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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Sea Lord
![]() Join Date: Dec 2009
Location: In my U-552 and Tiger
Posts: 1,732
Downloads: 788
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![]() ![]() ![]() ![]() Wow! Your work and benefits for SH5 are invaluable! Please do a large merchant mod for SH5 and I love you until the end of the world! ![]() ![]()
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U-552 Tiger IDF |
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#17 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Excellent Work. Are Damage bubbles etc working in the imported models
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#18 | |
Canadian Wolf
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#19 |
Lieutenant
![]() Join Date: Mar 2007
Posts: 250
Downloads: 140
Uploads: 0
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Great work TDW, missing variety of shipping (mainly merchant) is one of the biggest flaws of SH5.
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#20 |
Black Magic
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I'll you what, I need a couple of helpers for this. It's a pretty large scale endeavor and I don't feel like doing all the work myself. I'll do the hex work part of it but there's other work that others can do.
Lightmaps need to be made - I think SteelViking can do/show others how to do? Cfg files need edited and some other stuff. If you all want a merchant variety pack then I need some helpers. |
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#21 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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![]() I think that I can make em. The real hard part when it comes to adding the shadow map, is that a UV map will have to be added to the .dat to actually use it, where to use it, and the UV map will have to be set just right to line everything up.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#22 | |
Black Magic
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I don't think the light map would be that difficult. It appears that it uses the same UV coordinates as the base model. I say that from this: [Texture 1] TextureName= LightmapTextureName= NormalmapTextureName= StartDate=19390101 EndDate=19461231 Frequency=1 I read this as supply me (game) the needed textures and I'll use the existing UV coordinates to make it happen. Even if I'm totally out in left field on this one we have to figure out how to make new lightmaps anyhow. Whether we import ships in DAT form or GR2 form they will need new lightmaps. So it's best to figure it out now rather than later. |
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#23 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Think I could take care of the .cfg entries for the ships. Not 100% familiar with them, but should be able to figure it out.
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Contritium praecedit superbia. |
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#24 | |
Black Magic
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I have to go back through my notes and remember how to add new units to the campaign layer. Maybe someone like BBW can do this part? |
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#25 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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Can use S3D to read the old files, familiar with the zones.cfg at least. Think that would work. Never used a hex-editor beyond making some really basic changes, but should be able to learn that quick enough.
Happy to help, experience is just a little limited. ![]()
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Contritium praecedit superbia. |
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#26 | |
Black Magic
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Let's do the LST from SH3. Arclight I'm pretty sure you'll have to add zones from SH3 into the SH5 zones.cfg file to make the .zon file of the SH3 LST compatible with SH5. Why don't you see if GWX will let us use their 'modifed' zone entries so we have some sinking mechanics/damage model in place already for the LST. It's quite possible that some of these zone entries are going to reference effects that aren't in SH5. If you can compile a list of what effects are also added by the zone entries I can either validate them/add them to SH5. I'll work on the .eqp file and bringing over the missing items from SH3 to SH5 for it. SteelViking see what magic you can do with a possible lightmap for the LST. Do we have any other volunteers? Someone could make a new skin for the LST also. I can extract the existing one from the DAT file if needed. |
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#27 |
Stowaway
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The AO's use a UV channel of thier own.
The Normals use the Diffuse UV channel. AO's need to be burned in a 3D application. |
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#28 |
Black Magic
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any come to mind that one can use? How would I include this seperate UV channel into the DAT file? As a second 'set' of texture coordinates right after the first set?
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#29 |
Stowaway
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They have to be imported.
S3D does a great job of handleing the work. The coords are coded into the TMAP area something like animations are done I think. |
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#30 | |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
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![]() Not really familiar with GWX team structure, but PM'd Jimbuna, and I'd like to request permission for use of these files here. I'll use stock for the time.
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Contritium praecedit superbia. |
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