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Sh3 to SH4. The Grey Wolves way.
Years ago, a very brilliant programmer created this little gem for GWX4.
A project dropped based on the promise of what SH5 would be. ref, a legend that needs no explanation, wrote many Tools for the GWX Team in the time that S3D was not yet started. Since it has been over 9 years since last I heard from him. And he gave me his source code? I will now release to everyone his fantastic Tool for converting SH3 Units to SH4. Given the state of SH5? This program will assist anyone to convert SH3 Units to SH5 also. http://www.mediafire.com/file/py9zqj...2b/Sh3ToSh4.7z |
Jeff, thank you, and thank you to ref. :salute:
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Nice, thanks!:Kaleun_Salute:
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what is/was GWX? or GWX4? i have played mostly SH4. i have cdrom versions of SH3 and SH5 but i have spent very little time with them. mb |
Grey Wolves eXpansion mod. Groundbreakers in modding. aka: barrier destroyers. If you did SH3, you had to do Grey Wolves... :salute:
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Many thanks! :Kaleun_Cheers:
Fitzcarraldo :Kaleun_Salute: |
Hi all
Tried to convert a sh3 ship to sh4-prossedure went well but in game ship its totaly black. Its something to do about it? cheers:Kaleun_Cheers: |
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The Converter does not handle the roster file. |
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Or you may need to make sure that the DATA\ROSTER\[COUNTRY]\SEA\[UNIT].CFG file has a skin entry. SH3 does not handle skins via the CFG files like SH4, so there is a good chance that this is your problem. Note the text below from BBColorado.cfg (one of the stock SH4 ships): [Texture 1] TextureName=data/Sea/NBB_Colorado/NBB_Colorado_T01.tga LightmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_O01.tga NormalmapTextureName=data/Sea/NBB_Colorado/NBB_Colorado_N01.tga StartDate=19000101 EndDate=19991231 Frequency=1 If you don't feel like including Lightmap or Normalmap textures, set them to "NULL" - for example: [Texture 1] TextureName=data/Sea/NBB_Colorado/NBB_Colorado_T01.tga LightmapTextureName=NULL NormalmapTextureName=NULL StartDate=19000101 EndDate=19991231 Frequency=1 |
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Hi Jeff tried with NPTB cheers |
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This does all of that, but as Jeff has said, you need to manually enter the unit name to the names.cfg.And you may also need to edit the EQP & SNS files manually. And to also backup iambecomelife's posts, you also need to amend the SH4 roster.cfg to the examples given above... Blimey, I'm begining to sound like a salesman...:har: |
I did this Unit and it does have an issue.
Didn't have time to track it fully down and I'm sorry for the lack of time tonight. I had planned to fully solve the issue tonite. Then things went bad today. https://www.gatewaytoairguns.org/GTA...368#msg1548368 |
Jeff, I feel the pain man... sorry for your loss. :salute:
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nik112,
There's a texture for the deck that gets exported from the dat. Put that texture back in the dat just as the original SH3 Unit has it. Use the tga version in the original dat. This will apply to all units that have the separate deck texture or other images in them. SH3 Units do not have Lightmaps so.... Your roster file should be as below. [UnitClass] ClassName=NPTB UnitType=103 AppearanceDate=19380101 DisappearanceDate=19451201 DisplayName=Transport [Texture 1] TextureName=data/Sea/NPTB/NPTB_T01.dds LightmapTextureName=NULL NormalmapTextureName=NULL AppearanceDate=19380101 DisappearanceDate=19451201 [Unit 1] Name=Transport DOC=19380101 DOD=19451201 There's a guide on how to create normalmapping around somewhere. |
Maybe this one: [TEC] SH4 models and texture maps from Skwasjer?
There is also [TUT] Bump mapping for SH4 in GFX Suites from danlisa, which has several rabbit hole links to go off into... |
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