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Old 08-31-10, 02:31 PM   #1
reaper7
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Still no go I'm afraid.
If i leave the roster file for the NKL as default not pointing to a texture.
The Game displays the texture assigned in the GR2 files.
Now if I edit the roster file for the NKL and point it to the textures in this case I made three and place in the NKL folder:

Code:
[Texture 1]
TextureName=data/Sea/NKL/ship_hull_T91.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1
 
[Texture 2]
TextureName=data/Sea/NKL/ship_hull_T92.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380201
EndDate=19451231
Frequency=1
 
[Texture 3]
TextureName=data/Sea/NKL/ship_hull_T93.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380301
EndDate=19451231
Frequency=1
Removed the entry for the (LightmapTextureName=) as found it was rendering a lightmap on top of the lightmap thats in the GR2 file.
So ingame you had double the strenght of shadows etc.

On loading up the mission with the random generated group of NKL's
they all display the same skin - Texture 1 (ship_hull_T91.dds).



EDIT: I've uploaded my Modded NKL Folder that includes all the Hull textures as well.
If anybody would like to try and see if they can get it working, Please Do and report back how.
(Copy the 3 NKL-hull.T9x.dds files from the zip file to the data/Textures/TNormal/tex folder as well toget working correctly. The GR2 files point to that directory for the default textures - Didn't want to incude the same file twice).

Download file from: http://rapidshare.com/files/416308289/NKL.7z

Last edited by reaper7; 08-31-10 at 02:47 PM.
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Old 08-31-10, 03:42 PM   #2
reaper7
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Just realised something whil trying to get random textures using the roster cfg files.

While you can get it to dispaly the first texture overwrighting the original texture.

It only uses the Hull texture to apply the texture to the whole ship.
So the deck ends up deing textured from the hull - giving not very nice results .

So even if I could get random texture to work this way, It would not give the results I wish with regards to the skins.

Looks like the only way is to create a ship model (Cloned Master) for each skin I want to apply. This in turns means a ship model for each country if we want diff skins for diff countries .
Just another thing messed up the devs changing what worked before .
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Old 08-31-10, 05:15 PM   #3
Madox58
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May just have to see about the Expotron exporter
to build GR2 ships.
Although it may lack some needed stuff being older.
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Old 08-31-10, 06:30 PM   #4
tater
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Reaper, did you set the three ships individually in the editor, or that class of ship, with 3 units?

In the latter case they will all be identical. It requires three separate entries.
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Old 09-01-10, 01:32 PM   #5
reaper7
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Quote:
Originally Posted by tater View Post
Reaper, did you set the three ships individually in the editor, or that class of ship, with 3 units?

In the latter case they will all be identical. It requires three separate entries.

Tried it both ways, the same story .

It appears no matter waht I do once the same class of ship is used they will all have the same Texture skin.
The only thing that appears to change randomly is the lightmap.
Which is of no use to me really .

At this rate the most I can do is redo a skin for each clone.
Nothing I've tried has allowed multiple skins to be displayed.
The GR2 format just closes all the doors. Can't even reskin the decks due to the way the texture are applied to the objects on deck, all sharing the same textures like a patchwork quilt.
Even the Hull doesn't apply the texture nice and evenly, but has it applied all over the place.
Looks like this was a bid rush job. And with no access to the GR2 file to way to fix either.
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Old 09-01-10, 03:20 PM   #6
SteelViking
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Quote:
Originally Posted by reaper7 View Post
Tried it both ways, the same story .

It appears no matter waht I do once the same class of ship is used they will all have the same Texture skin.
The only thing that appears to change randomly is the lightmap.
Which is of no use to me really .

