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#1 |
Mate
![]() Join Date: Jul 2008
Location: U-69
Posts: 53
Downloads: 165
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Hi
Just a quick shoutout as im trawling through various threads on the topic i thought id attempt to save time by asking about it directly; Im experimenting with creating alternate textures for, say, the fishing boat or coastal boat - something simple. In the old days, dropping properly modified .tga or .dds into the data/sea/ship folder did the trick as i remember some ships having maybe 15-20! i have read SH5 only recognises 3? no worries, thats a bit of variety nonetheless. Some ships in the sea folder dont even have .dat files. im using OH. Do i need to edit GR2 files? Whats the simplest explanation? |
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#2 |
Ace of the deep .
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S3D maybe
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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1) Units missing a GR2/DAT file: those are the so called "proxy units", using the 3d model of another unit, with different equipment/skins. If you open their cfg file (sea or air folder), you will easily locate the GR2/DAT model they point to:
Code:
ClassName=AMCPatroclus 3DModelFileName=data/Sea/NAMC_Rawalpindi/NAMC_Rawalpindi 2) Giving GR2 ships new camo schemes, using their AO map. This is where stock sea unit's camoufflages are painted. Figuring out how each pixel in the texture is mapped on the 3d model, can require some experimenting. I strongly recommend you exporting model's AO meshes using TDW's GR2 Editor, and opening them in a 3D application where you can study their UV map. Overlaying the UV map on your custom skin also helps a lot. Once you have fiished with the texturing work, assigning the new AO texture to the model is very easy. Open ships' cfg file (in the roster), and look for her texture definition(s): Code:
[Texture 1] TextureName= LightmapTextureName=data/Sea/NAMC_Penguin/Penguin_AO.tga NormalmapTextureName= StartDate=19390101 EndDate=19461231 Frequency=1 [Texture 2] ... [Texture 3] ... 3) Giving GR2 aircraft and DAT ships new camo schemes, using their diffuse map. Stock aircraft and most SHIII/IV ships don't have an AO map, and their camoufflages are painted straight on the diffuse map. This makes the painting process much easier, as their UV mapping is rather obvious. The shortcoming is that diffuse UV maps are often "overlapped" (i.e. the same pixels can be mapped on more than one area of the 3d model), thus preventing complex camo schemes. The setting up of the new skins is made as before, with the one exception that texture's path is to be detailed as 'TextureName' rather than as 'LightmapTextureName': Code:
[Texture 1] TextureName=data/Air/AS_USFloatEarlyWar/FloatingPlane_T02.dds LightmapTextureName= NormalmapTextureName= StartDate=19000101 EndDate=19991231 Frequency=1 [Texture 2] ... [Texture 3] ... Code:
[Texture 1] TextureName=*mil.dds LightmapTextureName=data\Sea\NAMC_Rawalpindi\NAMC_Rawalpindi_AO01.dds NormalmapTextureName= StartDate=19390101 EndDate=19461231 Frequency=1 [Texture 2] ... [Texture 3] ... That should be all. I hope I didn't forget anything. Should you need for further assistance, don't hesitate asking ![]() |
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#4 |
Mate
![]() Join Date: Jul 2008
Location: U-69
Posts: 53
Downloads: 165
Uploads: 0
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Cheers gap
Thats a great help - its not as different from SH3 as I had feared! ![]() |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() Note also that most of the stock aircraft require their material to be renamed in GR2 editor (to cfg#TXRetc.), for accepting new paint schemes. Don't hesitate asking in case you need for any further clarification ![]() |
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