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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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Ok...thanks again for your time ichso. I did find a skinning tutorial here at subsim by CaptainCox: http://www.subsim.com/radioroom/showthread.php?t=109862&highlight=CaptainCox
It isnt geared towards applying numbers or images, but mainly how to create, save and make jsgme ready skins (coloring), from the games submarine files. Anyway...I'll keep trying to find the solution. Then I can make some really nice skins. If not for others, for myself. ![]()
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#17 |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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Hi all. Although I have not solved the problem of numbers/images mirroring and facing backward on one side of the sub, I have found some good tutorials for skinning. Below are some helpful tutorials for wanna-be skinners like myself:
(video...watch in HD for clarity) http://www.subsim.com/radioroom/showthread.php?t=109862& highlight=CaptainCox They were done by CaptainCox.
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#18 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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A little update from my side.
I had the best modding tool (S3d, of course) at hand and didn't use it. ![]() I would test my half finished sub sinks by loading them in the game and finding the correct positions of where to put details of the texture as described above is also as tedious as it is unnecessary. Take S3D, open the [install dir]\data\submarines\[sub_name]\[sub_name].dat with it and open the branch of the root node for this model in the list view on the left. Then you will find, in the main window, a uv map preview that you can view and even save in as .png file in any desired resolution. Take 2048x2048 for example and include it as a new layer in your current skin you're working on, as a seperate layer. Then you will see where your painting and texturizing will be used on the 3D-model. Like this: ![]() Also, the S3D contains of a 3D model preview, so no running the game to test your work anymore until it is finished! I just though I share my newest *cough* "wisdom" *cough*. Such an obvious solution, and I was doing all my skins the hard way all the time ... ![]() |
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#19 | |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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Thank you so much ![]() This will be my first time using S3d.
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#20 |
Mate
![]() Join Date: Feb 2007
Posts: 53
Downloads: 15
Uploads: 0
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Has anyone made a 'Barbie' skin for ships yet?
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#21 | |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
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http://www.navsource.org/archives/08/0813244.jpg http://www.navsource.org/archives/08/0812509.jpg There are also examples of late war boats in black with the SS number painted on the rear portion of the conning tower. This is S-20 (SS-125) in July '45. (Same boat as the previous picture above, in different scheme.) http://www.navsource.org/archives/08/0812503.jpg But if you look at a photo history of each boat they are in so many variations of paint scheme, with or without numbers it was correct at some point. |
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#22 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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This must be why they didn't use more S-Boats in the war, because their captains would refuse to give up their hull numbers and that was not good for overall strategy
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#23 | |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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ichso...man, this S3D is going to take some time to get used to. But I'm hoping it will make it possible to work with occlusion maps so to get hull numbers and images going the right way on both sides of the boat. That would be great. I still find myself wanting to place hull numbers or images on that left side ![]() I'll figure it out eventually.
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#24 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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Hm, I have no idea about those numbers but what images do you want to place different ways on each side ? Isn't it desirable that images are always pointing forward as in the emblem skins you did before ?
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#25 | |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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![]() Quote:
Like this image, when mirrored the font is backasswards: ![]() Just really sucks being limited in this way ![]()
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#26 | |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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#27 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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It seems as if the S3D expects a very particular naming convention of texture files. I got a pure black texture for s18 boats for example but got it resolved by renaming the texture file to NSS_S18_T01.dds. This applies to some of the sub models, actually.
I did not test yet, whether the game will be able to load the texture now, but for modding/testing purposes in S3D this is a vital shortcut ![]() |
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#28 |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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Cool ichso.
I wont lie. I am struggling with the S3D. I think it was designed for people that already have experience with nodes, and things like that ![]() Such an awesome tool though ![]()
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#29 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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bump !
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#30 |
Lieutenant
![]() Join Date: Apr 2009
Location: Somewhere in the Atlantic Ocean
Posts: 262
Downloads: 60
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Thanks for This tutorial mate,been looking for a good one like this keep up the good work
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