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As far as i know it is not possible to add this to the watch crew since they already have a texture map node used for their bumpmaps and i dont think the game will allow multiple texturemaps in a single material, although ive not tried so i may be wrong.
I was all ready to release a version of this today for the VIIc, right up untill i tested it with the full campaign files.
I test my mods with empty campaign files that allow me to load the game in a couple of seconds rather than a couple of mins that it takes with the full campaign files (campaign.scr/campaign.rnd).
Ive run into a problem that i just cant explain, with the empty campaign files the lightmaps appear as they should, when the full files are reinstated the lightmap on the type7c hull gets messed up, although all others on the viic are fine.
At first i thought it was a memory thing, but after dropping the new lightmap textures to 16*16 maps and removing LMs on everything else that has been discounted as the cause. Then i thought it was because of other objects in the campaign dats using the same texture, but that also was not the problem since i could have a single mission with 10+ subs all using the same lightmaps with no issues, so long as my empty campaign dats were loaded.
In short i havent a clue, the campaign dats should not in any way interact with the submarine dats, but somehow they do, but only with the type 7c hull, all other objects and sub types are just fine.
So for now im sticking with the other sub types IIa&d/VIIb/IXb&c, Once those are done i`ll go back and see if i cant figure out just what the heck is going on with that type7c hull! 
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I would say that by loading the full campaign the game is loading into the memory all other units in the roster, and probably one of them has an occlusion texture with the same name as the one you used. Thus it appears instead the one of your Uboat, giving a weird result.
Try to rename the hull lightmap texture in your Type VII and see what happens