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Old 05-02-11, 05:47 AM   #211
Rongel
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Nice process indeed! Thanks for the tune up TDW! The wake looks quite nice. I found one issue with your version of the ship, and it's the textures. For some reason my version had higher quality in ships textures, kind of smoother. Is your textures packed in some way, or is my eysight pulling tricks on me?

I really hope that we can get the damages to show up normally, and not only in underwater, but I have no idea what is causing it. And if you have time, TDW, could you give little bit more detailed instructions how to get the damage modelling to work, I mean the zones and the boxes. I found them in Goblin editor, but I'm not sure how to proceed.

I don't know how much time I can spend modding this week, but I would also like to try to add SH 5 crew on deck. Also I'm wondering why other ships have really high contrast on light/dark sides of the ship, but here i can't really see it even if the sun is shining at at perfect angle 90 degrees.
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Old 05-02-11, 05:55 AM   #212
Zedi
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Dont bother with the textures, thats my job. I will update the textures of these ships and also add normal map that will make them to have contrast and reflection from water and lights, like I did with this one:

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Old 05-02-11, 07:37 AM   #213
Rongel
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Quote:
Dont bother with the textures, thats my job. I will update the textures of these ships and also add normal map that will make them to have contrast and reflection from water and lights, like I did with this one:
No, i'm not stepping to your field, just curious what caused this change. My ship also has a normal map, but I'm sure you can improve it!
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Old 05-02-11, 08:29 AM   #214
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Originally Posted by Rongel View Post
No, i'm not stepping to your field, just curious what caused this change. My ship also has a normal map, but I'm sure you can improve it!
No, the normal map is not good and it has to be remade anyway after the new texture is applied. But if you can improve the conclusion map and anything else, that would be good, thats not something I can do.
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Old 05-02-11, 08:45 AM   #215
TheDarkWraith
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Quote:
Originally Posted by Rongel View Post
And if you have time, TDW, could you give little bit more detailed instructions how to get the damage modelling to work, I mean the zones and the boxes. I found them in Goblin editor, but I'm not sure how to proceed.
If you open up the \data\Zones.cfg file you'll see all the zones defined for the units damage/flooding model. My FX_Update has new zones for better flooding/damage model so I would suggest using it (the mod has to be enabled before starting Goblin Editor as it reads this file on startup).

By changing the Type value for the box you can give it a different zone and thus different flooding/damage characteristics.

By right clicking on a node and selecting 'Show Damage' you'll be able to see the spheres and boxes.
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Old 05-02-11, 10:09 AM   #216
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Here is SH4's NKMCS_Akita:


The texture and normal map needs some serious work
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Old 05-02-11, 10:40 AM   #217
TheDarkWraith
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Figured out how to make the DMG_ nodes use _Txx, Oxx, and Nxx maps:


That looks incredible Now if we can only make it be visible above water also
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Old 05-02-11, 11:21 AM   #218
Rongel
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Do you see those little guys hovering there? They are Sh 5 ship crew, fully animated and working! Just need to place them in right places (which will be somewhat painstaking!). The trick is to add a 4/100 node with a link, something like this for example "LNK@1x10_version02#01". You can see those links using Goblin editor and checking stock SH 5 ships. Have to test this more, fingers crossed!
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Old 05-02-11, 11:51 AM   #219
TheDarkWraith
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Quote:
Originally Posted by Rongel View Post

Do you see those little guys hovering there? They are Sh 5 ship crew, fully animated and working! Just need to place them in right places (which will be somewhat painstaking!). The trick is to add a 4/100 node with a link, something like this for example "LNK@1x10_version02#01". You can see those links using Goblin editor and checking stock SH 5 ships. Have to test this more, fingers crossed!
You have places already defined for those guys! They are the Pxx nodes Simply edit the .eqp file for the ship and add the name of 'those little guys' after LinkName=

You have 7 character placements already defined:

[Equipment 7]
NodeName=P01
LinkName=NULL;char_CIVSailor
StartDate=19380101
EndDate=19451231

[Equipment 8]
NodeName=P02
LinkName=NULL;char_CIVSailor
StartDate=19380101
EndDate=19451231

[Equipment 9]
NodeName=P03
LinkName=NULL;char_CIVSailor
StartDate=19380101
EndDate=19451231

[Equipment 10]
NodeName=P04
LinkName=NULL;char2_CIVSailors
StartDate=19380101
EndDate=19451231

[Equipment 11]
NodeName=P05
LinkName=NULL;char2_CIVSailors
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=P06
LinkName=NULL;char_CIVSailor
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=P07
LinkName=NULL;char_CIVSailor
StartDate=19380101
EndDate=19451231
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Old 05-02-11, 12:21 PM   #220
Rongel
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Quote:
You have places already defined for those guys! They are the Pxx nodes Simply edit the .eqp file for the ship and add the name of 'those little guys' after LinkName=

You have 7 character placements already defined:
True! I tried to put people to all seven nodes, but only some of them showed up, so it seems we need to still manually adjust them. But yes, this should help!
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Old 05-02-11, 12:23 PM   #221
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Quote:
Originally Posted by Rongel View Post
True! I tried to put people to all seven nodes, but only some of them showed up, so it seems we need to still manually adjust them. But yes, this should help!
Which ones have you gotten to work?

LNK@1x20x10_version01#01 gives the following characters (and I could not add them via eqp file, I had to add them via 4/100 node):



we should figure out which ones are single characters
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Old 05-02-11, 12:38 PM   #222
TheDarkWraith
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Ah, figured out where these 'characters' are derived from.

LNK@1x20x10_version01#01 breaks down to:

LNK@x where x is the .GR2 filename from \data\Library\Patch_x

what I can't figure out is what/where the #01 comes from/means
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Old 05-02-11, 12:38 PM   #223
Rongel
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Quote:
we should figure out which ones are single characters
You can view the characters in Goblin editor, they are GR 2 files, and the just merge the chr.file. Somehow it seems that I've had more succes with groups. But for example "1x1_version01" is a single character.

EDIT

In library/ Patch so and so...
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Old 05-02-11, 01:10 PM   #224
Rongel
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I'm just going crazy looking for a reflection or a ships bottom through the sea! How can it be that everything looks allright under the sea? I looked again at SH 4 and yes, it has transparent water, you can see ships through the water. I guess this is now the only problem with these imported ships! Are there any clues why this is happening, is it something that can't be fixed or some stupid detail that we have missed?

Stock ships have numerous entries called Reflect_***, any idea what they mean? I have tried adding those, but no effect....
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Old 05-02-11, 01:34 PM   #225
TheDarkWraith
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Quote:
Originally Posted by Rongel View Post
Stock ships have numerous entries called Reflect_***, any idea what they mean? I have tried adding those, but no effect....
Reflect_ nodes define the 3D model and maps to use for reflections. You'll notice that the WaterReflection controller is attached to those also. You don't have to use Reflect_ as the name. These nodes are usually used to define a simpler version of the 3D model to render for reflections. In SH3 I attached WaterReflection controllers straight to the Type 4/100 nodes that defined the objects to get the best (highest) resolution reflections I haven't been able to get this to work in SH5 yet
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