Quote:
Originally Posted by Merboe
The most horrible thing in SH5 to me is that the textures are a mess.
I am trying to make a good texture for the Alberich and Tarnmatte skin, yet it is almost impossible to
a) find the correct textures being used as there are tons of textures for the same ship and part of the ship all in one folder
b) align the textures correctly, so you could actually add some detail to the ship using normal maps and so on.
I‘ve been modding games for some time now, until SH5 caught me, I have never seen such a horrible file setup and UV mapping.
Is it possible to get the meshes out of SH5, import them into something like blender or so and then reimport them? I would do a rework of the textures if that would be possible. There is so much you can get out of this game, even tho it‘s so old already. I have done some texture rework for my own ship and it‘s a nightmare cause you have to load the game to check if it‘s aligned correctly after replacing the file.
Would be nice to see this cleaned up, especially the tex/normal folder is cluttered with all kinds of seemingly unused textures.
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You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using
TDW's GR2 Editor
Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...
Silent Hunter 5\data\Objects\Sensors\coatings.GR2
...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.
I hope that answers your doubts. If not, don't hesitate asking for further clarifications