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Old 08-27-10, 07:36 PM   #391
TheDarkWraith
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Originally Posted by reaper7 View Post
Had all that as well, except for the Ship_hull_T03 (At least I know I was on the right track ). Would that cause it not to show .
By the NLL.MASM file do you mean NLL.lst as I don't have a NLL.MASM in the folder or is this located elsewhere, which I pointed to (data\Sea\NKL\NKL_FX.GR2)
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file This is my 'special' computer with all my cool tools on it)

Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff
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Old 08-27-10, 07:47 PM   #392
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Originally Posted by TheDarkWraith View Post
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file This is my 'special' computer with all my cool tools on it)

Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff

Cheers TDW, Think I know where I was going wrong now. Only changed the values in the lod.gr2 file and not the other 2.

Any idea where the game refrences the NLL_Warsupplies to use the NLL_AO03.dds file to give it the camo mask. ?


EDIT: Just tried it agian this time I got a bare metal hull no textures
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Old 08-27-10, 07:55 PM   #393
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Quote:
Originally Posted by TheDarkWraith View Post
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file This is my 'special' computer with all my cool tools on it)

Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff
Yep, just came to the same conclusion regarding the .dds files.

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Originally Posted by reaper7 View Post
Cheers TDW, Think I know where I was going wrong now. Only changed the values in the lod.gr2 file and not the other 2.
Ah, that explains it, I figured that all three would need the manipulation. Awesome, we will actually get a little wider variety of ships in game now!!!! Well, at least in their skin appearance. Now if only we could get SHIII and IV ships to import........
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Old 08-27-10, 08:00 PM   #394
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Now if only we could get SHIII and IV ships to import........
we're getting closer now I'm deep, deep in it..........see this is where the fun stuff is......it's like a giant jig saw puzzle....
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Old 08-27-10, 08:04 PM   #395
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Figured out why I was getting a bare metal hull. I saved the new texture to my backup Data Folder and not the original SH5 Data folder.
So ther were no textures were it was looking.
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Old 08-27-10, 08:12 PM   #396
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Finally got it working, Thanks Steel and TDW.

Just made a simple purple hull skin to test.



Look forward to working on proper skins for the clones and making then worth having in game.

Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
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Old 08-27-10, 08:22 PM   #397
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Originally Posted by reaper7 View Post
Finally got it working, Thanks Steel and TDW.

Just made a simple purple hull skin to test.Look forward to working on proper skins for the clones and making then worth having in game.

Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
alright now make some new clones with all different kinds of hulls and ancillerary things. You can change the boats, well basically everything on the ships now Register them with the roster and then we'll have a lot more variety of ships - at least with different 'patterns' of the same class type.

I'm working on being able to import whole new ships into the game......just have to figure out this one thing.....
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Old 08-27-10, 08:26 PM   #398
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Originally Posted by reaper7 View Post
Finally got it working, Thanks Steel and TDW.

Just made a simple purple hull skin to test.
Look forward to working on proper skins for the clones and making then worth having in game.

Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
Oh yeah, that's right, you are 5 hours ahead of me over here.

You are more than welcome reaper, I am glad I was able to help sort this out. And, now I am really excited to see what new ship skins we get, ship variety is one of the last remaining problems with SH5 that no one has made a dent in yet(still a good list of other problems, but they have at least been chipped away at). Darn, if only DaneVang was still modding SH5, he could probably whip up a whole bunch of skins in a hurry.

@ TDW, you should really talk to Privateer. There is probably much you could share that would help you both out. Together, you two could do great things.....
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Old 08-27-10, 08:35 PM   #399
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Originally Posted by SteelViking View Post
@ TDW, you should really talk to Privateer. There is probably much you could share that would help you both out. Together, you two could do great things.....
I know Jeff back from SH3 days.....he'll contact me if he wants to share/cooperate on this
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Old 08-27-10, 09:48 PM   #400
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Ummm. I know that Reaper7, TDW, and I just kind of hijacked this thread as our own personal .GR2 work shop, but back to interior stuff(even though it is actually .GR2 related also):

Privateer has in fact been able to fix the minute hand in the hydrophone room!!!! The minute hand that has been invisible all this time will now be fully functional. Me and bigreg figured out what was wrong with it(it was flipped around backwards and the texture was not double sided), but I did not have the hexing skills to fix it. Privateer took it upon himself to utilize the info that I had gathered, and he fixed it. And, he is now going on to fix some other problems I had noticed that need hexing to fix. So, lets give it up for Privateer. Some really interesting stuff is about to happen on this front!



You may notice that the minute hand is darker than the hour hand in this picture. That is because the shadow map was not redone when I took this screen shot. I have however, already fixed this, and the two hands match perfectly now.
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Last edited by SteelViking; 08-27-10 at 10:36 PM.
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Old 08-28-10, 12:30 AM   #401
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Has anyone found Hack's violin?, its pointed out that Hack has it but I haven't been able to find it
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Old 08-28-10, 05:00 AM   #402
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Quote:
Originally Posted by SteelViking View Post
Ummm. I know that Reaper7, TDW, and I just kind of hijacked this thread as our own personal .GR2 work shop, but back to interior stuff(even though it is actually .GR2 related also):

Privateer has in fact been able to fix the minute hand in the hydrophone room!!!! The minute hand that has been invisible all this time will now be fully functional. Me and bigreg figured out what was wrong with it(it was flipped around backwards and the texture was not double sided), but I did not have the hexing skills to fix it. Privateer took it upon himself to utilize the info that I had gathered, and he fixed it. And, he is now going on to fix some other problems I had noticed that need hexing to fix. So, lets give it up for Privateer. Some really interesting stuff is about to happen on this front!



You may notice that the minute hand is darker than the hour hand in this picture. That is because the shadow map was not redone when I took this screen shot. I have however, already fixed this, and the two hands match perfectly now.

Excellent, great work.
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Old 08-28-10, 06:54 AM   #403
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Not sure if this comment would best be posted here or in TDW's UI thread because it involves a bit of both, but could we first implement a delay between ordering a speed change and the engine room answering (SH4 had this) and then get the little red light on the telegraph repeater in the hydrophone room (the one in the bottom of that pic) to flash between the two?

It was a little detail I noticed in Das Boot, although those lights were in the control room in the movie. There was one for each engine and after a new bell was rung the lights wig-wagged until the engine room answered; presumably there was a matching set of lights in the engine room, too, to sorta say, "Wake up! Change the engine speed!"

Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...
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Old 08-28-10, 07:29 AM   #404
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Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...
delay can definitely be added (and random at that and dependent on morale and/or battlestations). The light I'd have to dig a little......
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Old 08-28-10, 08:03 AM   #405
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The light could be done through a texture animation controller I am pretty sure. Only problem is, I have not figured out how to get them to work yet. Once someone figures out how to get the animation controller to work, I could whip up a set of new textures for the throttles that could then be used to simulate them lighting up.
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