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Old 05-08-13, 05:00 PM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Jace11 View Post
I made a couple of skins for the heavy bomber in the game (something I also did for SH3 a long time ago...)
Cool stuff. Are you thinking to release them as a mod?

Quote:
Originally Posted by Jace11 View Post
So, I kinda want to get the liberator model to use 1 skin for US version and one for the british VLR liberator version. The VLR is a proxy though... thus it uses the same models at the US version. I can't get it to switch using cfg files, roster files etc.
As far I can see, the Liberator and the Liberator VLR use different models: the liberator got its own model (LongRange_Bomber.GR2) and the VLR liberator is a proxy of the Sunderland (Sunderland.GR2). Maybe this is the problem?

Quote:
Originally Posted by Jace11 View Post
One plane in the game, the float plane, manages this ok, it has two skins, one for UK and US. However even this is broken as the LOD version seems to only have the US skin, thus in game, a UK floatplane (catalina) will appear blue then switch to grey white once it gets very close.
This is probably because the LOD model uses the first texture by default. Or at least I hope so...

You can try this: make a proxy copy of the US catalina (from what I read, you seem quite familiar with this kind of stuff), and move the second texture (FloatingPlane_T02.dds, used by the British version of the plane) into the new folder. Replace then the catalina in British roster with the recently created unit (don't forget to update Names.cfg with its name), and see what happens in game...

Quote:
Originally Posted by Jace11 View Post
To do this would require adding new texture references to the GR2 file of the heavy bomber (for UK version) and a also a second to the floatplane LOD model to fix the texture swap as it closes...
Too complicated: if you set the texture in the GR2 file instead of assigning it through cfg file, you won't be able anymore to assign custom textures to different versions of the same plane, and you would be forced to create physical clones of the GR2 model for each new texture you want to give it.

Quote:
Originally Posted by Jace11 View Post
But im stuck at working out how to do this in the GR2 editor. Also, noticed another LOD model problem with the dithmarchen oiler, it appears black until close up.
Ships are actually a bit different. Their diffuse maps are defined in the GR2 file, and different camouflages are painted on the occlusion map (assigned through cfg file). This probably means that something is wrong with Dithmarchen's LOD model.
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