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)
-   -   SH3/4 ships for SH5 (https://www.subsim.com/radioroom/showthread.php?t=174200)

Krauter 08-29-10 11:32 PM

Meaning that they're indestructible? Or just don't show damage?

TheDarkWraith 08-29-10 11:38 PM

Quote:

Originally Posted by Krauter (Post 1480742)
Meaning that they're indestructible? Or just don't show damage?

indestructible...shells fly right through them :nope:

THE_MASK 08-30-10 12:20 AM

Quote:

Originally Posted by TheDarkWraith (Post 1480746)
indestructible...shells fly right through them :nope:

Ever notice water doesnt slow shells down either .

reaper7 08-30-10 12:02 PM

Quote:

Originally Posted by TheDarkWraith (Post 1480589)
did you tell it to point to the NKL folder?

I'm sure I did, will recheck all the gr2 files in case I missed one. :03:

Quote:

Originally Posted by privateer (Post 1480625)
To get granny viewer to show the textures, you build a virtual path
to match what is in the GR2.
So if it's E://whatever/onandon/texture.dds

Create that path.
I use an external HD that is E: so I created the many paths and moved the textures to them.

Thanks privateer for posting the info. :up:

Quote:

Originally Posted by tater (Post 1480700)
reaper, could you make the base texture at lower res, then make a "decal" for things like the badge a couple pages up? It would be pretty trivial in SH4 to make a dat with a series of custom-built decals, then call them in the EQP file for the ship. dunno if SH5 uses a similar paradigm.

The tiny decal could then use an entire texture to itself.

Can you explain in detail what you mean, afraid my knowlege in this avenu is limited. :D.

tater 08-30-10 12:25 PM

reaper, my point was that if the huge textures are only required for a couple tiny details, and it is a problem with large numbers of ships, you might make a 3d object that is a couple triangles (or 10, whatever) It would be the exact shape of the bit of the ship in question. You could place it in the ship's dat (he same way the funnel is), and it has it's own texture that it does not share. The base texture could then be lower res.

Alternately, you can place objects like this in a separate dat (in SH4, anyway), then place it with a node and the eqp file.

reaper7 08-30-10 02:25 PM

Quote:

Originally Posted by tater (Post 1481080)
reaper, my point was that if the huge textures are only required for a couple tiny details, and it is a problem with large numbers of ships, you might make a 3d object that is a couple triangles (or 10, whatever) It would be the exact shape of the bit of the ship in question. You could place it in the ship's dat (he same way the funnel is), and it has it's own texture that it does not share. The base texture could then be lower res.

Alternately, you can place objects like this in a separate dat (in SH4, anyway), then place it with a node and the eqp file.

Ah ok thanks, don't think its possible yet with the GR2 files. Though it is being worked on at the moment. :03:

TheDarkWraith 08-30-10 02:43 PM

Quote:

Originally Posted by reaper7 (Post 1481163)
Ah ok thanks, don't think its possible yet with the GR2 files. Though it is being worked on at the moment. :03:

it's possible to do. You'll need to use Privateer's exporter to export all the 3D meshes. Then use a 3D modelling program to extract a small portion of the bow for the decal. That small portion will be put into a DAT file for rendering. A new eqp entry will be made for the decal so user can equip it or not. The decal will be overridable by placing a new .dds with the same name in \data\Textures\TNormal\tex

reaper7 08-30-10 03:28 PM

Quote:

Originally Posted by TheDarkWraith (Post 1481182)
it's possible to do. You'll need to use Privateer's exporter to export all the 3D meshes. Then use a 3D modelling program to extract a small portion of the bow for the decal. That small portion will be put into a DAT file for rendering. A new eqp entry will be made for the decal so user can equip it or not. The decal will be overridable by placing a new .dds with the same name in \data\Textures\TNormal\tex

So it is possible to add new items into the GR2 files, Interesting :hmmm: will have a look at that, but it may go over my head a bit.
Furtest I went in modelling is AutoCad, but maybe I'll give it a shot.
Been thinking about it and if I just use the first Normal Map AO01.dds for each ships files sive wouldn't be to big an issue.
Tried a test mission in game with 20 of the textures and normal maps I made with no apparent effect on the system :DL.

Now I've been trying to get the game to apply different skins to the model with little sccuess.
Roster seems to be partly used but not properly as expected.
For example the KL Clone (Large Steamer)

I have set up its Roster cfg as follows for the Texture and Light map.

