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Multiple ship skins
Multiple ship skins are a new addition in the GW mod right? :-?
Either way, I noticed this nifty feature recently and have started making more skin variations of my own. But do all ships have this feature? I notice that a lot of ships do not have any skin files in their folders, I've only been adding to the one's that have. Can these other ships be multi-skinned too? |
Sergbuto made the C3 and a lot of the destroyers multi-skinned, but many ships in the game can use only one skin. All capital warships, many destroyers (including US ones), the LST, and the four coastal craft are this way. The .dat file needs to be edited - Sergbuto no longer has time to do the rest. I was going to try, but I don't have time for the next two weeks and didn't really understand the instructions I received. Maybe someone who has time could post more detailed instructions here in a thread (with screenshots - a picture is worth a thousand words). It is a great mod idea. :hmm:
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Could you send me sergbuto's instructions? I'm willing to have a crack at it.
Question for everyone: I've been looking for photos of the River Destroyer Escort, but am having no luck... has such a ship ever even existed? The closest thing I could find was a River frigate, but looks more like a black swan or a longer flower... |
This is what Sergbuto wrote:
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EDIT: I do know about the last part, about putting properly named textures in the ship's folder, obviously. :lol: |
Ok, so I know nothing about hex editing... but I downloaded a hex editor and tried to find what serbuto was on about.
Basically from what I can gather, the references to the tga texture files in the dat file have been replaced by the cfg#TXR section. For example the flower corvette would once have been NCO_Flower512.tga and it now loks something like cfg#TXR_NCO_Flower... I tried replacing this in the same fashion for the black swan, but the only results I got was a transparent looking radar (I must have damaged a little something)... and the correctly named and numbered tga's did not work. I also notice that the multi-skinned ships dat files don't actually contain the (hull texture)tga file anymore, whereas the edited black swan i did still contained the texture file... so I obviously don't know what I'm doing. I still don't know what exactly he meant by "replace sections with identificators 02, 03, and 08 with the cfg#TXR_ section"... I can find only two parts in any given multi-skinned .dat that start with cfg#TXR. |
There was also an explanation of the .dat file format by lurbz which has been posted here a few times - you should do a search for it. However, some parts seem vague and there was a lot of stuff he hadn't figured out yet (the explanation was written a long time ago, even before Pack3d).
Actually, rather than making you search, here it is. :) Quote:
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How to extract .tga file
http://img208.imageshack.us/img208/6089/a002b9qy.jpg http://img212.imageshack.us/img212/8959/a003b3le.jpg http://img212.imageshack.us/img212/7013/a004b0wz.jpg For example: http://img132.imageshack.us/img132/2842/a0053lq.jpg Clik OK and this is the result http://img514.imageshack.us/img514/144/a0076xq.jpg Now http://img525.imageshack.us/img525/3257/a008b3fz.jpg Now search again http://img473.imageshack.us/img473/1238/a009b3kg.jpg Arrived here http://img490.imageshack.us/img490/4431/a010b8dq.jpg Now if the work is good, you can copy this block, all this byte in a new file and save this, with extension: Ex. Miofile.tga A- Now you can open with a Photo editor. B- Now you can delete this block and change the text srting in Hex editor. refer to Pack3d for search string and write cfg#txr... it still follows ... I will explain other that serves... BEST REGARDS UBOAT234 |
I think it is starting to make sense to me. :D I can try this on Saturday - maybe I will try it today if I have time. Thanks a lot UBOAT234, this is a lot of help indeed. :up:
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OK, I've almost got it. There is only one part I do not understand, and that is how to find the beginning of the value for the .tga. Here is a screenshot (I am using the Tugboat).
Would I start counting 12 bytes after the highlighted 61? http://img140.imageshack.us/img140/6316/natftga2vs.jpg EDIT: Is this the section I would copy into a new file and then delete? I need a little more help before I finish this. I hope to get this done soon, as I have to study for an exam tonight. If anyone can help a little more, please do so soon. http://img209.imageshack.us/img209/9191/natftga27ah.jpg |
I just extracted the section indicated in my last screenshot and tried to open it with ArcSoft Photo Studio (which DOES open .tga's). However, it won't open the new file - I get a message stating that the file format is invalid or not supported. What have I done wrong? :oops:
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With calm...
why I am not "good" with English and it serves to me of the time. But this evening is successful multitexture :sunny: I have render the KGeorgeV multitexture. And second, I have added new node, where it does not exist, Ex. I have only M01 and M02, added M03 and M04 is successful! In another message I have communicated that I have added objects with zones in zon. then other... however I have other news. Then I explain. Now I test for in order not to say not true things. Ok? I test and after compose the screenshot. The memory is necessary much time, why some things not well. I have made in speed. Have in this day, download a software for create a videoclip. Now I test and after I share a suite of tutorial. And... in this hour it is night here and I as soon as have ended to work. Rest the grey cells and public the screenshot tomorrow. Soon. AG124 here: bref 1) http://img230.imageshack.us/img230/8410/a008b22xj.jpg 2) http://img236.imageshack.us/img236/8624/a010b28op.jpg BEST REGARDS UBOAT234 |
Hi, All.
