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-   -   [REL] G3 Battlecruiser (New) (https://www.subsim.com/radioroom/showthread.php?t=173799)

Karle94 08-18-10 10:03 AM

[REL] G3 Battlecruiser (New)
 
Made an entirely new version of my G3 mod. Redid the 3d model. Read the read me for further details. Here are some pictures:

http://i777.photobucket.com/albums/y...164200_296.jpg

http://i777.photobucket.com/albums/y...164146_718.jpg

http://i777.photobucket.com/albums/y...164141_296.jpg

Tried here out at the battle of Samar. Got my ass kicked by three Kongo`s and the Yamato

http://i777.photobucket.com/albums/y...024016_578.jpg

http://i777.photobucket.com/albums/y...024023_328.jpg

Whatever I do the guns stay black. Don`t know why there`s black spots on the hull, gonna sort that out in a next version. Here`s the download link: http://www.filefront.com/17212790/G3...uiser_V2.0.rar

N3 Class:
http://www.filefront.com/17459002/N3...eship_V1.0.rar

And yes YamatoForever you can convert this ship for SHIII.

keltos01 08-18-10 10:07 AM

black guns : model linked to a wrong AO map.

check to which _O01.dds it's linked

keltos

Karle94 08-18-10 10:14 AM

Quote:

Originally Posted by keltos01 (Post 1470870)
black guns : model linked to a wrong AO map.

check to which _O01.dds it's linked

keltos

The guns don`t have AO maps.

ETR3(SS) 08-18-10 10:23 AM

If the game thinks it has an AO map, regardless if it does or not, and it can't find it you'll get that black texture. You have to remove the reference to the AO map to resolve that.

Karle94 08-18-10 10:24 AM

Quote:

Originally Posted by ETR3(SS) (Post 1470878)
If the game thinks it has an AO map, regardless if it does or not, and it can't find it you'll get that black texture. You have to remove the reference to the AO map to resolve that.

Gonna try that.

Karle94 08-18-10 10:46 AM

Just can`t get the game to load the textures. Unless someone gives me any advice I`m gonna have to let the turrets stay black.

tater 08-18-10 11:01 AM

Which gun is it, the 16 in USSub parts?

A long time ago, skwas said that to be sure with material nodes, copy one that you KNOW works with the same kind of texture.

So if you use an embedded texture, compy a know-functional embedded texture node.

It's odd because your guns show fine in S3D, textures and all.

tater 08-18-10 11:06 AM

Got it.

Your M0 nodes point to 3d models, and some have textures assigned. They should have no textures, and 0x0000000000000000 model IDs.

ETR3(SS) 08-18-10 11:18 AM

Found another way to fix it. Go into your guns.dat file and remove the SpecualrMask node for the texture in question. Then uncheck Disable z-buffer write in the main texture node. Also you may want to consider removing any of the guns in the file that are not used by or created specifically for your mod. That will help on overall file size and will clear up a lot of the clutter.

Karle94 08-18-10 11:59 AM

Quote:

Originally Posted by ETR3(SS) (Post 1470923)
Found another way to fix it. Go into your guns.dat file and remove the SpecualrMask node for the texture in question. Then uncheck Disable z-buffer write in the main texture node. Also you may want to consider removing any of the guns in the file that are not used by or created specifically for your mod. That will help on overall file size and will clear up a lot of the clutter.

Tried that and everything else I know and the turrets are still black.

ETR3(SS) 08-18-10 12:02 PM

Odd, it worked just fine for me.:hmmm:

Karle94 08-18-10 12:21 PM

Just found out why the turrets were black. It had something to do with Operation Monsoon.

ETR3(SS) 08-18-10 12:48 PM

Go, go, Gadget Mod Conflict!

keltos01 08-18-10 01:18 PM

Quote:

Originally Posted by ETR3(SS) (Post 1470987)
Go, go, Gadget Mod Conflict!

:har:

Karle94 08-18-10 01:45 PM

Now that the turret problem is gone I can now star work on the N3 class battleship.


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