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#1 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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What exactly are you trying to do? Do you have multiple .GR2 files that are pointing to the same texture file? In that case, you could make different .dds files and change them however you wanted, giving them different names obviously, and then pointing each ships .GR2 to the .dds file you wanted. I will take a look at an LOD file in hex right now just to get a better idea of what is going on.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#2 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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but the proble is it still uses the texture from the master ship in the master folder ![]() I need to change the location in the lod.grs to the new folder of the clone. That way I can have new skins for the clone so there different from the master ingame as well. ![]() This will allow proper ship information for the clones in the rec man to be displayed. That way we clones can travell at 13KM and not show up as 10KM in the rec man. ![]() EDIT: it just occured to me now, a way around this ![]() I can place all the textures in the master folder and rename them is sequence from the original ones. Ie Master skins = Ao01.dds, Ao02.dds, Ao03.dds Then make new clone skins from Ao04.dds,Ao05.dds,Ao06.dds etc Then hex the lod.gr2 file to that name. |
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#3 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() Quote:
If you don't use a new .GR2 however, the master and the clones will all still use the same textures, they will have just changed to the newly made textures instead. You will have essentially just pointed them all away from the Ao01.dds and pointed them to the Ao04.dds.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#4 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Hey folks, I could use some public input to help me make a decision. In the DER, as you can see in stock, or in v1.1.1 of my interior mod if you look at the engineer's panel, the dials are all wrong. They are all either CO2 gauges or compressed air gauges. Well, as I have mentioned before, thanks to .GR2 manipulation, I am now able to change those dials to measure whatever we want/need. So, I have changed them to measure speed, and fuel(that's right, we will now have a proper gauge for fuel). And, I can make one more type of dial, but I cannot really decide what to use it for. I can make this 3rd dial type measure anything. So, what does everyone think would be the most useful piece of info to get there. There is not really a right or wrong here, I just want people's opinions so as to help me decide.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#5 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#6 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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I could for sure. In fact, there is only one CO2 meter currently working elsewhere, so it would be nice to be able to get the CO2 on that end of the boat.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#7 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Does anyone know what the cutoff is for CO2 level? I mean, at what level do you just die? Because, the stock gauges only go to 8%, and me and bigreg made a new CO2 dial that goes to 10%. But, I have been playing and went past 10% before. I can remake the dial textures and controllers to go as high as we need.
@ Reaper7, please make sure to keep me in the loop about how your .GR2 file editing goes. As you know, Privateer and I are both very interested in getting any information on them that we can. Oh, and what hex editor are you using? XVI3 is what I use.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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