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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Sorry for double post. Just want to bump this I think I spotted something.
![]() Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone? Again the above shows the Alpha not transparent as it should be. Its no biggie can use the Original Textures, Nice to have Flags anyways. ![]() |
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#32 | |||
Watch Officer
![]() Join Date: Nov 2007
Location: Montreal, QC
Posts: 345
Downloads: 614
Uploads: 10
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11 War Patrols / 56 ships sunk or damaged for 212,022 tons Zero casualties throughout the war Scuttled on 8 May, 1945 in Sonderburg Bay, after German surrender |
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#33 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
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This is gonna be SWEEET!!
Will both flags have to be the same size? I have an actual 14 inch flag i want to take a picture of then use. Think I will beable to do it?
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Just help someone.....it makes a difference |
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#34 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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ONly tried it with DXT3, will try DXT5 and 8.8.8.8 32bpp and see if they work (Can't see how though if the bacic Alpha channel does't work. Don't know why it won't as all the dds graphis in SH5 have working alph channel. Strange, maybe its to do with the reflections being disabled? |
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#35 | |
Grey Wolf
![]() Join Date: May 2008
Location: DB85
Posts: 804
Downloads: 166
Uploads: 0
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(1) Create your textures and save them as DDS with DXT5 (2) Open (in the mod directory) \data\Library\TheDarkWraith_Sub_Flags.dat in silent 3ditor and in nodes 7A_flag_1.dds and 7A_flag_2.dd under "Render state attributes" tick the 'Disable z-buffer write and enable alpha blend' option (3) Save the change, install the mod and run the game That should solve your problem. Let me know if it worked for you because I don't run this MOD. I do not have VIIB in the game anymore and in Historical Missions this mod (for some reason) does not work. I'll wait for TDW to release version with all other sub types...
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![]() Last edited by conus00; 04-05-10 at 10:20 PM. |
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#36 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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ARGH!
Just got the upgrade to a VIIC. Lost meh flags. ![]() |
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#37 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Tried taking a Pic to upload the results, but I'm on my laptop and the image files are coming out distorted, will take one on my main PC later and post. Looks excellent now. Just need slower fluttering - maybe tied to speed. ![]() |
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#38 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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Aye, they do need toning down.
Would be nicer if it was the same animation that the flags on AI ships use. Those look more natural. |
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#39 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Yes, The AI Flags are more natural - Can the same animations be used The tip from conus00 on getting Alpha working also works in the Historical Missions. Here's a pic: ![]() ![]() |
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#40 |
Black Magic
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good job you all!! Looking excellent
![]() Yes I did not enable the alpha channel in any of the DDS textures used for the flags. I will enable them in the next version to be released here very soon (I might just release a version with this change just as a bug fix). I'm working on extracting and rescaling the animations used for the AI flags so they can be used for the player's sub flags animations. I can't just use the animations from the AI flags currently because they are WAY too big. In order to scale them I have to extract the keyframes, scale them, reposition them on origin, re-import the keyframes back into the file. Luckily I wrote an application in SH3 days that does the extracting and re-importing of keyframes for me ![]() Anyone figured out how to add a light map so that the flagstaff will look like the conning tower railing? It's using the same texture as the conning tower railing but without the light map (or normal map) it looks very bland. Been busy hammering out v1.2.0 of the UI mods currently. |
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#41 |
Stowaway
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The Game engine doesn't support this yet.
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#42 |
Sailor man
![]() Join Date: Mar 2010
Posts: 44
Downloads: 67
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as a work around, Modify the flag pole you made to rather be a tube shaped socket welded to the back rail with a dark (wooden?) textured flag pole. its more correct that way any way,
![]() the photo seems to be of a type VIIc but you get the idea. I suspect the "A" is similar. and I can't wait till ya get the mod working for the VIIC ( my current boat) Last edited by Redlance88; 04-06-10 at 02:10 PM. |
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#43 | |
Black Magic
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#44 | |
Grey Wolf
![]() Join Date: May 2008
Location: DB85
Posts: 804
Downloads: 166
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Please check you PM. -L
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#45 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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1) Export (from *.dat use S3D) of sequence of 100 frame-meshes... 2) Batch import into 3ds Max... 3) Scale all frame-meshes in 3ds Max... 4) Batch export from Max... 5) Import in *.dat use S3D. ... * Or create own model of flag and using modifier Cloth create animation of a flag... * Then using tool Snapshot create sequence of 100 frame-meshes... * Then scale all frame-meshes and export from Max * Import into *.dat (S3D)...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-06-10 at 02:54 PM. |
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