Code:

[UnitClass]
ClassName=KL
UnitType=102
AppearanceDate=19300101
DisappearanceDate=19470101
DisplayName=US Large Merchant (ProxY)
 
[Texture 1]
TextureName=data/Textures/TNormal/tex/ship_hull_T91.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1
 
[Texture 2]
TextureName=data/Textures/TNormal/tex/ship_hull_T92.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1
 
[Texture 3]
TextureName=data/Textures/TNormal/tex/ship_T93.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1
[Unit 1]
Name=Unidentified Large Steamer
DOC=19300101
DOD=19470101
 
; ************ THE END *************

Now if I start the mission all 20 ships display the [Texture 1] skin.
Frequency is set at 1, so all should have the same random chance of displaying.
If i set the last one at 2 (Twice the chance to display) and the rest at 1 the 20 ships ingame dispaly that skin. :nope:
There appears to be no random ships applied with different skins.
Any idea's on what needs changing here or elsewhere?

SteelViking 08-30-10 03:39 PM

Reaper, I have never really worked with the ship roster, but something occurred to me right away. Perhaps the frequency value is actually meant to be a percentage. In that case, the way you have that set up would tell the game to make each texture show up 100% of the time, so it probably just chooses the first one in the line. You could try setting them each to 0.33. Again, this a complete guess, and I am most likely wrong.

reaper7 08-30-10 03:43 PM

Quote:

Originally Posted by SteelViking (Post 1481253)
Reaper, I have never really worked with the ship roster, but something occurred to me right away. Perhaps the frequency value is actually meant to be a percentage. In that case, the way you have that set up would tell the game to make each texture show up 100% of the time, so it probably just chooses the first one in the line. You could try setting them each to 0.33. Again, this a complete guess, and I am most likely wrong.

It's worth giving it a shot. Fingers crossed, If I can get random skins assigned using the roster would make things a lot easier and small in size.
Also then I could assign skins to different time periods etc. :up:


EDIT: Tried the 0.33 value and still the same. All ships used the skin in the first entry. :(

Madox58 08-30-10 05:38 PM

Look at the NAGC_C2Appalachian
It has several textures in it's folder and uses those.
It has no pointers to them in it's Roster file.

Place several of them in a test mission and see if they use different skins.

SteelViking 08-30-10 06:42 PM

Quote:

Originally Posted by reaper7 (Post 1481258)
It's worth giving it a shot. Fingers crossed, If I can get random skins assigned using the roster would make things a lot easier and small in size.
Also then I could assign skins to different time periods etc. :up:


EDIT: Tried the 0.33 value and still the same. All ships used the skin in the first entry. :(

Darn, I figured it was a long shot, but at least worth a try. If the test that Privateer just suggested fails, we may be looking at a totally broken mechanism in the game.:damn:

tater 08-30-10 10:15 PM

This sounds like SH4.

First, the frequency does nothing. Dan told us that. It was a great idea, but not turned on (least in SH4).

Second, in scripted missions, the skins tend to grab the first one, and they always show the same skin as the first time you run the mission. To test, make a RANDOM group, then they show fine.

BTW, go into the mission file with a text editor and set the DelayMin and DelayMinInterv to 1. Then the group will spanw right away. Put the player sub outside 20nm so they spawn.

reaper7 08-31-10 12:24 PM

Quote:

Originally Posted by privateer (Post 1481346)
Look at the NAGC_C2Appalachian
It has several textures in it's folder and uses those.
It has no pointers to them in it's Roster file.

Place several of them in a test mission and see if they use different skins.

Quote:

Originally Posted by tater (Post 1481502)
This sounds like SH4.

First, the frequency does nothing. Dan told us that. It was a great idea, but not turned on (least in SH4).

Second, in scripted missions, the skins tend to grab the first one, and they always show the same skin as the first time you run the mission. To test, make a RANDOM group, then they show fine.

BTW, go into the mission file with a text editor and set the DelayMin and DelayMinInterv to 1. Then the group will spanw right away. Put the player sub outside 20nm so they spawn.

Thanks guys that explains alot :yeah:.
Will give it another shot see what the outcome is.

@Privater regarding the textures for the are you refering to the NAGC_C2Appalachian_AO01/2/3.dds files. Don't see any Skin textures in the folder.

tater 08-31-10 12:28 PM

Remember when setting up the group to assign cfg dates to the ships.

For testing, you might have each texture in a specific date range, then place 4 ships (or whatever) with the cfgdate set to hit each range.


All times are GMT -5. The time now is 06:25 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.