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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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@Hitman- Thank you for your suggestion.
![]() @Ducimus- The crew model issue with marine.dat was a good suggestion so I checked it out with the hopes of maybe uncovering my problem. Unfortunately after further inspection it appears to be a different problem. I believe that anomaly you are seeing on the crew model is an issue with the bump map not displaying properly. Out of curiosity I opened up both versions (1.4 & 1.5) of marine.dat in S3D. Like LukeFF stated, this problem only occurs with the short sleeve shirt (bust_m01). In S3D they appeared identical…the node structure and info inside matched. I even exported both models into 3ds max and found zero differences between the meshes and material info. Once I cracked open the hex editor though it was a different story. When you compare both .dat files there are indeed differences. Here’s a screenshot highlighting the differences when comparing both files of the node-bust_m01: ![]() The green color text depicts the additional info. The red color text depicts the differences between the two. You’ll see that the 1.4 version has some extra info in there. It contains text that refers to 2 map #’s, texture names and the word bump. This is not my area of expertise but I’ll guess and say that it has to do with extra model/material info pertaining to the bump map? Just to make sure I exported both models from S3D and then opened up the files in a hex editor. They were identical…is it safe to assume that S3D is not looking at this “extra data” ? I also found a huge chuck of data just before the bust_m01 node. I leave it up to skwas or others more knowledgeable in this area to decipher it. Anyway, for fun I took the extra data from the 1.4 file and transferred it to the 1.5 one and guess what….it fixed the problem. For those interested I took a screenshot showing the offset locations and the data transferred: ![]() And here's a before and after shot: ![]() Well look at that...the failure of one mod leads to success in another. ![]() Ducimus, you should be happy now since I know you hated this issue with a passion. ![]() Here's a link to the vanilla version (1.5) of marine.dat with the fix included. If you need me to apply the changes to another file just let me know. Download Link: http://www.mediafire.com/download.php?k3utmjnzdzm |
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#2 | |
Pacific Aces Dev Team
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One day I will return to sea ... |
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#3 |
Planesman
![]() Join Date: Oct 2009
Posts: 194
Downloads: 339
Uploads: 0
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When using the Marine.dat file from above^the eyeless crew bug returns
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#4 |
Pooped from posting
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ca, thanks for your hard work.
i never noticed there was something wrong ![]() if only we could fix the ghost effect in fog, i thought of something like inserting a second 3d model of the sailor with no texturing options "into" the main sailor so that it provides some kind of background .. ![]() |
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#5 | |
Rear Admiral
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yeah i might, but i don't want to bother you with small stuff. I have a completely different marine.dat file with various changes. I'll try changing the 3d model to the 1.4 version, if that doesn't work, ill send you the file if you really want it. |
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#6 | ||||
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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I agree with you, it would be a waste to dump this now because of the lightmaps...however, it would be a big injustice to cheese out on the most important part of the interior. You can make the best looking models but they'll still look like crap without a proper lightmap. If anyone needs proof of this just open up any interior in S3D and toggle on and off the lightmap texture in the 3D viewer.....major difference. I have to be honest, this project has one foot in the grave right now and the other on a banana peel...but I haven't given up just yet. I'm just running low on options now. I've tried just about everything. I'm even thinking about trying witchcraft next. ![]() What makes me keep trying is that I know there is a solution to this. If you look at the "torpedo room" thread over in the ATO forum you'll see around page 4 or 5 that Tomi had the similar problems like I am having...so there must be a way. Quote:
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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CA, could you send me the OBJ/UVW files? I don't have time for the next 2 days but I will try to have a look at it asap.
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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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#8 |
Officer
![]() Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
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will this mod come out this year? we have to have it!
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#9 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
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"Your not doing it right" Ohoo, she said !
If Skwasjer, can do miracle
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#10 |
Navy Dude
![]() Join Date: Sep 2004
Location: Downunder W.A. Sth.of the River
Posts: 174
Downloads: 36
Uploads: 0
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With the realism these mods do the game just gets better & better.
Thanks for the effort. ![]()
__________________
Run Silent Run Deep!!!! 01.NSM4 Classic/.RFB v.1.52.1024+Patches 02.RFB Radar HotFix/RSRDC_RFBv15_V420+Patch2 03.Sobers_Better_Rocks & Sand 04.Small_Nav_Tools_w_Chrono 05.Brit_MkVIII_US_Mk28_Torps 06.ROW Sound effects.v.9/Enviromental 5.0 O/S Win10 Pro 64-Bit/Intel 64xQuad Core CPU i7-4790+3.60 Ghz 32gig RAM nVidia GeForce GTX-1650 Ti |
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#11 | |
The Old Man
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![]() My Current MODS: #1 PE4 Install main #3_PE4_c_Submarine_Stock_caustics_rolllpitch_deepe r #4 PE4 Ship_debris_SH4_with bodies #5_PE4_real_reflections_for_harbour_and_objects #6 PE4_high quality bow and stern wakes (stock SH4 lower FPS) AI-Boot-TypXXI Small Radar Contacts Stage 1 AI Sen Toku Webster's Real Lifeboats Fix for v1.5 Webster's New Sounds for SH4 Webster's Lite Fog v2 + 100' Underwater Visability ROW Sound Effect v_9 RSRDC_SH15_V550_Patched1.7z (1) RUIM v1.0 for SH4v1.5 (Hi-res) (2) RUIM v1.0 for SH4v1.5 Enlisted Ranks add-on (Hi-res) (3) RUIM v1.0 for SH4v1.5 Awards add-on (Hi-res) Radio_Stations My_MODS_for_RSRDC TheBeastBelow_SalmonSargo_MODPak_for_SH4_v1.5 SKIN_Sargo_Stock_Cleaned TheBeastBelow_GarTambor_MODPak_for_SH4_v1.5 SKIN_NSS_Tambor_Stock_Cleaned TheBeastBelow_Gato_MODPak_for_SH4_v1.5 SKIN_Gato_Stock_Cleaned TMO19_3D_Interiors My Loading screen Japanese merchants routes v2 JoC-Haifisch-SH4-1.0 Carotio_SH4-Seafloor2_256mb SKIN_NSS_Balao_Stock_Cleaned TheBeastBelow_Balao_MODPak_for_SH4_v1.5 Enviromental 4.2 Poul-Sound_for_SH4 Marine_Dat_1_5_Fixed Any suggestions? ![]() -TheBeast |
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#12 |
Watch
![]() Join Date: May 2008
Posts: 17
Downloads: 11
Uploads: 0
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I couldn't get the fix to work until I read some chap's post from the mod's page that mentioned that you have to delete marine2 file before applying the fix. Hope this helps
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#13 |
The Old Man
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What is the best 3D Modeling application for doing things like making new boats and or interiors?
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#14 |
Ace of the Deep
![]() Join Date: Jul 2005
Location: Germany's oldest city alive
Posts: 1,066
Downloads: 57
Uploads: 0
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I don't think there is any application specifically dedicated for this task. So you need to stick with some commonly used program.
Blender is open source and widely used, with many tutorials available and so on. |
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#15 | |
Gunner
![]() Join Date: Jul 2009
Posts: 96
Downloads: 6
Uploads: 0
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