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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Still no go I'm afraid.
If i leave the roster file for the NKL as default not pointing to a texture. The Game displays the texture assigned in the GR2 files. Now if I edit the roster file for the NKL and point it to the textures in this case I made three and place in the NKL folder: Code:
[Texture 1] TextureName=data/Sea/NKL/ship_hull_T91.dds LightmapTextureName= NormalmapTextureName= StartDate=19380101 EndDate=19451231 Frequency=1 [Texture 2] TextureName=data/Sea/NKL/ship_hull_T92.dds LightmapTextureName= NormalmapTextureName= StartDate=19380201 EndDate=19451231 Frequency=1 [Texture 3] TextureName=data/Sea/NKL/ship_hull_T93.dds LightmapTextureName= NormalmapTextureName= StartDate=19380301 EndDate=19451231 Frequency=1 So ingame you had double the strenght of shadows etc. On loading up the mission with the random generated group of NKL's they all display the same skin - Texture 1 (ship_hull_T91.dds). ![]() EDIT: I've uploaded my Modded NKL Folder that includes all the Hull textures as well. If anybody would like to try and see if they can get it working, Please Do and report back how. (Copy the 3 NKL-hull.T9x.dds files from the zip file to the data/Textures/TNormal/tex folder as well toget working correctly. The GR2 files point to that directory for the default textures - Didn't want to incude the same file twice). Download file from: http://rapidshare.com/files/416308289/NKL.7z Last edited by reaper7; 08-31-10 at 02:47 PM. |
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