, it upgrades the ships too :DL

zachanscom 09-26-12 06:43 PM

Quote:

Originally Posted by Rongel (Post 1759259)
Okay, next version of OH II full (1.4) will have a new Rongel Small Split Freighter ship that doesn't use the "Unified render controller", it's rendered with SH 5 bump map controller. There are currently some good things about it and there are some bad things that I know off.

Plus :DL

-Flag doesn't cause freezing (flag will only freeze if other ship causes it first)
-Dynamic lighting that looks more like SH 5
-Guns and equiptment are rendered correctly

Minus :nope:

-No caustics
-No bump map (currently I have to choose between occlusion map and bump map)

Can't say yet about performance, didn't notice difference myself. This ship creates also reflections in the water. Uekel figured that one out, I just followed his example, credit goes to Uekel :DL

Please remember that this is basicly a test, somethings may improve further. I hope that the big guys will make it possible to use new GR2 ships in the future, untill then we must accept some compromises.

you can set the occlusion map as a transparent layer directly over the diffuse texture and just use the bump map.

gimp can do it using color to alpha, photoshop does it with a plugin called alpha works to create the transparency.

gap 09-26-12 06:58 PM

Quote:

Originally Posted by zachanscom (Post 1940037)
you can set the occlusion map as a transparent layer directly over the diffuse texture and just use the bump map.

gimp can do it using color to alpha, photoshop does it with a plugin called alpha works to create the transparency.

Thank you for the info. :up:
Do you mean an alpha channel or what?

Anyway, don't forget that dat units are not fully compatible with SH5 gfx engine, since this game was designed over the GR2 format.

It is to say that what works in SHIV, doesn't necessarily work in SH5, as far as dat units are concerned. The only way to know if some setting is going to work, is to test it in game.

zachanscom 09-26-12 09:47 PM

not the alpha channel of the texture, but a feature to change the white pixels of the occlusion map transparent then overlay the translucent occlusion map directly onto the ship's texture.

kevinsue 09-24-16 08:37 PM

It's a shame that some of these old but very informative threads get lost over time and only found by stumbling across them by accident. :hmmm:

gap 09-25-16 08:33 AM

Quote:

Originally Posted by kevinsue (Post 2436973)
It's a shame that some of these old but very informative threads get lost over time and only found by stumbling across them by accident. :hmmm:

The whole concept of importing dat unis in game is now outdated by the new possibilities opened by GR2 Editor and especially by the RAD tools, if we manage gathering enough money. We must also consider that, as noted many times by me, and more recently by Vecko, the usage of dat-stored objects in game is, at least, contriversial, as the spawning of many of these objects, especially near land, might be the cause of some unexplained ctd's.
I nonetheless agree with you that the content of this thread is still extremely instructive. :up:

vdr1981 09-25-16 02:33 PM

I just can't get to rid of texture problem when unit is damage for this particular ship....It's the Sub Depot form SH4...:hmmm:

http://s6.postimg.org/x1sc8ii9d/SH5_...5_21_30_02.jpg

Jeff-Groves 09-25-16 03:02 PM

If you send me a link to Download that Unit I can look at it for you.
Something don't look right with the texture mapping.

vdr1981 09-25-16 03:45 PM

Quote:

Originally Posted by Jeff-Groves (Post 2437102)
If you send me a link to Download that Unit I can look at it for you.
Something don't look right with the texture mapping.

Much appreciated Jeff !:up:

You will find in the archive two ships with the same problem...Tell me if you want test mission too...:yep:

https://www.mediafire.com/?yzadq5dq2rdck4i

gap 09-25-16 03:55 PM

I am pretty sure that the same used to happen with the first import of the torpedo boat by TDW (which, on turn, was the first dat unit ever imported in SH5). I don't remember what was the fix, but if memory serves me well, there was a controller in SHIII-IV which controlled the rendering of 2D "hole" decalcs on damaged units. This controller is unsupported in SH5 and might cause the messing up of textures when units are damaged. The removal of the said controller might solve the issue. :hmmm:

Jeff-Groves 09-25-16 04:05 PM

Got the package. Looking at them now.

Jeff-Groves 09-25-16 04:28 PM

SH3 had that controller. SH4 does it totally different.

Yes send me your test mission and I'll load SH5 back on my system.

And gap. Your wrong about the first dat file in SH5.

Check the date.

https://www.youtube.com/watch?v=H276...wezuVg1LbUkv8w

The fix I believe is to import a 3d damage object. (been awhile since I've done anything with SH5)
We all know the Unifiedrender stuff is whacked.
Send me a ship that does not have this problem so I can compare them.

vdr1981 09-25-16 04:47 PM

Quote:

Originally Posted by Jeff-Groves (Post 2437124)
SH3 had that controller. SH4 does it totally different.

Yes send me your test mission and I'll load SH5 back on my system.

And gap. Your wrong about the first dat file in SH5.

Check the date.

https://www.youtube.com/watch?v=H276...wezuVg1LbUkv8w

The fix I believe is to import a 3d damage object. (been awhile since I've done anything with SH5)
We all know the Unifiedrender stuff is whacked.
Send me a ship that does not have this problem so I can compare them.

These are OK, single mission included with all units both good and bad...
https://www.mediafire.com/?3nojzqas8p6aimo

You can merge two mods...

gap 09-25-16 04:47 PM

Quote:

Originally Posted by Jeff-Groves (Post 2437124)
SH3 had that controller. SH4 does it totally different.

Good to know :up:

Quote:

Originally Posted by Jeff-Groves (Post 2437124)
And gap. Your wrong about the first dat file in SH5.

Check the date.

https://www.youtube.com/watch?v=H276...wezuVg1LbUkv8w

You are right mate, sorry, I had totally forgot about that proof of concept by you :oops:
I should have said "the first dat unit ever released for SH5" :03:

Quote:

Originally Posted by Jeff-Groves (Post 2437124)
The fix I believe is to import a 3d damage object. (been awhile since I've done anything with SH5)...

Me to, I am just going by memory, but at first glance I think that that chunk #141: DMG_Sub_Depot_Ship shouldn't be there :hmmm:


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