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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 Polygonal bodies don't look fine, their graphics is really outdated.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?
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I'd wait for the release of U-Boot_HAHD.
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When will be released?
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When it's done. :sunny:
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@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GWX alone is getting outdated more and more with every day :) when it went gold my JSGME had only few additional mods enabled, which didn't made in time prior release.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. |
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. |
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 :(
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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? |
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.
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I guess there is room for improvement there. :hmmm: |
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I wonder if OLC knows about it ? |
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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. |
"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... |
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. |
Oh heck, just had to test it. Yep, that was it.
http://img811.imageshack.us/img811/9...326903072l.jpg |
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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: |
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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: |
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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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