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Old 02-09-09, 12:12 PM   #16
Webster
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Quote:
Originally Posted by Krishna

Texture LOD is controlled via the objects texture mipmaps, which if you open the objects texture .dds file in photoshop (with a necessary .dds plugin filter) you will see.

With the mipmaps being the increasingly smaller versions to the right of the main image.

You could (theoretically) edit the texture so the furthest right version(s) are just black boxes and see if that works.

Krishna.
i dont see them in air or objects folders so where are they found?
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Old 02-09-09, 12:24 PM   #17
Krishna
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Quote:
Originally Posted by WEBSTER
i dont see them in air or objects folders so where are they found?
They can be found in:

\Games\SH4\Data\Textures\TLowRes\tex (For Low Res Textures)
and
\Games\SH4\Data\Textures\TNormal\tex (For Hi Res Textures)

I would guess that the setting you use in Option -> Graphics Settings decides which of the two above texture sets you use.

You'll need to find the names of all the aircraft you wish to edit as the textures in these directories are not sorted into their own folders.

Krishna.
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Old 02-09-09, 03:31 PM   #18
Webster
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Quote:
Originally Posted by Krishna
Quote:
Originally Posted by WEBSTER
i dont see them in air or objects folders so where are they found?
They can be found in:

\Games\SH4\Data\Textures\TLowRes\tex (For Low Res Textures)
and
\Games\SH4\Data\Textures\TNormal\tex (For Hi Res Textures)

I would guess that the setting you use in Option -> Graphics Settings decides which of the two above texture sets you use.

You'll need to find the names of all the aircraft you wish to edit as the textures in these directories are not sorted into their own folders.

Krishna.
well trouble is there is only one straight forward texture image called A6M2_Zero and then a second file called A6M2_Zero_SelfIlum which is like a transparent mask or overlay. nothing like you showed above so sh4 must do something different for sizing images.
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Old 02-09-09, 03:44 PM   #19
Krishna
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Quote:
Originally Posted by WEBSTER
well trouble is there is only one straight forward texture image called A6M2_Zero and then a second file called A6M2_Zero_SelfIlum which is like a transparent mask or overlay. nothing like you showed above so sh4 must do something different for sizing images.
A6M2_Zero.dds is the right texture file, you can't be loading it correctly, you need to make sure the program you load/edit the .dds file with loads the mipmaps, when I load the .dds file in Photoshop it asks if I want to load the mipmaps, and when I do then displays the image like the following:



What program are you loading the .dds with?
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Old 02-09-09, 04:43 PM   #20
Webster
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Quote:
Originally Posted by Krishna
What program are you loading the .dds with?
im using paint.net but i dont see any mipmap option, anyway im totally jacking your mod thread so lets finish this with PM's so people can talk about your mod here

Last edited by Webster; 02-09-09 at 04:54 PM.
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Old 02-09-09, 05:07 PM   #21
Krishna
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Thanks WEBSTER, was going to suggest that
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Old 02-09-09, 08:30 PM   #22
donut
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Useing 20mm sight,upgrade 40mm needed

Should you Gunners Mates Joyfully implement LOD settings, GOOD WORK.
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Old 03-03-09, 09:45 AM   #23
Capt. Monroe -FIN-
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Default I'm a bit confused..

I'm a bit confused...

When i'm aiming with the US flak guns the edges of the flak-gun-"tub" are blocking my view. Does this mod actually fix THAT issue or something else?
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Old 03-03-09, 11:41 AM   #24
Webster
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Quote:
Originally Posted by Capt. Monroe -FIN-
I'm a bit confused...

When i'm aiming with the US flak guns the edges of the flak-gun-"tub" are blocking my view. Does this mod actually fix THAT issue or something else?
what it does is the single US 20mm is messed up because the camera angles are wrong.

you are seeing the zoomed view in normal view mode and in zoom view the gunsight fills the entire screen and is like looking through 1/2" pipes blocking your view of what your shooting until the plane is so close as to be within 1000m of you.

the rear "aiming" sight isnt even seen because your eyes are passed where it is located. its like your view is centered on the swivel mount post rather than from behind the gun.

the twin 20mm gun has no such problem and looks just fine in stock, its only the single 20mm with issues.
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Old 06-11-09, 05:51 AM   #25
Turbografx
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Hi,

I tried using this mod with RFB + RSRDC but now my 20mm doesn't show up Any tips?
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Old 06-11-09, 05:58 PM   #26
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Quote:
Originally Posted by Turbografx View Post
Hi,

I tried using this mod with RFB + RSRDC but now my 20mm doesn't show up Any tips?
try insatalling this mod last, if that doesnt work then its probably RFB doing it. they do some things to the files that dont always work well with other mods

you may have to try making the same changes to the clipping distance in the RFB version of the file in this mod, assuming that is where the conflict is. try the mod without rfb and just rsrdc and see if it works. if it is rfb then ask lukeFF for suggestions on how to proceed so rfb isnt effected.
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Old 06-12-09, 01:06 AM   #27
Turbografx
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Quote:
Originally Posted by WEBSTER View Post
try insatalling this mod last, if that doesnt work then its probably RFB doing it. they do some things to the files that dont always work well with other mods

you may have to try making the same changes to the clipping distance in the RFB version of the file in this mod, assuming that is where the conflict is. try the mod without rfb and just rsrdc and see if it works. if it is rfb then ask lukeFF for suggestions on how to proceed so rfb isnt effected.

Hey Webster,

Would you mind sending me your 20mm_Oerlikon_Single.DAT

I must have directly over-written it

email is: iandhutchison @ gmail.com
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Old 06-12-09, 04:23 PM   #28
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Quote:
Originally Posted by Turbografx View Post
Hey Webster,

Would you mind sending me your 20mm_Oerlikon_Single.DAT

I must have directly over-written it

email is: iandhutchison @ gmail.com

i uploaded his mod here at subsim for you and anyone else who wants it

find it here: http://www.subsim.com/radioroom//dow...o=file&id=1169
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