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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
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mmm...
![]() If I try and create an ice texture for the uboat, it simply won't appear ingame. For example, taking Uboat7A_deck.dds, replicate the texture adding some ice on it and renaming it Uboat7A_deck_ice.dds to mimic the file structure for other boats simply don't work and won't show anything. Apparently, there's some kind of trigger linked to the time period of the year that makes it so the textures switches to their _ice.dds counterpart, but apparently, it won't do so for any textures of any sea object as if it was just checking for the _ice suffix. Can't find such a trigger anywhere under goblin and GR2 files, I fear it may be hard-coded... TDW, any thoughts maybe? ![]() I'd be interesting in knowing just how the game knows which textures to use for each given 3d model, as it may be there. Hexediting GR2 files maybe... |
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#2 |
Stowaway
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Ice appearing on Units is controlled by Ship Render Controller.
There must be a 3D mesh in said Unit to do this. Examine the Penguin in Granny Viewer (best for detailed information) or Goblin. (only allows viewing the Mesh itself) To have Ice on other Units? We need to add the needed meshes and more. |
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#3 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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On most detailed ships, the icing effect comprise two things:
Must be hardcoded somewhere I presume. |
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#4 |
Stowaway
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Ship Render Controller is running all the time.
You can not mod this controller. If a Unit has the Mesh for Ice? It will be rendered at the proper times. The Game Engine 'sees' certain things when needed. If they are missing? Nothing may happen. Or the whole Model may not be there!! Take the Bunker for example. Rename a certain part of it and no Bunker EVER appears and you go directly to the Sub. Try it once. |
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#5 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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mmm...
![]() I tried to "fool" him a bit like what I believe you're saying, creating some *_ice.dss winter version of the textures of a VIIa for example, mimicking the textures name structure of the various boats winter version, to see if the game would call them, but alas without result. Maybe the winter textures itself should be added and indexed into the GR2, though neither can i find those winter ice ones into the textures list of the penguin GR2 in granny viewer for example. Although I'm a bit clueless on the entire process on how the textures are summoned from the TNormal directory. |
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#6 |
Stowaway
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Part of the Tools package I have been working on since release of SH5
will help solve issues like this when it is completed. The Engine 'sees' certain meshes and the controllers act on them. If those meshes are not named properly or do not exist? The controllers can not act on them. Now I'll say right now that TDW is as good or better them me with Dats and such. And I above all others probably respect that fact. What I DO KNOW better (at this time) then anyone at Subsim is the GR2 format and how the Game Engine uses that information! I look only at the GR2 format and how the Engine uses it. Nothing else. So my time is concentrated on one of the biggest issues at hand. |
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#7 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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As a matter of fact, I'm more interested right now at winter textures switch rather than adding some icicles meshes to start with, seems less complicated... However, It seems both of them would require to go "deeper" into SH5 than obviously what you can do with goblin/granny viewer and fiddling with various files. Seems like it goes too far for my knowledges at present, and I'll have to resort to future tools packages like yours...
Are you hex editing a lot to have an insight into such things as the ship render Ctrl? Things are not obvious when looking at GR2 files, aside for a few headers you can read at the start of them. And I'm definitely no specialist regarding the process of sorting out how things are linked and tied together under an hex edited file. I remember it was easier prior to that granny **** (lame stuff, if you ask me... does nothing but complicate modding tasks) So far, I've not been in contact with TDW regarding this matter, so I don't know whether he can be of any help. I've seen that little arguments between you and TDW ![]() |
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