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-   -   Turret problem (https://www.subsim.com/radioroom/showthread.php?t=98037)

fubar 09-13-06 10:10 AM

Turret problem
 
Hi all

is there a fix for this problem heres a pic
http://img157.imageshack.us/img157/6483/bisnh1.jpg
This area off cyan on the turret should be a light gray colour.
I think it has something to do with the way the game lights the turrets in game,
I've seen this sort of thing in some of the screen shots on this forum, Its a real
pain because in some lighting conditions the turrets look a different colour to the
rest of the ship.

down and out 09-13-06 10:30 AM

AFAIK the turret textures are in guns.dat

kylania 09-13-06 10:31 AM

Wouldn't those be rust spots or something? Maybe water?

SquareSteelBar 09-13-06 01:27 PM

Hi fubar,

maybe there's a modded 'turele.tga' in your TNormal\tex folder. If so, move or delete it and look what will happen to the turrets.

Greetings,
SSB

Notewire 09-13-06 01:30 PM

Personally, I never get close enough to those turrets to see them that well, and when I do, there is all this flashing and banging and my crew starts yelling, I never can pay attention to the turret paint . . . :)

Regards,
Yarre

rasmus1896 09-13-06 02:16 PM

those turrets wat on picture sould not do anything to you cause i think they are german

Kpt. Lehmann 09-14-06 08:42 AM

Hi Fubar,

The turret textures are another of SH3's many quirks... they are all the same. There are only two textures IIRC... "turele.tga" and "guns.tga." (again if I recall correctly.):-? :-? :-?

Anvart 09-14-06 11:31 AM

Quote:

Originally Posted by Kpt. Lehmann
Hi Fubar,

The turret textures are another of SH3's many quirks... they are all the same. There are only two textures IIRC... "turele.tga" and "guns.tga." (again if I recall correctly.):-? :-? :-?

All these follies from illumination (and material properties). Illumination in SH3 is a "weak place".
If to edit files EnvColors_.... dat and others it is possible to receive still
more surprising results.


Myxale 09-14-06 12:04 PM

Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Kpt. Lehmann
Hi Fubar,

The turret textures are another of SH3's many quirks... they are all the same. There are only two textures IIRC... "turele.tga" and "guns.tga." (again if I recall correctly.):-? :-? :-?

All these follies from illumination (and material properties). Illumination in SH3 is a "weak place".
If to edit files EnvColors_.... dat and others it is possible to receive still
more surprising results.


Is that why the Watch-Crew has funny face colour sometimes...because of the bad illumination capabilities of the game?

fubar 09-14-06 01:47 PM

Thanks for the info guys it apears this problem is something we have to live with.

Kpt. Lehmann did you know sergbuto made a mod which allows you to have different turret skin textures for different ships. this is what I'm useing for some ship skins which I'm making.

Anvart 09-15-06 02:00 PM

Quote:

Originally Posted by Myxale
Quote:

Originally Posted by Anvart
Quote:

Originally Posted by Kpt. Lehmann
Hi Fubar,

The turret textures are another of SH3's many quirks... they are all the same. There are only two textures IIRC... "turele.tga" and "guns.tga." (again if I recall correctly.):-? :-? :-?

All these follies from illumination (and material properties). Illumination in SH3 is a "weak place".
If to edit files EnvColors_.... dat and others it is possible to receive still
more surprising results.


Is that why the Watch-Crew has funny face colour sometimes...because of the bad illumination capabilities of the game?

Yes.
But illumination of a watchcrew and gunscrew in HumanSub is described in files TurmXX_X_hd.dat and NSS_UboatXX.dat


Hylander_1314 09-15-06 02:48 PM

Fubar, there is a filter in the gimp program "scatter HVS" which helps to blend in those odd colours. I use it on aircraft skins as it helps with that issue, and also gives the texture a somewhat used, weathered appearance without having to do a lot of extra work on your part.

You can adjust it anyway you want from very light to very heavy speckling as it does this at the individual pixel level. But it does take a little getting used to, as you want to tend to use it sparingly, but some of the heavier uses really make things look aged like ships and vehicles.


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