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Old 03-07-10, 06:16 PM   #31
piri_reis
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Sorry guys, I just saw this

I didn't even mess with any texture filename configuring or copying;
but look at the picture of the Pamir, I don't think it's got any texture showing either... I think, just because the model has colored meshes it shows somewhat decent.

Here's the only thing I changed, in Sea\DKEF_Pamir.cfg :
Code:
[Unit]
ClassName=Pamir
3DModelFileName=data/Sea/DKEF_Pamir/DKEF_Pamir
UnitType=102
MaxSpeed=15.5
Length=115
Width=14,4
Mast=51.2
Draft=7,8
Displacement=2325
RenownAwarded=90
RecManualCategory=Freighter
BowShape=Raked
Funnels=1
3DModelFilename value.

Copied the whole DKEF_Pamir to Sea folder
Copied the Roster\Pamir.cfg without any modification to the Roster folder.

Roster\Pamir.cfg:
Code:
[UnitClass]
ClassName=Pamir
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451201
DisplayName=SS Padua

[Unit 1]
Name=SS Padua
DOC=19380101
DOD=19451201


Will try to copy some other ship now.
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Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS

Last edited by piri_reis; 03-07-10 at 06:48 PM.
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Old 03-07-10, 10:18 PM   #32
mookiemookie
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I really hope you guys get this sorted out. With the paltry selection of merchant vessels in the stock game, I think it would be the kiss of death if more ships couldn't be added to the game.
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Old 03-07-10, 10:31 PM   #33
Highbury
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Quote:
Originally Posted by mookiemookie View Post
I really hope you guys get this sorted out. With the paltry selection of merchant vessels in the stock game, I think it would be the kiss of death if more ships couldn't be added to the game.


I am not pleased with Liberty Ships in Oct '39...
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Old 03-08-10, 09:08 AM   #34
AOTD_MadMax
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Any News ???

Regards

Maddy
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Old 03-08-10, 09:56 AM   #35
piri_reis
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I get the same results, no texture shown either in game or the granny editor/viewer. This is ships from older series with .dat and .tga skins..
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Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 03-08-10, 05:09 PM   #36
sergei
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Partial Success.

Have managed to import an SH4 ship with a texture. Still doesn't look right though.



Should look like this



It looks like the Tex is there, but I think it is missing the bump and occlusion maps, which is why it looks a bit odd.
This was the next problem I was going to try and solve when my connection failed.

As far as I can tell SH5 ignores the map assignments in the roster cfg.
So I embedded the Tex file in the DAT file.

See pics of my DAT as it stands at the moment.





The question mark in the first pic are setting that I don't really understand fully, but I was playing around with in order to improve the image.

Next step for me, try and get the bump and occlusion maps into the DAT in a way that works.
I tried this a few days ago but could not figure it out.
I'll try and get my head around it tomorrow.

EDIT: Please understand that I have no prior experience of messing around in the ship DAT files, so I am pretty much guessing everything at the moment. Just turning options on and off, adjusting numbers etc. then going into the game and seeing what happens. It is a slow but educational experience!

Last edited by sergei; 03-08-10 at 05:29 PM.
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Old 03-09-10, 03:28 AM   #37
elanaiba
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Sergei, in your pics, the ambient occlusion map is missing.
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Old 03-09-10, 07:53 AM   #38
sergei
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Yeah I know. That's why I said partial success
I'm still working on it.
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Old 03-09-10, 08:15 AM   #39
Pintea
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Don't really know if you'll be able to use normal maps with .dat files.
It may load them (for some backward compatibility) but it won't load them as it should (with normal maps and other materials).
For that you will need a proper .gr2 file.
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Old 03-09-10, 08:17 AM   #40
sergei
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Oh, that's a bugger.
Well, I tried.
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