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-   -   [REQ] Interim cloned merchant shipping (https://www.subsim.com/radioroom/showthread.php?t=165919)

wamphyri 03-29-10 05:25 AM

Quote:

Originally Posted by elanaiba (Post 1338832)
The difference between SH4 and 5 is that in 5 many of the ships use more than one texture for the diffuse maps.

Those can be found in SilentHunter5\data\Textures\TNormal\tex

For example, Black Swan Sloops uses the following textures:
  • ship_T02.dds
  • ship_N02.dds
  • ship_hull_T02.dds
  • ship_hull_N02.dds
Beware! Some of them are shared between multiple ships, which means changing it for one ship changes it for the others too. Normally you wouldn't need to do it, can change just the Ambient occlusion texture as we did for many ships in the game.

If you really must, make a copy of each texture you need to modify and add a suffix to it - for example

  • ship_T02blue.dds
  • ship_N02blue.dds
Then all you need to do is add the following in the roster file:

[Texture 2]
TextureName=*blue.dds

Check Northampton, Brooklyn and the AMC version of Rawalpindi for reference.

Awesome Dan thanks. That solves one mystery. Now I have to ask if we can get the sh4 ships to show their normal and occlusion maps also?

tater 03-29-10 01:34 PM

Then it's just a path thing, no?

You import a SH4 ship, and put the textures where you expected them to belong, and the default path is really SilentHunter5\data\Textures\TNormal\tex

instead of SilentHunter5\data\Sea\Ship_name

?

You might try importing the SH4 ship, and (pick one with a name unused by SH5 for simplicity) throw the textures (including the o-map) in SilentHunter5\data\Textures\TNormal\tex and see what happens.

That would be what I'd try first.

wamphyri 03-29-10 01:42 PM

I tried that before I posted the thanks to dan. No luck :wah:

Madox58 03-29-10 05:05 PM

You need to enable explicit texture in the dat and name it to the texture
you want.
But do not implant it!
Place the texture in the tex folder.
For the 8/0 Node name it seems pretty much anything will work.
But I suggest cfg#TXRStructuri
as that is found in the Granny files and we may as well get a system standard set.

Then try the stuff Dan suggested.

coronas 04-09-10 07:44 AM

I found this texturing tutorial about AoE:
How make a bumpmap
http://www.ne.elpea.net/forum/viewtopic.php?t=505

rascal101 04-09-10 08:54 AM

HI to you and thanks for joining in this discussion,
 
HI to you and thanks for joining in this discussion, forgive me if I am stating the obvious but are you one of the dev team -

If so I wonder if you can provide some hints or ideas as to how to modify the game to offer more diversity or improve game play


Best Regards

Rascal

Quote:

Originally Posted by elanaiba (Post 1331402)
Conspiracy Theory?!

I don't know where sergbutto asked but there was no intention to make SH3/4 modded vessels hard to import. The change to .gr2 format is just a problem of technology advance that we needed. We had TONS of issues with the old format and exporter.

Adding new ships should be easier - work in a modelling tool as its normal instead of hacking existing ships. This was one of the things we aimed - to allow people to freely add new ships/objects.

Its just that people are used to having this or that ship and of course if they worked, it would have been great.

Agree that the merchants selection is poor, and that is partly my fault.


Madox58 04-09-10 03:04 PM

It's pretty simple to make the Normals and Ambient Occlusion Textures.
The problem right now is the Game won't use them from a dat.
I really do not believe that will be a problem for long.

I can see one of 2 things happening soon.

1. The Engine is adapted to use them
2. Some kind of adjustment to the Granny system that would allow
them to release a way to import to the GR2 files.
Much like NeverWinters, EVE, and others did.

Madox58 04-10-10 06:14 PM

In the interm, adding a very good Alph channel to
the main dds file does wonders.

It is not time to give up Guys.
Work the files.
Or have you given up?
:hmmm:

bigboywooly 04-10-10 07:12 PM

Yeah they can look pretty
but
Have no damage model :damn:
So you cant sink one even if you get the thing ingame
Which is simple

http://i60.photobucket.com/albums/h2.../NFBoat4-2.jpg

Madox58 04-10-10 07:44 PM

I pretty sure I know how to fix the damage model stuff.
I need to finish some tests on our "Secret Project".
But it looks good so far.

I just hate seeing all the other Guys giveing up.
:nope:

bigboywooly 04-10-10 08:12 PM

Pretty sure they havent
I guess most are waiting to see what santa brings in his patch
What it fixes - and breaks
Am sure will be a flood of posts after thats released
Pretty quiet on the whole in here since was announced

wamphyri 04-10-10 08:29 PM

Could you point me to a tutorial about adding an alpha channel that would look good. I'm not much of a graphics guy. Maybe I'll work on getting the damage model working.

Madox58 04-10-10 08:51 PM

I'll dig out some info I think I still have from Ichneumon.
He was, and remains to this day,
the best I've ever seen at doing Alpha stuff for SH.
Bar none!

wamphyri 04-10-10 09:31 PM

this damage model is being a Willey little creature. Everything I see between sh4 and sh5 should have it working... there's probably something really small and simple just like getting sh4 ship textures to work.

Madox58 04-10-10 09:54 PM

There is a few things missing.
Open a ships GR2 file with Granny Viewer.
(You do have that right?)
Notice there is a dmg object for stock SH5 Units?
Also shows in Goblin.
We need to put same in SH4/3 converts.
This is for damages to show on a hit.
The damages from old zon files will not connect until you run
everything through Goblin.
It's a PITA to do, but it works.
Same with the sim file.
You must rebuild through Goblin.
It's again, a PITA to use Goblin but it does work.

If I have one thing I'd bitch about?
It's the lack of instructions for Goblin.
So if the Devs are watching?
Give us a guide PLEASE!


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