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-   -   The best crew graphics mod (https://www.subsim.com/radioroom/showthread.php?t=191533)

jaxa 01-14-12 05:05 PM

The best crew graphics mod
 
SH3/GWX is superb pack even this time, but one thing irritates me - awful crew graphics. Polygonal bodies don't look fine, their graphics is really outdated. I'd like to change it. Which crew graphics mod do you recommend to use? Is it possible to transfer crew graphics from SH4 to SH3/GWX or not?

Schwieger 01-14-12 05:34 PM

I'd wait for the release of U-Boot_HAHD.

Sepp von Ch. 01-14-12 05:44 PM

When will be released?

Victor Schutze 01-14-12 05:51 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1821349)
When will be released?

No idea. :D

Sailor Steve 01-14-12 07:50 PM

When it's done. :sunny:

PapaKilo 01-15-12 09:49 AM

@jaxa

GWX alone is getting outdated more and more with every day :)
when it went gold my JSGME had only few additional mods enabled, which didn't made in time prior release. Now I have to make screenshot of additional JSGME mods and save it to HDD, because I know I'm gonna forget the right order while placing them the next time I reinstall GWX.

jaxa 01-15-12 10:18 AM

You have right PapaKilo, I do exactly the same :DL
It's old game, but there is no erzac for it. For this reason I'm looking for the best crew graphics mod.

PapaKilo 01-15-12 10:27 AM

I was satisfied with graphics when someone introduced the resolution fix for standard 5:4 monitors. However when I switched to widescreen monitor I have to live again with not very clean graphics :(

jaxa 01-15-12 10:38 AM

I've checked some graphics mods available at this forum or founded somewhere on my HDD and surprisingly stock GWX crew looks imho the best :hmmm:
Could you give a proposal of crew graphics mod used by you for tests?

PapaKilo 01-15-12 10:42 AM

All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.

Victor Schutze 01-15-12 11:08 AM

Quote:

Originally Posted by PapaKilo (Post 1821649)
All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.

I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.

I guess there is room for improvement there. :hmmm:

PapaKilo 01-15-12 11:15 AM

Quote:

Originally Posted by Victor Schutze (Post 1821661)
I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.

I guess there is room for improvement there. :hmmm:

Yeah this is truth, somehow hands still has this glow a bit.
I wonder if OLC knows about it ?

Anvart 01-17-12 02:03 AM

Quote:

Originally Posted by PapaKilo (Post 1821649)
...
IIRC GWX watch crew still had that weird glow.

Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?

PapaKilo 01-17-12 03:12 AM

Quote:

Originally Posted by Anvart (Post 1822645)
Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?

You should know better, I'm really a noob in tech parameters :)

IIRC GWX completly removed stock ocean glow at night, but the crew on bridge were still glowing ?

OLCG2 almost removes the crew glow, only the hands still has that slight pink brightness left.

Anvart 01-18-12 05:25 AM

"ocean glow at night", as you said, is determined by the parameters of the environment in EnvColors_ *. dat and scene.dat.
"body/hands glow", as you said, is determined by the parameters of the controller ConfigureBumpMap in Turm*_hd.dat and Emissive parameter in material of the body in body01.dat/body2.dat (look pic.):

http://img853.imageshack.us/img853/5684/bodymat.jpg

Use S3D program for looking and editing Emissive parameter...

Kafka BC 01-18-12 08:45 AM

Hmmmm. :hmmm:

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.

http://img17.imageshack.us/img17/249...326888188l.jpg

Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.

Kafka BC 01-18-12 11:42 AM

Oh heck, just had to test it. Yep, that was it.

http://img811.imageshack.us/img811/9...326903072l.jpg

Kafka BC 01-18-12 12:30 PM

Quote:

Originally Posted by diluvian (Post 1823511)
never had the problem myself, gloves :]

It only happened at night.

Thanks for the links to the mods, I just downloaded and will try them out. :up:
A quick look at them shows me that Venatore did the same as what I just done and upped the Diffuse color in the *.dat files, as well as the Emissive values.

Regards :salute:

Victor Schutze 01-18-12 12:41 PM

Quote:

Originally Posted by Kafka BC (Post 1823405)
Hmmmm. :hmmm:

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.

http://img17.imageshack.us/img17/249...326888188l.jpg

Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.


Yes, this is the opposite problem for me: heads are darken, hands are shining.

What software/files combination do you use to modify these values again? :06:

Kafka BC 01-18-12 01:29 PM

Quote:

Originally Posted by Victor Schutze (Post 1823542)
Yes, this is the opposite problem for me: heads are darken, hands are shining.

What software/files combination do you use to modify these values again? :06:

I used skwas' S3D and changed the Diffuse color for the *.tga files in the Body01.dat and Body02.dat files from 149; 149; 149 to 255; 255; 255, the same as in the heads *.dat files so they matched. I left the other settings unchanged. The setting in my above post are the original stock settings.

You may have to check all the body and head *.dat files to check thier Diffuse color and Emissive settings and and adjust to match. Remember to backup the originals or set copies up as a mod for JSGME like I did. You don't need to copy the *tga or other files if you do this, just the *.dat files and folder structure.

Hope that helps.


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