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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
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Hmm... I began working on textures and have a question - is it possible to have multiple texture variants on a ship model without adding multiple ship classes to roster?
It would allow me to add those: ![]() Multiple camouflage schames would be nice eye candy too ![]() Last edited by kapuhy; 04-01-19 at 03:42 AM. |
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#2 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Well done kapuhy, your model looks like a clean one
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Due to the limits of the latter program, relying on the gr2 format might do things a bit more complicated, though gr2 models inported in SH5 look much better than dat ones, and they are better supported by the game engine. Considering the simple unit you are currently working on, you might give a try to Gr2 Editor ![]() Quote:
Once unit's materials are set up correctly, there are two ways that you can make it to use more than one texture: you can assign multiple texture definitions to the same unit using its roster cfg file, or you can create several 'proxy clones' (i.e. clones of a unit sharing the same dat/obj, sim, etc. files) and give each one one individual texture. Proxy clones can be made to be recognized as just one unit in the recognition manual btw. Don't hesitate asking in case you need more details on either method ![]() |
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#3 | |
Navy Seal
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This is the only way to actually have different paints for different nations...
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#4 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Considering no one has yet used this method to "paint" bajillion historical ship names / numbers on the hulls, I guess it does come with some drawbacks though? |
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#5 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Other than that, I think that despite the fact that we can have any number of textures set in the cfg file, only the first three texture definitions are actually used as early, middle and late war camouflages, set in GroupTypesDefs.cfg as 0, 1 and 2 respectively. This is a little disappointing because roster texture definitions have start/end dates and frequency settings, suggesting a random texture assignment based on in-game dates. Those settings can as well be the clue of an unfinished feature (as it is common in SH games), but before discarding them, has anyone tried setting the camouflage parameter to -1 and seeing if such a setting forces the game to use more that three textures and to apply date and frequency parameters? Quote:
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#6 |
Navy Seal
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Pretty much, yes...
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#7 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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What about that?
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#8 |
Navy Seal
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From my experience, one 3D model (gr2 or dat) = one paint , if rendered in the same scene (area). I cloned a number of dat units using S3D editor in order to bypass this problem.
Solution with roster cfg files can work pretty well in case of units which will probably wont ever be rendered in the same area, for example some British and German generic freighter, used by both nations...
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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