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#1 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
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Help to replace the propelers
i want to replace the propelers from the IJN Kongo wich are black and not realistic at all:/ please how can i do that?
Last edited by Webster; 08-17-13 at 11:15 AM. |
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#2 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
Posts: 827
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no one? :/
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#3 | |
Admiral
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Chrysanthos, you should realize that a simple color change to the Kongo prop.....really isn't so simple. That's why I've taken the time to explain it step for step. I know you've got some S3D knowledge, so I hope my explaination isn't too off base.
The Kongo ship model can be found in its .dat file. The four propellers are found here (Nodes 127-137): ![]() These node's all point to the "Material Id" of "0xd9b1a091ccfcb28f". This texture "material" makes a black color to anything its associated with. This particular "Material" node is found here: ![]() Since there are other ship features that use this same material for coloring (black), you'll need to make a new material node just for the four props. For me, the easiest way is to "copy" the original material nodes (nodes 3 and 4), and paste them into the .dat file, just below the original......then making a "new" Id number for the new material, eventually having the specific four prop model's associated with the new material Id. Here's what to do, copy the material's node "Label" line: (that's the line I've got highlighted starting with the "A" letter) ![]() And paste it just under the original: ![]() It should look like this: ![]() Then copy and paste the original parent materials line (that's node "3: <empty>") just below the same "node 4" again (highlighting with your mouse node #4). This will keep the proper structure of the parent node, over top of the child "label" node.....giving you a true copy of the original: ![]() With the copy, you'll need to make a new random Id for it. As in the image below, mouse click "New" to have a new ID number assigned to your cloned node 5 (the child "node 6" will automaticly follow). ![]() My computer made the new material Id "0x0d081fa8549af972": ![]() Mouse down to the "Texture" section....and place a checkmark in the "Enable explicit texture" box. You'll need to make an image of the color you plan to use for the prop......I decided to color them red..... so I made a .bmp image using PhotoShop of the color I wanted to use. I'm not sure what the size needed to be for the actual sized prop, so I made it 1024x1024 and have already added the image to the "Data/Textures/TNormal/tex" folder (the game will automaticly look for the color image there). I then put the texture image name (RedProp.bmp) into the "Texture name:" slot. Also, make a checkmark in the "Two-sided (cull none)" slot so the color will show on both sides of the prop. ![]() Change the "Specular strength: to zero"; change the "Glossiness: to 25". ![]() Once you have the new materials data as shown above, go to each of the propeller specific nodes (on my Kongo.dat file they start at "node: 127") and "Remove" the old "Materials ID". Once clear, "Add" the new Materials Id found in the options box by clicking on it. ![]() Your new "Materials Id" should look like below: ![]() Do this for all four propellers, and save your work. Your Kongo propellers will have whatever color you used for the .bmp image: ![]()
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 01-19-14 at 03:17 PM. |
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#4 |
Grey Wolf
![]() Join Date: Jan 2011
Location: greece
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thank you for your time
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#5 |
Electrician's Mate
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#6 | |
Admiral
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That's great Tempest!! Changing the image file to whatever you like is the whole point.
What's important is to have a good image....that's as small as possible in size. The larger in size, the more game memory is used to reproduce the effect. I didn't even look to see what the .bmp memory size was (I just wanted to explain the process) but, in real modding you need to balance the need for change with the amount of memory that will be used to put the modification into effect. One thing to look out for with a .dds image is the Mip Maps that may be produced needlessly in the image. Interior images do not need extra Mip Maps made since the need to see them at a distance just doesn't come into play. I'm suspecting the propellers are about the same. You'll not see them underwater except for being very close. So, not having the Mip Maps added to the image will conserve the overall size of the image, creating better game performance. Many modders have not followed this idea, and have had players wondering why their game has slowed to a crawl when a mod is activated. Of course, object model's that are seen from a distance....like planes, ship parts above water, shore buildings etc.... will still need to have Mip Maps included.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 01-22-14 at 12:15 PM. |
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#7 |
Electrician's Mate
![]() Join Date: Nov 2008
Posts: 137
Downloads: 166
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So I can reduce the 1024 x 1024 to half that then to dds?
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#8 | |
Admiral
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No, I'm not referring to the physical size of the image....I'm talking about the file size of the image, the amount of memory it takes to reproduce the image.
If you take a look at most images that relate to the model's the game uses (found in the "Textures/TNormal/tex" folder) you'll see the largest size for most material images are 1024x1024. Some are smaller, but only a handful are larger. I just made a guess at choosing 1024x1024 for the materials image used for the propellers. In the following image, the S3D prop model UV Map preview shows the model, but it doesn't state the size of the model. ![]() To do it right, I should have "Exported" the model into something like Blender to see just how large the model truly is....then made my red colored image to match the size of the model. 1024x1024 was just a guess. Making a material image smaller in physical size then 1024x1024 COULD have made the color not show on the prop model at all. No, I'm referring to the image size that requires a certain amount of memory to be used to reproduce the image. A modder needs to be careful what he adds to the image that may not be needed. The more you add, the larger the memory you'll need to reproduce the same sized image. In a .dds image you can add MipMaps, Alpha Channels, change the color pallet....all requiring extra memory to show the image. If you don't need the extras....don't use them. Keep the materials memory image as small as possible. In the following picture, the nVidia Plug-In is opened in PhotoShop for saving a .dds image. The color pallet is 4 bpp, with no Alpha Channel, but with MipMaps enabled. Notice the physical size of the image (in the lower left corner) is 1024x1024: ![]() This DXT1 .dds format will produce an image of about 683Kb in file size. Without the MipMaps generated, the same image is about 513Kb in size. If you increase the color pallet, add an Alpha Channel, yet don't generate the MipMaps, the size of the DXT5 file will be about 1,025Kb (still producing a 1024x1024 image). Adding the MipMaps will boost the memory requirement to 1,366Kb. ![]() As the following image shows, a 1024x1024 .bmp image is 3,000Kb in file size. The various 1024x1024 .dds formated images all have different memory file size requirements. ![]() What I'm saying is a modder should know which material image works best for the particular model its used for....with the expectation of using as small amount of memory as possible. Keeping in mind that a handful of images isn't going to hurt preformance too much, yet having many large file size images not paired to the task needed can easily cause slow downs in game play.
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The HMS Shannon vs. USS Chesapeake outside Boston Harbor June 1, 1813 USS Chesapeake Captain James Lawrence lay mortally wounded... Quote:
Last edited by CapnScurvy; 01-22-14 at 10:58 PM. |
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