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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 | |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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#77 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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Then it's just a path thing, no?
You import a SH4 ship, and put the textures where you expected them to belong, and the default path is really SilentHunter5\data\Textures\TNormal\tex instead of SilentHunter5\data\Sea\Ship_name ? You might try importing the SH4 ship, and (pick one with a name unused by SH5 for simplicity) throw the textures (including the o-map) in SilentHunter5\data\Textures\TNormal\tex and see what happens. That would be what I'd try first. |
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#78 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
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I tried that before I posted the thanks to dan. No luck
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#79 |
Stowaway
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You need to enable explicit texture in the dat and name it to the texture
you want. But do not implant it! Place the texture in the tex folder. For the 8/0 Node name it seems pretty much anything will work. But I suggest cfg#TXRStructuri as that is found in the Granny files and we may as well get a system standard set. Then try the stuff Dan suggested. |
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#80 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
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I found this texturing tutorial about AoE:
How make a bumpmap http://www.ne.elpea.net/forum/viewtopic.php?t=505
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#81 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
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HI to you and thanks for joining in this discussion, forgive me if I am stating the obvious but are you one of the dev team -
If so I wonder if you can provide some hints or ideas as to how to modify the game to offer more diversity or improve game play Best Regards Rascal Quote:
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#82 |
Stowaway
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It's pretty simple to make the Normals and Ambient Occlusion Textures.
The problem right now is the Game won't use them from a dat. I really do not believe that will be a problem for long. I can see one of 2 things happening soon. 1. The Engine is adapted to use them 2. Some kind of adjustment to the Granny system that would allow them to release a way to import to the GR2 files. Much like NeverWinters, EVE, and others did. |
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#83 |
Stowaway
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In the interm, adding a very good Alph channel to
the main dds file does wonders. It is not time to give up Guys. Work the files. Or have you given up? ![]() |
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#84 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Yeah they can look pretty
but Have no damage model ![]() So you cant sink one even if you get the thing ingame Which is simple ![]() |
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#85 |
Stowaway
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I pretty sure I know how to fix the damage model stuff.
I need to finish some tests on our "Secret Project". But it looks good so far. I just hate seeing all the other Guys giveing up. ![]() |
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#86 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Pretty sure they havent
I guess most are waiting to see what santa brings in his patch What it fixes - and breaks Am sure will be a flood of posts after thats released Pretty quiet on the whole in here since was announced |
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#87 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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Could you point me to a tutorial about adding an alpha channel that would look good. I'm not much of a graphics guy. Maybe I'll work on getting the damage model working.
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#88 |
Stowaway
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I'll dig out some info I think I still have from Ichneumon.
He was, and remains to this day, the best I've ever seen at doing Alpha stuff for SH. Bar none! |
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#89 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
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this damage model is being a Willey little creature. Everything I see between sh4 and sh5 should have it working... there's probably something really small and simple just like getting sh4 ship textures to work.
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#90 |
Stowaway
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There is a few things missing.
Open a ships GR2 file with Granny Viewer. (You do have that right?) Notice there is a dmg object for stock SH5 Units? Also shows in Goblin. We need to put same in SH4/3 converts. This is for damages to show on a hit. The damages from old zon files will not connect until you run everything through Goblin. It's a PITA to do, but it works. Same with the sim file. You must rebuild through Goblin. It's again, a PITA to use Goblin but it does work. If I have one thing I'd bitch about? It's the lack of instructions for Goblin. So if the Devs are watching? Give us a guide PLEASE! |
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