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Nice progress coming along here
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around.
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Nice shots! I hope that we get to a point when this will be possible...
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Now with a DAT rendered unit the black area below the waterline doesn't exist. Thus the game engine doesn't render anything. Here is the Akita (a DAT rendered unit):

Notice that nothing is 'drawn' below the waterline.
Now the question is how do we tell the game engine to render that part? What controls that? I'm still looking at the shaders as I think they hold all the answers.
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Good luck with that, TDW! Beautiful image
I'll post quickly what I found about the gun shading problem. I think I figured out, but can't fix it. Sh 5 has all the same gun textures (same name and location) as SH 4 so it explained why the textured showed up in the first place. It has also the correct occlusion map stored in the textures folder and it should use it. I get it working in S3D, nicely rendered guns.
Now the problem is in my opinion in one of the controllers in guns_radars.dat. Every texture in the file has a chunk called "Texture Map" (type 13/0). It sets a texture map for the basic gun texture and the default setting is Ambient occlusion. So everything should work, all the files are there. But for some reason it doesn't do anything, and changing to different map type doesn't affect anything. It seems it just doesn't work in SH 5.
So I tried to add Unifiedrendercontroler, or specular map node instead but that crashes the game or causes really weird graphic bugs. There can't be two render settings in one ship it seems. So right now I'm out of clues, will continue later!