![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]()
Hey Rongel, I just got done changing this for Zedi's Campaign files, and I got a hunch that maybe the lifeboats had the same thing going on. The .cfg files in the Sea folder is pointing to a .tga for the texture, but the texture you have included in the mod is a .dds. Now, everything still works in game with this setup, but I wonder if we shouldn't go ahead and change it to .dds.
Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file. Just thought I would give you a heads up on this comrade. ![]()
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
![]() |
![]() |
![]() |
#2 | |
Black Magic
![]() |
![]() Quote:
I left the ships with Zedi's campaign as .tga in case someone wanted to use .tgas instead of .dds. Remember .dds is a compressed format that has to be uncompressed. TGA is not. |
|
![]() |
![]() |
![]() |
#3 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]() Quote:
Edit: Also, .dds files only get compressed if you tell GIMP to compress them, otherwise it leaves them uncompressed. Where as Photoshop requires them to be compressed.....just one of the reasons I will never switch to Photoshop. 2nd Edit: Just look at my interior mod, I didn't compress any of the textures because .dds compression damages images.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
|
![]() |
![]() |
![]() |
#4 | |
Black Magic
![]() |
![]() Quote:
|
|
![]() |
![]() |
![]() |
#5 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
|
![]()
thanks for this excellent mod
![]() |
![]() |
![]() |
![]() |
#6 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]()
Good point, wasn't thinking about it in terms of program overhead, but still. We know we are dealing with .dds files, why not tell it to look for a .dds? I just don't see an advantage.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
![]() |
![]() |
![]() |
#7 |
Black Magic
![]() |
![]()
The only advantage I see to leaving them as .tga is so that users who can't make .dds files can still make .tga files for them. Trying to cater to the broadest range of users is why I left them as .tga.
|
![]() |
![]() |
![]() |
#8 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]() Quote:
Edit: I really think we need to strive to clean up our mods, that is make them as stable as possible. Leaving loose ends like file extensions that are not correct seems like an unnecessary risk. But, I don't wish to argue, if this how everyone wants them left, so be it.
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
|
![]() |
![]() |
![]() |
#9 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
So the lifeboats have also the stock .tga file reference. Didn't change it because everything works, even if it's a bit weird. |
|
![]() |
![]() |
![]() |
#10 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
![]() Quote:
All the ship textures are in the texture folder ![]() The actual image is embedded in the GR2 file and needs to be changed by hex to point to a different image. |
|
![]() |
![]() |
![]() |
#11 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#12 | |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
|
![]() Quote:
This is indeed in the Texture Folder and is called via the GR2 file for that ship - this can be hex edited to point to a new texture. The Ambient Occlusion map is in each ship folder and is used in-game to apply camo effects etc - cheap Dev trick rather than do proper multi skin textures. This can be assigned by the cfg file to point to another texture (Just remember this is applied like a shadow over the existing Texture so you can never paint white on top of the original texture (It just creates darker shades of the existing texture). Now a little trick can be used if you want to use the Ambient Occlusion map to paint proper textures. That is to Hex Edit the GR2 to point to a texture of your own that is just painted completely white. Now you can paint the AO texture how ever you like and it will appear in full colour on your Ship ![]() See here: http://www.subsim.com/radioroom/show...7&postcount=30 |
|
![]() |
![]() |
![]() |
#13 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
|
![]() Quote:
![]() Luckily with the SH 4 ships we have been working with, we get all the textures (no embedded stuff) and it's easy to modify, well If only things that looked good in SH 4 would look good in SH 5... |
|
![]() |
![]() |
![]() |
#14 |
Ace of the Deep
![]() Join Date: May 2005
Location: Asturias, España
Posts: 1,168
Downloads: 39
Uploads: 0
|
![]()
I found this tutorial http://www.ne.elpea.net/forum/viewtopic.php?t=1398 for AoEIII. It could be usefull.
__________________
![]() |
![]() |
![]() |
![]() |
#15 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
|
![]() Quote:
![]() ![]()
__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
|
![]() |
![]() |
![]() |
|
|