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Old 02-11-10, 08:19 AM   #16
Hitman
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As far as i know it is not possible to add this to the watch crew since they already have a texture map node used for their bumpmaps and i dont think the game will allow multiple texturemaps in a single material, although ive not tried so i may be wrong.

I was all ready to release a version of this today for the VIIc, right up untill i tested it with the full campaign files.
I test my mods with empty campaign files that allow me to load the game in a couple of seconds rather than a couple of mins that it takes with the full campaign files (campaign.scr/campaign.rnd).
Ive run into a problem that i just cant explain, with the empty campaign files the lightmaps appear as they should, when the full files are reinstated the lightmap on the type7c hull gets messed up, although all others on the viic are fine.
At first i thought it was a memory thing, but after dropping the new lightmap textures to 16*16 maps and removing LMs on everything else that has been discounted as the cause. Then i thought it was because of other objects in the campaign dats using the same texture, but that also was not the problem since i could have a single mission with 10+ subs all using the same lightmaps with no issues, so long as my empty campaign dats were loaded.
In short i havent a clue, the campaign dats should not in any way interact with the submarine dats, but somehow they do, but only with the type 7c hull, all other objects and sub types are just fine.

So for now im sticking with the other sub types IIa&d/VIIb/IXb&c, Once those are done i`ll go back and see if i cant figure out just what the heck is going on with that type7c hull!
I would say that by loading the full campaign the game is loading into the memory all other units in the roster, and probably one of them has an occlusion texture with the same name as the one you used. Thus it appears instead the one of your Uboat, giving a weird result.

Try to rename the hull lightmap texture in your Type VII and see what happens
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Old 02-11-10, 09:13 AM   #17
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Originally Posted by Hitman View Post
I would say that by loading the full campaign the game is loading into the memory all other units in the roster, and probably one of them has an occlusion texture with the same name as the one you used. Thus it appears instead the one of your Uboat, giving a weird result.

Try to rename the hull lightmap texture in your Type VII and see what happens
First of all, again thanks by this another fanatstic work! this will add a very important eyecandy, a much more polished visual for the uboat.

Now for the problem above. This is not related with your work, as Hitman said, is about some conflict on the ids or names, more probably ids. In the campaign files we have others uboats using cloned conning towers that were made much before S3D and can have yet some conflicted Ids. Is just this. You need to isolate them or make your new one just unique, perhaps even the objects/nodes that they are applied over. If you have so much trouble I can help you in find them. You yet really have so much work to do with the new interiors, no? We must help you!
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Old 02-11-10, 11:02 AM   #18
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i like the ideas of fm...and his skills, to make them become real.

great stuff!!!

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Old 02-11-10, 11:25 AM   #19
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Hi Flakmonkey,

you are doing really great work

When I added your twisty periscope thing to the VIIC I realized that it was missing when I started a campaign in the harbor. I found out that the reason was that there was an ID problem with one of the AI subs, i.e., the same ID was used in one of the AI tower dats and the player tower (in GWX). I guess there is/was a cloning problem. After I changed the ID everything worked fine. I have no idea, but maybe that is the reason why you have problems with and without the campaign files Just a thought.

Cheers, LGN1

I could kiss you, but i promise i wont

I changed the ID for the actual 3d hull model and it now works perfectly with the full campaign files.
I just hope changing this ID hasnt had repercussions for other files. I did load up a single mission containing the ai controlled viic and it was fine so its a bit of a puzzle as to what was using the hull models ID. BUt anyway all is well now so im going through the rest of the VIIc towers/flak guns, when those are done i`ll release the mod for the VIIc boats.
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Old 02-11-10, 11:53 AM   #20
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May well have been the AI VIIC
IIRC we had a similar problem during GWX 2 construction or 3 with the IXD taking textures from something else
Cant recall what now as soooo long ago

Nice work
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Old 02-11-10, 12:01 PM   #21
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Hi Flakmonkey,

you are welcome. I am glad I could help you once, too.

I guess it would be the best if someone could reclone the AI subs because the files of the player's sub are more often modded than the AI subs. Unfortunately, I don't know how to clone the sub

Cheers, LGN1
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Old 02-12-10, 07:25 AM   #22
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yeah, the lightmaps are missing on many objects in the game...also the ships look like "plastic" cause of this...so your idea is really nice!
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Old 02-12-10, 07:40 AM   #23
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Quote:
Originally Posted by urfisch View Post
yeah, the lightmaps are missing on many objects in the game...also the ships look like "plastic" cause of this...so your idea is really nice!
Its actually easier to add to the ships than it is to subs due to most ships having fewer parts and usually only 1 material, i normally dont get close enough to enemy ships to notice the lack of shadows though.

Id love to add this to everything in the game but it would probably be too much texture data, after all each lightmap is another texture to load.

+Does anybody know which dat contains the meshes for the radar, specificly the one that wraps around the front of the tower?? Ive looked everywhere and cant seem to find it.
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Old 02-12-10, 09:58 AM   #24
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Nice
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Old 02-12-10, 01:13 PM   #25
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Quote:
Originally Posted by flakmonkey View Post
...+Does anybody know which dat contains the meshes for the radar, specificly the one that wraps around the front of the tower?? Ive looked everywhere and cant seem to find it.
I think it's sensors.dat in Library folder...
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Old 02-12-10, 08:43 PM   #26
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By now you guys know i like to tease you with pretty pictures, so heres a few more....

Seriously though the first part of this mod is ready to release, it will be for the VIIc only and include lightmaps for turm1,2 and 4(the uflak), there is currently an issue with turm3which is why its not there. The mod doesnt alter the skins so its compatible with whichever skin you are using.
Its 1:43am right now and im struggling to keep my eyes open so i`ll upload the mod first thing in the morning.





+ sorry for the large images, i could have sworn i selected resize when i was uploading them!
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Old 02-12-10, 08:50 PM   #27
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You obviously have too much time.
Besides of that the shots are looking brilliant.

Regards,
DD
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Old 02-12-10, 09:13 PM   #28
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Brilliant work indeed. Looks way better then default texturing.
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Old 02-12-10, 09:40 PM   #29
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I just knew it, I just knew it. Alot more can get wrung out of SHIII\GWX3.

Thx flakmonkey and all.
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Old 02-13-10, 02:42 AM   #30
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it definitely seems to make the details on the sub stand out. : )
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