SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-01-10, 03:38 PM   #1
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by SteelViking View Post
The interior has the exact same problem, textures repeating in a gigantic quilt basically, but I have found a lot of work arounds.

Reaper, one thing that may help you is a tool in GIMP. You see, those repeating textures are put together in a tile system. And, the tool in GIMP that I am referring to is called "make tile-able." As long as the sections are some form of square or rectangle, you could make enhancements, and changes to it. Then select that area of the texture(because I know that the ship textures are a mishmosh of stuff) and then hit the "make tile-able" tool, and boom, the texture will render just fine in game.

I am not 100% sure if it will accomplish what you want to do, but it is worth a try. If it does not work, I know even more tricks for working with tiled textures to make them look natural. We will figure something out.

Hi SteelViking, hers a pic of the problem as a picture tells a thousand words Just using my National Colours to show the example - not one I'm working on for ingame ( Not that patriotic ).



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.
reaper7 is offline   Reply With Quote
Old 09-01-10, 03:59 PM   #2
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

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.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 09-01-10, 04:15 PM   #3
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by SteelViking View Post
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.
I ran into a brick wall there as well, check my post above (Posted before I seen your reply).
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:
Originally Posted by SteelViking View Post
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.
Exactly, this was my biggest concern for cloneing multiple models of the same type. The rec man would grow impossible to use.
reaper7 is offline   Reply With Quote
Old 09-01-10, 04:29 PM   #4
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

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.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 09-01-10, 04:40 PM   #5
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by SteelViking View Post
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.

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:
  • NLL (Master) - NKL (Clone Converted to Master) = ok
  • NKL (Clone Converted to Master) - NKL (ConvertedMaster Converted to ClonedMaster) = Not ok
How were new ships introduced to the Library in SH3/4, does it still work in SH5. Can anyone importing models into SH5 can answer this .
Simply renaming the ClassName in the ship.cfg and in the roster does not appear to work.
reaper7 is offline   Reply With Quote
Old 09-01-10, 05:00 PM   #6
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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.
  Reply With Quote
Old 09-01-10, 06:19 PM   #7
reaper7
sim2reality
 
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
Default

Quote:
Originally Posted by privateer View Post
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.
Didn't change every reference to NKL, in that last example as I had tried it originaly and it crashed.
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 regardless ot the texture assigned it by the GR2 file.

Last edited by reaper7; 09-01-10 at 06:32 PM.
reaper7 is offline   Reply With Quote
Old 09-01-10, 04:56 PM   #8
haegemon
Medic
 
Join Date: May 2007
Posts: 165
Downloads: 12
Uploads: 0
Default

Quote:
Originally Posted by reaper7 View Post
Hi SteelViking, hers a pic of the problem as a picture tells a thousand words Just using my National Colours to show the example - not one I'm working on for ingame ( Not that patriotic ).



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.

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.
haegemon is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 10:34 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.