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Old 07-25-07, 11:53 PM   #12
TheDarkWraith
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Join Date: Jun 2007
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well I'll give you an update on the adding of seperate materials for each sub's exhaust port. I think a screenshot will say a thousand words:



I extracted the smoke_volum02.tga from the \data\Materials\materials.dat using brute force hacking (hex editor!), edited it in photoshop to give it a red color, wrote new code in the NSS_Uboat7b.dat file so that it can use this new material ID (I called it 7b_Exhaust_L.tga) and then copied the needed hex code into the NSS_Uboat7b.dat file for the new material. Basically I just made a new material for SH3! Fired up SH3 and it worked! I didn't want to add the new material to the materials.dat file (where it probably should be) for two reasons:
1) I didn't want to have to keep sending out new revisions of the materials.dat file with each new release of a sub that's been completed and
2) it makes more sense to include it into the file with sub.
This will allow me to customize each sub to have it's own set of smoke textures for EACH exhaust port. Think about this.......seperate smoke textures for each sub and for each exhaust port on each sub. Do you see the possibilities this opens up??
Now I have to see if the 'hard coded' tga I just made and put into the NSS_Uboat7b.dat file can be overridden by placing another 7b_Exhaust_L.tga in the directory or in the \data\Textures\Tnormal\tex folder or somewhere.....

EDIT:

the hard coded tga is overridable by placing the new texture you want to use in the \data\Textures\TNormal\tex folder. WOOHOOO!!!

Last edited by TheDarkWraith; 07-26-07 at 12:18 AM.
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