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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Update: I'm mostly done with main texture - here's how it looks in S3D:
![]() Having trouble with lightmap though, I can't get the hang of how to make specular mask properly and in game ship becomes whiter than KKK member walking out of laundry. |
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#2 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Are you relying on the dat format? And if yes, have you added your lightmap using the unified render controller? |
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#3 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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As for the second question - lacking any experience with dat file structure, I approached it by using one of existing ships as template, and then changing node after node to fit my model. So my method of adding lightmap was "replace original O01.dds file with my own". I think the problem is in how I made the file, not how it was added though - in other words, I don't know what to put in alpha layer for the ship to look "natural". |
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#4 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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If you want to make a comparison, in SH5 those texture maps are stored in the alpha channels of main (diffuse) textures, whereas for stock SHIV units they are stored in ambient occlusion map's alpha channels (O1 etc.). Talking on this topic, probably I have already pointed you to the thread linked below, but I recommend you to re-read it carefully as it contains reports of how various modders had to rework SHIV light maps for them to look right in SH5: https://www.subsim.com/radioroom/sho...71#post1644371 Besides that, unless you didn't enable the ambient occlusion map in S3d, I see from your previews that your new unit is still missing one. AO maps are a bit more complicated than other maps, but they can make a big difference in how natural the illumination of various 3D objects looks in game. Just give me a sign when you are ready to add one to your gracious model. ![]() |
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#5 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Thanks for this link Gap, there's a ton of useful info in this thread. I'm browsing through it and tweaking some values in my ship's files to get rid of the lighting problems and other bugs. I have to edit the .zon files as well since these still weren't changed from original ship.
I probably will have to make my own ASW weapons for it as well. Even if I could get SH3 or SH4 Y-gun to work (SH5 works, but is rendered black on dat model), they have far too much ammo for this kind of ship. And no DC chute that would fit for stern depth charges is in game files. Meanwhile, some shots of the current version in game: ![]() ![]() ![]() ![]() |
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#6 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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On a side note, be warned that even though you give to your boat the appropriate unit type, depending on her displacement she might have an hard time at using her depth charges. That's caused by a limit of SH's AI, as small units try to avoid collision with bigger mass units, even though they are submerged. Wow, she looks so nice (though you haven't placed the ensign in the gaff position yet ![]() |
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#7 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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That's with SH5 Y-gun though. SH4 and 3 Y-guns don't work, not just on my ship but on any imported ship in TWoS. I tried all kind of things with them and got nowhere. As for damage model, I used an already imported ship in TWoS for template file, so she does sink, burn and even capsize, just in wrong way. I'll just remake all spheres/boxes to fit her dimensions and internal compartments. By the way, is there a way to check if the ship has correct dimensions in game? I set the draft at 1,47 meters, but torpedoes launched at 1,0 and 1,2 meter depth went under her hull - I'm not sure whether it's faulty torpedoes, wave motion or wrong dimensions. |
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