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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
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[TEC] textures for ships
how do i change a texture on a ship to match a more modern look, like this
http://www.usmilitaryart.com/BB61_90_18351-1500.jpg i dont like the textures you get on most ships, i want to apply a... light grey to hull dark grey to the turret where the barrel meets the mount dark wood to the deck a 01 on the tower and front of ship if anyone can tell me how to do this that would be great |
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#2 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Look in the SH4/Data/Sea folder, for the folder relating to the ship you want to skin.
In this case NBB_Iowa. In it you'll find a file called NBB_Iowa_T01, this being the file for the main body of the ship. Looks something like this ![]() Make a backup of this file, and get your hands on S3D. In fact, what I would do is just copy the whole NBB_Iowa folder onto my desktop temporarily. Why do you need S3D? Because of a cool feature it has that lets you see a live preview of your skin change without having to load up SH4. (I can't believe I made the whole Merchant skinpack without knowing about this! Man it would have saved me so much time!) Right, let me show you S3D. Open up the ship DAT into it. (Open it from your copied NBB_Iowa folder on your desktop). Looks like this. Click on the Node for the ship, then click on model preview. ![]() Now, click on the 'Enable Diffuse Map' button and voila, a preview of the ship with the tex file enabled. ![]() ![]() Right, lets try something a little funky. I'm going to make some changes to the tex file in GIMP. ![]() I've made what looks like the main hull texture purple, made below the waterline a much stronger red, changed the panel that I assume is used for the superstructure green,and replaced the decking texture. Re save this, keeping the same file name. S3D shows you the preview with the tex files that's called T01. It calls on the first one. So, if you have a ship with maybe 3 or 4 different tex files, it'll only show you the one called T01. You are saving this into the copied NBB_Iowa folder on your desktop, aren't you? To make sure you're not overwriting any game files? Good. To update the image in S3d, close the model preview, then open it again. And here you have it. ![]() This is typically how I would start to skin a ship. Make bold colour changes to different parts of the tex file, so you can easily see where it gets applied onto the model. I do this because in a lot of cases, it does not apply certain sections of the tex file to where you would logically assume it goes. Once you have a good idea of what goes where, you can start editing your tex file properly. When you are happy with your NBB_Iowa_T01 file, I suggest making it JSGME friendly. Make a folder, called, oh I don't know, 'My Cool Iowa'. We want to follow the same folder structure that the game uses, so JSGME puts our file in the right place. So, in 'My Cool Iowa', we need additional folders and our tex file Data/Sea/NBB_Iowa/NBB_Iowa_T01.dds ![]() Drop this in your mods folder and enable. Go to the musem to check out how your work looks in game. ![]() Mmmmm, nice ![]() Now strictly speaking, you don't actually need S3D for any of this. You could just copy out the tex file into a JSGME friendly folder, edit it, enable it, launch SH4, go to the museum, find you're not happy with it, disable it, re-edit the tex file, re-enable it, launch SH4 etc etc etc. Which is fine if you're only planning on doing one or two ships. But if you are planning on doing a whole load of them, S3D's preview feature will save you an absolute ton of time. I've just come off the back of doing a dozen skins with dazzle variants for 17 ships. And only found out about this feature right near the end of it all. ![]() I'm not exaggerating when I say knowing about this this would have saved me literally days, if not weeks, of work. I would advise getting the skin to being where you are happy with the way it looks in S3D, then enable it and view it in the museum, so you can decide on finishing touches. Don't know where you'll find the tex files for the turrets and guns, I've never skinned a warship. But I'm sure someone will pop along shortly to enlighten us ![]() Useful links S3D http://www.subsim.com/radioroom/showthread.php?t=119571 GIMP http://www.subsim.com/radioroom/down...o=file&id=1356 Credits: SKWasjer for giving us S3D. A massively useful application. Thanks mate ![]() Last edited by sergei; 08-09-10 at 11:40 AM. |
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#3 |
Seaman
![]() Join Date: May 2009
Location: Hong Kong SAR
Posts: 36
Downloads: 11
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Aye-aye sir, but how to make it feels like metal instead of plastic?
![]() And it is more serious in the game. |
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#4 |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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#5 |
Seaman
![]() Join Date: May 2009
Location: Hong Kong SAR
Posts: 36
Downloads: 11
Uploads: 0
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#6 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
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Could you post a screenshot of what it looks like in game?
I am having trouble visualizing what you are saying. |
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#7 |
Sonar Guy
![]() Join Date: Apr 2007
Posts: 381
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Thanks, Sergei!
I gave up on skinning because it was too time consuming to figure out what laid where. This is a great tutorial. And yet again, another feather in the cap of Skwas for S3D. |
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#8 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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Regarding the turrets, there is a problem in general. The turrets are in the Library and are used by potentially multiple ships in different camo measures.
As a result, they may very well not match. In order to make a specific turret match a specific ship, you'd want to make a new dat with just the turrets you want with all new IDs, and new names. Then you can paint those, and change the eqp to use that version of the turret. |
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#10 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
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how do i open dds files in gimp, thats all i can find no tga formats for the t01.
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#11 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
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Oops, forgot about that iowa101.
You need the dds plugin. http://www.filefront.com/17187358/gi...in32-2.0.7.zip |
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#12 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
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thankyou lol, also has anyone heard if anyone is working on any new ships and subs
like astute daring seawolf and etc |
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#13 | |
The Old Man
![]() Join Date: Mar 2009
Location: Norseland
Posts: 1,355
Downloads: 253
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![]() Quote:
http://www.subsim.com/radioroom/showthread.php?t=169977 |
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#14 |
Commodore
![]() Join Date: Feb 2010
Posts: 615
Downloads: 199
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http://www.modelshipgallery.com/gall.../mp-index.html
so now i can edit the ships textures how would i do a texture like this, bare in mind im a noob and this would be my first mod, i am using the model of the uss montana from Karl94 i think, great model. how would i get the texture to match up sort of like that, because karl94's texture is great i just want something different. |
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#15 |
Seaman
![]() Join Date: May 2009
Location: Hong Kong SAR
Posts: 36
Downloads: 11
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OK, my screenshots. Er...how to make it smaller
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