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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
Hi SteelViking, hers a pic of the problem as a picture tells a thousand words ![]() ![]() ![]() ![]() As you can see almost everything above deck (Ignore the Hull thats a diff texture) is using that piece of texture. The rest of the Grey item above the deck, actually are using the Funnel Texture. Half of the texture does not even appear to be used if I change the colours, devs must have lifted the textures from elsewhere and just not used them fully. |
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#2 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Ok. What is the problem with that? I think that just having a variety of differently skinned clones would be fine(using the .GR2 copying, hexing, and new roster registration method) would be awesome. You could break up the ships into separate downloads, episodically.
And yes, it would be easy to get a ship with an Irish flag. Someone make the texture, take some ship .GR2s, hex them to point their flag texture at the new Irish one, register them in the roster under Ireland, and tada. ![]() Edit: And you got to remember man, we don't often get that close to the ship, and when we do, tension is pretty high. So, no one would ever really notice minor problems and miss matches. But, we do notice how every ship is the exact same, and are from a very short list of countries. 2nd Edit: Ah, I just realized why you don't want to do it that way. It would introduce a whole bunch of entries into the recog manual for ships that are actually the same, which would be inconvenient. Did not think of that till just now since I don't really play anymore.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#3 | ||
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
For some strange reason the Game ignores the texture that the Copied Clone is using ingame if another Master clone is onscreen. Not sure how that will effect things in game via the campaign ![]() If I could only figure out how to change ther classname and get them into the Library as a new type ship would be the best solution. But I will go ahead and make some textures, and release for testing. See what happens. ![]() Quote:
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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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When you were cloning them, were you pointing their .GR2 files, and their roster entries to the same new texture? Oh, and make sure that when you place the copied .GR2 files into the new folder(the folder for the clone) that you are renaming the .GR2 file itself. Because, if presented with two .GR2 files of the same name, I am pretty sure that the game engine will just throw one out.
If you did all this, I cannot figure out why it would still revert to the master's texture. Either way though, the recog man problem would still exist, so even if it could be made to work, it is really self defeating.
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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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![]() Quote:
Yes have all that done, its very confusing why its not working. Only solution is to do like the devs did and make clones from the masters ID wise that is. From reading SH4 threads I see a tool called Page3D was used to change the ID of the dat file so they clone didn't share the same Id. But how does that work in SH5 with the use of GR2 files. Can we assign new ID's to models ![]() Master with Texture - Clone with new texture = Works Clone with new texture - Copied Clone with new texture = Doesn't Work ie:
![]() Simply renaming the ClassName in the ship.cfg and in the roster does not appear to work. |
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#6 |
Stowaway
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I haven't found the ID's in the GR2 files.
To be honest? I haven't looked that hard for them. Pack3D, S3D, and GWX Cloner all changed the ID's in every file of a Unit. One thing you have not mentioned. Did you change every reference of 'NLL' to 'NKL' in the GR2 files and all the other files? Since the ID's are not changed maybe changeing that will help. |
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#7 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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![]() Quote:
But I prob hadn't done it correctly. Will try again and see if it makes a difference. If not do you thinks its going to be an ID issue ![]() EDIT: Just tried your suggestion Privateer, and changed all references. But still it shows the skin of the other NKL. Looks like its an ID issue as all ships of the same type are receiving the same Skin ![]() Last edited by reaper7; 09-01-10 at 06:32 PM. |
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#8 | |
Medic
![]() Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
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![]() Quote:
Although devs don't applied gravity controllers to models either. That is which causes those pulleys like the ones in the ship on the picture to be rigid all the time and worse when the ship sinks. The same with ship crews... ![]() Last edited by haegemon; 09-01-10 at 05:20 PM. |
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