At this rate the most I can do is redo a skin for each clone.
Nothing I've tried has allowed multiple skins to be displayed.
The GR2 format just closes all the doors. Can't even reskin the decks due to the way the texture are applied to the objects on deck, all sharing the same textures like a patchwork quilt.
Even the Hull doesn't apply the texture nice and evenly, but has it applied all over the place.
Looks like this was a bid rush job. And with no access to the GR2 file to way to fix either.
The interior has the exact same problem, textures repeating in a gigantic quilt basically, but I have found a lot of work arounds.

Reaper, one thing that may help you is a tool in GIMP. You see, those repeating textures are put together in a tile system. And, the tool in GIMP that I am referring to is called "make tile-able." As long as the sections are some form of square or rectangle, you could make enhancements, and changes to it. Then select that area of the texture(because I know that the ship textures are a mishmosh of stuff) and then hit the "make tile-able" tool, and boom, the texture will render just fine in game.

I am not 100% sure if it will accomplish what you want to do, but it is worth a try. If it does not work, I know even more tricks for working with tiled textures to make them look natural. We will figure something out.
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Old 09-01-10, 03:38 PM   #7
reaper7
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Quote:
Originally Posted by SteelViking View Post
The interior has the exact same problem, textures repeating in a gigantic quilt basically, but I have found a lot of work arounds.

Reaper, one thing that may help you is a tool in GIMP. You see, those repeating textures are put together in a tile system. And, the tool in GIMP that I am referring to is called "make tile-able." As long as the sections are some form of square or rectangle, you could make enhancements, and changes to it. Then select that area of the texture(because I know that the ship textures are a mishmosh of stuff) and then hit the "make tile-able" tool, and boom, the texture will render just fine in game.

I am not 100% sure if it will accomplish what you want to do, but it is worth a try. If it does not work, I know even more tricks for working with tiled textures to make them look natural. We will figure something out.

Hi SteelViking, hers a pic of the problem as a picture tells a thousand words Just using my National Colours to show the example - not one I'm working on for ingame ( Not that patriotic ).



As you can see almost everything above deck (Ignore the Hull thats a diff texture) is using that piece of texture.
The rest of the Grey item above the deck, actually are using the Funnel Texture.

Half of the texture does not even appear to be used if I change the colours, devs must have lifted the textures from elsewhere and just not used them fully.
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Old 09-01-10, 03:24 PM   #8
reaper7
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Just took some pics to show the problem.

First I created a mission with the following:



  • A group of American NLL (Liberty Cargo) Origuinal Master.
  • A group of British NKL (Large Steamer) Clone of NLL Converted to Master - And pointing to a new texture.
  • A group of Irish NKL (Large Steamer) Clone of NLL Converted to Master - And pointing to a new texture, added to Ireland Roster.
Ok here are the pics of what The Models are like regarding textures etc in Goblin and ingame using the above mission.
  • The American NLL's
  • The Britisk NKL's
  • The Irish NKL's



Also notice the Irish Units don't have a flag ingame - could not find one in the textures folder either. Can one be Imported?


So as you can see, the American NLL shows its texture fine - The British NKL shows it texture fine - But the Irish NKL is showing the Texture for the British NKL

It looks like as long as there is a ID in use for a model it will use the same texture for all models of that type.

Due to the British NKL and Irish NKL both sharing the same IDs of ClassName = KL (NKL, Liberty Cargo)

From the ship.cfg file

Code:
[Unit]
ClassName=KL
3DModelFileName=data/Sea/IRL/LL1
UnitType=102
.............
From the roster.cfg file

Code:
[UnitClass]
ClassName=KL
UnitType=102
AppearanceDate=19300101
DisappearanceDate=19470101
DisplayName=IRL Large Merchant (ProxY)
.............
I tried to give the Ireland model a new class name or IRL1 but this throws up errors when starting the Mission Editor of the Class type not being present in the Library or something like that.


Has anyone managed to clone a SH5 Model into another SH5 Model with its own ID.
Or know of a method to get ships to display the skon assigned to them and not the same skin for all ships of that type.

Last edited by reaper7; 09-01-10 at 03:48 PM.
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