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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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You can use color in an AO-texture. Just understand that full white allows the original underlying color to pass through fully, where black fully blocks it. So when having some pixels as 'red' in an AO map, it will essentially only allow the red channel of the texture underneath to pass through. The technique can be used in a limited way though, since you can't paint/overlay white colors this way. It is however perfect for darkening areas of a model, or even tuning the colors a bit (due to light sources or whatever).
For adding text to a specific place on a ship, I recommend using decals. This is a simply geometric flat mesh, positioned close to the side of a wall for instance, and then you put a (transparent) texture on it. But you'll need a 3D program to create that mesh though.
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#2 | |
Frogman
![]() Join Date: Mar 2008
Location: Huntley, IL
Posts: 305
Downloads: 142
Uploads: 1
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Thats not to say that I completely understand what you said, lol, but I sort of understand about using/applying a decal using a mesh...I think. But...I have a place to start now! Thank you for that ![]()
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#3 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
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Nice ...
![]() The S3D is able to export the 3D-Model of any submarine ( open it's .dat file and find point 5 in the list called "Node - NSS [type]", open it and right click on 3d model to export it as an 3d object. The use something like http://www.blender.org (it is free) and there import the model again (don't bother trying to open the file, import it). There you can change the 3D Model, save it and import the updated one back via S3D again. Thanks skwasjer It is of course much more complicated to keep up with other mods editing the .dat file. Because supermods and whatever like to edit stuff there and you would have to keep adding your own changes to the newest versions to keep up with them if they update their mods. |
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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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bump ! another should be sticky
![]() keltos |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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bump for Sledgehammer 427
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#6 |
Mate
![]() Join Date: Jul 2009
Posts: 54
Downloads: 83
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First of all forgive me as I really don't know anything about 3D and this question may seem very silly.
I exported a VIIC from an SH3 .dat file and performed the steps you described. Could this ambient occlusion map be now used to add shading to the boat's model instead of using the old SH3 'SHD' nodes? ![]() Like so? Thanks in advance. |
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#7 |
Mate
![]() Join Date: Jul 2009
Posts: 54
Downloads: 83
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I managed to pull it off, thanks for the tutorial!
Now only if I could do the same for the conning tower ![]() |
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