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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lucky Jack
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Goddammit, you're the one I can always trust to answer my questions.
![]() ![]() Thanks for the answer, mate! Here's a quick follow-up Q, I take the multiskin thing is stock in SHIII? So, am I right to assume that I can just make a mod with few different skins for the 109, for example, and have JSGME install them all to the texture folder? The game then uses them all automatically? Again, thanks Priv! ![]() |
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#2 |
Stowaway
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If the folder has TGA's ending with _T01 etc?
It's a Multi-skinned unit. If not? Then it's a single skinned unit. And Single skinned unit can be converted to Multi-skinned by the way. Any TGA placed in the texture folders will override the tga's in other areas. As long as the names are the same. For replaceing Multi-Skinned Tga's? Just place them in the correct unit folder. You don't skin Ships by any chance do you? |
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#3 |
Lucky Jack
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You know me, only aircraft. Tho, been meaning to have a go at skinning ships, but I really couldnt even think of where to begin to search schematics/blueprints showing how the ships were build. I.e. where to put panel lines, where rivets etc.
One last question to make sure I understood it correctly. If I want to make the [insert a multiskinned plane here] a multiskin one, I first do the skin normally, put that to the texture folder so it overwrites the texture in the .dat file and all the further skins I put to the Air/[insert a multiskinned plane here] folder? For example Silent Hunter III/Data/Air/Hurricane (or whatever the folder is called). |
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#4 |
Stowaway
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As DivingDuck said,
First we would need to convert said unit to Multi skin by editing the relevant areas in it's dat. Then we would use TGA's in the data/air/unit folder Important thing is..... IF there are a number of TGA files ending with T0? It's already multi skinned. If there are NO TGA's ending with T0? It's a single skin unit. |
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#5 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
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First check the unitīs folder and / or *.dat file whether it features multiskin already or not.
If not, search the *.dat for the texture in question. Rename the 08/00 chunk to read 'cfg#TXR_...". Delete the 03/00 chunk (embedded image). Now itīs ready for multiskin. The *.tga files must be named 'unitīs name_T0x' and belong in the unitīs folder.
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#6 |
Lucky Jack
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Ok, thanks guys. Got it now.
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#7 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin Dowly,
it depends on the unit. Nameing conventions have to be met for the *.dat file. The 08/00 chunk must be named 'cfg#TXR_any_name'. The important part is 'cfg#TXR_'. Thus the game engine detects whether multiple skins have to be applied or not. The 02/00 chunk, parent to the 08/00, holds all property infos, a 03/00 (embedded image) is not needed / available. IIRC the 'T_0x' files must be in the same folder as the unitīs *.dat. Regards, DD
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