TGA dataBlock structura: 03 00 00 00 - 4 bytes ... dataBlock Type next 00 00 00 00 - 4 bytes ... dataBlock SubType or variant next 2C 00 10 00 - 4 bytes ... dataSize or TGA File Size = 1 048 620 bytes next ... TGA File: 12 bytes TGA header next 00 02 - 2 bytes ... TGA width = 512 pix next 00 02 - 2 bytes ... TGA height = 512 pix next 20 - 1 byte ... TGA Color Depth = 32 bit next TGA body next 2E 00 - End of TGA File Anvart |
EDIT: This post was made before I saw that last one.
OK. That;s actually very clear - I can see exactly what you mean. :yep: That is now no longer my problem. I made a mistake the first time - it appears that I should be looking NATF.tga instead of NATF_Complete.tga. But there are two NATF'tga's one with an address of 00015D71 and one with an address of 00295EEF. The second one has the TRUEVISION-XFILE entry very close above it. This is the one pictured in my last screenshot, and it is the one which I used. This is a list of the steps which I took: I selected NATF.tga. http://img133.imageshack.us/img133/1677/014im.jpg Then I counted out the 12 bytes+1 which I would need to find the start of the .tga. They are highlighted below. The last zero is the presumed beginning of the .tga. http://img133.imageshack.us/img133/2370/026im.jpg Next, I found TRUEVISION-XFILE. http://img133.imageshack.us/img133/6769/030cy.jpg And selected the .tga exactly as you pointed out. :yep: http://img146.imageshack.us/img146/3282/044ui.jpg I then pasted the selection in a new .dat file, and saved it with a .tga extension...and then couldn't open it. http://img136.imageshack.us/img136/3267/057vf.jpg And there lies my problem. I actually don't seem to have any trouble following any of your instructions - I understand you perfectly. Maybe the Tugboat/NATF is different than the rest? Also, if I deleted the hightlighted section, I know I should add NATF_xx, but how and where exactly should I add it? |
AG124,
you don't right. Anvart |
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Here's where I think my problem is - I don't know which instance of each search to use. With both the KGV and Tugboat, there are two texture names in the .dat file - one near the top, and one further down shortly after the TRUEVISION-XFILE. There also appear to be three TRUEVISION-XFILE's.
From your screenshots, it appears as if you are using the first .tga reference and the last truevision. I have been using two in the center that were very close together. It looks as if I was using a much smaller part of the .dat file than I should hav been - my extracted .tga was only 1 KB. Is this my problem - should I use these other entries? I am going to give it a shot now... And if I do have to select that huge block, what is the quickest way to do it? It seems to be taking a long time. :-? |
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Hi, I want to help hoping that a day aids you then me :up: You copy the block mistaken. The process is complex, but very simple if you execute step by step, what I have written before. I want arrive to: multitexture ship ok? For first you must comprise other. However, when search the first reference, point in this and remember the popsition. Ex. in case of NATF; Open NATF.dat in hex and in Pack3d http://img217.imageshack.us/img217/7945/b0012uv.jpg Point just like in up screenshot (I have evidenced in bleu) to right you see: id A8825854E53810A9B This is the first id, of the first image .tga. It remembers this why then it will serve. Write or copy in notepad or other. ----- http://img83.imageshack.us/img83/4240/b0024hz.jpg Like before. This is the second id, (I have evidenced in bleu), but always of the first image .tga. It remembers this why then it will serve. Write or copy in notepad or other, and write what is. http://img142.imageshack.us/img142/4369/b0034ma.jpg Now copy this name, see the screenshot up, and serach this in editor hex. http://img20.imageshack.us/img20/4857/b0040aa.jpg Hour you can see where it is the point like I have indicated before in my screenshot. ----- http://img83.imageshack.us/img83/5808/b0050ja.jpg Here is the point, byte, where start tga file. Down in the Data Inspector you can see the offset of this byte. Now without to touch nothing other, you must find the end. http://img129.imageshack.us/img129/6563/b0064yu.jpg In this screenshot, the key for the end of file (EOF) ----- http://img80.imageshack.us/img80/7778/b0072ef.jpg Here I have found TRUEVISION-XFILE ----- http://img80.imageshack.us/img80/1209/b0083no.jpg Here in green, the byte of TRUEVISION-XFILE, and in black the point, byte, where is the end of file (EOF). Down in the Data Inspector you can see the offset of this byte. Now you have all data for edit this: delete or copy or convert. But one other thing is to make one ship multitexture. When you have create a tga file correct I can to explain other. |
While for information we can:
Have improved the feature of ship an other with: - Added new object in the ship, without software 3d, completely and working. (edit: .dat .sim .zon) - Added new node: (M01, S01...) completely and working and programmable with file .eqp. - Modify the zone, when change the lenght of ship. - Modify the hit zone, move and change the dimension. - Added Funnel and now smoke function. -Added new gun, completely working and modifiable. The work is hard, but not impossible. BEST REGARDS UBOAT234 |
I now your only trying to help Uboat234, but sadly due to your limited english skills, its making it even more confusing!
I'd suggest that you write it all out in Italian and maybe some1 here can do a translation. Because atm you have now even made me confused and I did do 1 multiskin job before!!! I'm not trying to be rude, its just rather plain to see that the language barrier is doing a bloody good job again. :( |
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But, Know you how to make the multiskin? If yes, then she explains it in English for ag124 BEST REGARDS UBOAT234 |
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