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Been really sick the last past days, so i am home sick from work and all that, feeling a bit better so i thought I have a go at modifying the "hat" model for the officers. I got a lot of help from "DivingDuck" so far. But ran into some "texture" probs. http://i10.photobucket.com/albums/a1...ainCox/HAT.jpg
As you can see the "tweaked" model loads ok, but all the textures are gone. I basically just loaded the model using Pack3D in to 3DS MAX and tweaked it and saved using the same settings as I did the rocks (further up in this thread) Any ideas guys? |
Moin CC,
welcome to the world of TMAP. :damn: I didnīt check the rocks you made. But they most probably donīt use the TMAP. But everything else in SHIV is using this damn section. SHIII used it for u-boat interiors only, and I could avoid problems by just changing the vertex positions (hinges, periscope, hatch) without touching the number of vertices, triangles or faces. I just hex edited the changed vertex data into the *.dat. Thus all other information, such as TMAP, remained valid. And thatīs the reason for not opening other hatches until now. Regards, DD |
Ahhh...crap!. Ok I will read up on that Hexedit tut from privateer...been avoiding it until now. Will fiddle with it. Cheers man!
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Looks nice for now, CaptainCox! :) Good work :up: Hope you'll get better!
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Can anyone help me on my Bismarck/Nelson mod?
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http://www.subsim.com/radioroom/show...23&postcount=8
:o :o :o :o :o No idea what happend there!...no...idea! |
(nothing), accidently press the reply button.
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@DD could you please elaborate a bit more on this.
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and i can't really grasp what i am looking for here. Cheers. |
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Cheers! |
Ahhhh!, Cheers!. Will give that a go.
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01 00 00 00 65 00 00 00.....data block type 1/101 DD 74 25 DF CB 14 B4 76....IDs node 0E 00 00 00......................number of objectīs vertices (14) .....168 bytes of vertex data, 12 bytes per vertex (4x, 4y, 4z) 0C 00 00 00......................number of objectīs triangles (12) .....156 bytes of triangle data, 13 bytes per triangle 19 00 00 00......................number of texture coords (25) .....200 bytes for texture coords, 8bytes per coord 54 4D 41 50.....................TMAP .....01.............................number of TMAPs .....02.............................type of TMAP ..........72 bytes of TMAP data (periods just serve as placeholders) Regards, DD |
WOW! nice one man. Will give me something to chew on here :p.
Cheers!:up: |
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