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Old 05-26-11, 03:01 PM   #46
SteelViking
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I have the same prblem.. I thought is because is I remade the ship skin, but seems like Im not the only one.
Thanks for doing that texture! You did a nice job on it. Saved me the time, is it rendering properly other than the blackness issue? I Don't know what would cause this blackness at night thing, but I will search till I find it.
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Old 05-26-11, 03:17 PM   #47
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@SteelViking - I sent you Proteus... Check your mail.
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Old 05-26-11, 04:10 PM   #48
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@SteelViking - I sent you Proteus... Check your mail.
Awesome, looks like a coal hauler. I will make this my next ship to import. Thanks TheBeast
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Old 05-26-11, 04:27 PM   #49
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Originally Posted by SteelViking View Post
Thanks for doing that texture! You did a nice job on it. Saved me the time, is it rendering properly other than the blackness issue? I Don't know what would cause this blackness at night thing, but I will search till I find it.
maybe it`s caused by the almost black alpha channel of the main texture ?
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Old 05-26-11, 04:32 PM   #50
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Nevermind about the Proteus, it has no shadow map. I cannot make one from scratch, as I don't know how to UV map textures. I understand how they work, but I cannot make one from scratch.

Also, I think I should let everyone know I will be out of town for 9 days starting Saturday morning.

I might be able to get on here and make posts, but I will be away from my work computer.
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Old 05-26-11, 11:48 PM   #51
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I just figured out something awesome!!

And it was right in front of me the entire time.

By tweaking the unified render controller I can stop the imported ships from doing that weird transition from light color to dark color as you get close, and I can get the textures for the weapons to render much further out. These problems were really bugging me, and now they're solved.

I am not sure if it will fix the solid black passenger ship at night but it might.
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Old 05-27-11, 12:10 AM   #52
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Old 05-27-11, 12:54 AM   #53
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Just tested the hospital ship and passenger ship at midnight, and sure enough, that trick fixed the solid black problem.
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Old 05-27-11, 01:10 AM   #54
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Just tested the hospital ship and passenger ship at midnight, and sure enough, that trick fixed the solid black problem.
Nice! Can you send me an update please?
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Old 05-27-11, 01:22 AM   #55
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Nice! Can you send me an update please?
Sure thing Zedi, also redid the texture for the hospital ship, I think you will like it. If not, I can always do more.

Just give me a second to upload it.
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Old 05-27-11, 01:44 AM   #56
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Originally Posted by SteelViking View Post
Sure thing Zedi, also redid the texture for the hospital ship, I think you will like it. If not, I can always do more.

Just give me a second to upload it.

Just had a look at the NPRT Proteus and the reason it is rendering Black is due to there being to Embedded Image in the dat file. If you open the dat in s3d and look at the ship preview you will see its solid black. Just reimport one of the images in the ship folder to have a default texture. That should solve the Black Issue without having to adjust the rendering distances .
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Old 05-27-11, 02:04 AM   #57
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Originally Posted by reaper7 View Post
Just had a look at the NPRT Proteus and the reason it is rendering Black is due to there being to Embedded Image in the dat file. If you open the dat in s3d and look at the ship preview you will see its solid black. Just reimport one of the images in the ship folder to have a default texture. That should solve the Black Issue without having to adjust the rendering distances .
These ships do not share that problem Reaper7. Neither the passenger nor the hospital ship have embedded images. Plus every ship I import I take out the embedded images and use external ones. I find the concept of embedded images inefficient.

Also, the rendering distance needed to be changed, badly. That was why the guns were showing up black, and the shadow map was not being used until close distances were reached.

Thank you for looking into the issue though.
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Old 05-27-11, 02:22 AM   #58
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Many thanks SteelViking. Speaking about textures, I have a sugestion. Make/leave 2 textures entries for every ship as you did with few of them, even if booth textures are the same now. The reason is to give the opportunity to the community and other moders to create separate skin packs for these ships. Is why I suggest that these ships to have stock/default sh5 skin, nothing custom or any fancy stuff.

I had this idea when I was working on the texture for the first imported unit, the Elco boat and Sober already did a custom skin. Hope you understand what Im suggesting here.
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Old 05-27-11, 02:30 AM   #59
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Many thanks SteelViking. Speaking about textures, I have a sugestion. Make/leave 2 textures entries for every ship as you did with few of them, even if booth textures are the same now. The reason is to give the opportunity to the community and other moders to create separate skin packs for these ships. Is why I suggest that these ships to have stock/default sh5 skin, nothing custom or any fancy stuff.

I had this idea when I was working on the texture for the first imported unit, the Elco boat and Sober already did a custom skin. Hope you understand what Im suggesting here.
I understand what you are suggesting, but I have never seen those extra textures be used. I have fired the game up 100 times with those multiple textures enabled, and I always saw the same one. So I started cutting them out.

If someone knows how to setup the .cfg files to make them work I would be glad to make them like that.

Reaper7 didn't you figure out how to do this a while back?
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Old 05-27-11, 02:43 AM   #60
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Actually I saw this happening once in one of my test. I though that I used a wrong version of imported ships, then I realized that the ships can use multiple skins
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