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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
GLOBAL MODDING TERRORIST
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Look in the SH4 mod shop.
You MIGHT find it. ![]() http://www.subsim.com/radioroom/showthread.php?t=239270 |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#3 |
GLOBAL MODDING TERRORIST
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That was what was to be used for GWX 4 back in the day.
There was no S3D and many Units to convert. |
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#4 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 |
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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@Jeff-Groves
Thanks to you and to ref for this fine tool. Will try it out immediateley. @gap Have to agree with oskar123: Great overview, that answers a lot of questions. The information contained in your posting should be stickied in some way. And what a question to ask, if we are interested in enhanced ports and channels? Let me answer anticipating without hesitation everyone else`s opinion: Of course we are! For my part I`am following the lighthouse threat with great interest and awaiting eagerly every new version of the Ecomod. In my view these are exactly the things that are lacking at this point in SH5. ![]() Meanwhile I have realized, that object editor is only able to place GR2 files. So I will take the „Ehrenmal“-files in Twos as example and trying it this way round as you proposed… experimenting a bit. |
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#6 |
Watch
![]() Join Date: Jan 2011
Posts: 20
Downloads: 29
Uploads: 0
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How does the exporter tool work with regards to implementing a new ship? Can it simply convert a .dat ship or is there more to it? I assume the latter. Will we have to build models from scratch?
I'm also wondering about the licensing deal you got; I assume any of us can't just download the exporter ourselves? If (god forbid) jeff should suddenly go missing like TDW, what will happen?
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I will always input AoB backwards. |
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#7 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() There is something that I forgot mentioning: at times dat ships are rendered in game totally black . I don't know if this glitch is tied to dat units in general, or to some specific unit but it seems to happen more often with some ships than with others. A good example of dat ships prone to this kind of bug is TWoS/OHII's hospital ship IIRC. Maybe Vecko has managed solving the problem, but the lastt time I had a look into it, textures and materials looked in order. Quote:
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#8 | ||
Sailor man
![]() Join Date: Nov 2018
Posts: 43
Downloads: 66
Uploads: 0
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My captains here are complaining bitterly about this strange drawn-out crates, which do not fit into the holds of their ships and are blocking the docks unnecessarily. ![]() Tought I have seen recently some nice looking cargo in GR2 format into the library. Could be trying something myself. Quote:
Great workaround! Thank you a lot! ![]() Flakmonkeys lighthouse is still looking great now in SH5. Only drawback: the model has obviously the same LOD-trouble like Lange Anna in Helgoland. Later today I will open up an own lighthouse thread for SH5 and post some screens. ![]() |
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#9 | |
GLOBAL MODDING TERRORIST
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Edit: Never mind. Dl'd the install and found a reference in the roster files that point to a Normals texture that does not exist. NHOSP does have the normals UV's but no Normals texture is in it's folder. NSHOS does NOT have Normals UV's so should NOT have a Normals texture pointed to it. Solution should be to add the normals texture to NHOSP folder and then delete the Roster NSOHP pointer to the Normals texture. Now a simple way to check ALL dat files for the second or Normals UV mappings? Run a scan with 010 to find all files that contain TMAP Searching only .dat files. Last edited by Jeff-Groves; 01-06-19 at 03:07 PM. |
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Tags |
modding |
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