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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
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I understand what is going on (sort of) but it's damn confusing to make a skin. I wanted to dazzle paint a merchant. Yeesh. In the ships with such paint in the stock game, it is all done in the O layers.
On another add a japanese flag on the side. I found the middle section in the O file, but it's like an alpha channel, you can't paint with white. tater |
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#2 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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OK, looked at them a little to remember what confused me.
Take the T file. The stuff is broken into texture areas that get used and reused around the ship. I understand that. Now open the O file. The shapes of every little part of the ship is on there. Cool, I can paint a section a color, then see where it is on the ship. That is fine, too. What is confusing is this. If I open Levels, and I drop the outputs on R/G/B to zero, I see a version of the T file (different, but everything is in the same place). I understand that base layer, but what confuses me is that the little parts in the other channels---all the various surfaces of the ship---in no way relate to the T or O file in terms of what texture gets used for what part. So I cannot understand how to do dazzle paint, for example. Or even somethign as trivial as a meatball in a white field on the side of a black hull. I spent hours trying. |
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#3 | |
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
Downloads: 0
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![]() Quote:
![]() True IF you declare 255,255,255 as the color of your alpha. Change your flag background color to 255,255,254 (or similar) and you should be able paint. The user won't notice the difference... ![]() I've been adding and merging layers in my tests on the new vessels for exactly the same purpose... adding 2D details to keep the poly counts down... |
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#4 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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The alpha channel is a height map and represents information (0-255 height), not actual pixels. Don't use it to control opacity, because it's not what it is for...
As far as the RGB channel, again, this uses a different UV-set, which is why it is layout out differently... Pack3D does not export these UV coordinates. Read up on some of my old threads, or ones where I contribute to understand more about models and how the game renders them. It has all been discussed before...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#5 | ||
Sea Lord
![]() Join Date: Aug 2007
Location: Too far from the Pacific right now...
Posts: 1,634
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I guess the other aspect is this: How much of the SH3 mods and info are relevant to SH4? I notice a fair number of SH4 mod links refer to SH3. I didn't play SH3 so I'm at a loss in regards to the mods there... Last edited by DeepIron; 09-11-07 at 11:16 AM. |
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#6 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() Quote:
![]() Pack3D exports all Vt coordinates ... Pack3D does not export Vt (Vn!) indexes sequence from section TMAP, and read all as Vt coord's ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 11-20-07 at 09:06 AM. |
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#7 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Pack3D is still useless to export the extra UV-sets. I was giving them an easy answer...
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__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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