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Old 10-30-11, 07:13 PM   #31
Fish In The Water
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Quote:
Originally Posted by frau kaleun View Post
I'm thinking this has something to do with the Turm7c_x_deck.tga files that are embedded in the mod's .dat files for the different turms.
That would be my guess as well, so I think you're headed in the right direction.

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Originally Posted by frau kaleun View Post
There are also two entries each for the 7c hull and deck .tga files, the first two have a child chunk for the AO texture map but the second two don't. Still tinkering but haven't figured anything out yet.
I'd like to help more, but as I stated previously I've never dissected Super Turms. (Although, thanks to your thread, I have incorporated the .dat files into a mutant mod with good results. So I am slowly working on getting up to speed ).

Keep at it. I know your perseverance serves you well and I have no doubt you'll discover the solution!
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Old 10-30-11, 07:56 PM   #32
frau kaleun
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There was a .tga file used for the 7c deck light map (LM?) that didn't appear anywhere in the Textures folders, either of GWX or any of Aces' mods. It was just embedded in the 7c .dat file. Anyway I exported it and tinkered with it a bit, and imported it back in. That resulted in the decking under the (potential) deck gun being displayed properly with the AO map enabled in the model preview. I'm about to stick it in the game and see what happens.

Edit: SUCCESS!!!

Now it won't matter whether or not the game fits a 7C with a gun or not, or whether I add or remove one or not. No doubt I will lose the shadow effect on the deck of having one if I actually do have one, but that's a small price to pay IMO.

Last edited by frau kaleun; 10-30-11 at 08:10 PM.
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Old 10-31-11, 12:39 AM   #33
Fish In The Water
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the Sea


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Originally Posted by frau kaleun View Post
Edit: SUCCESS!!!


Congrats. I never doubted it for a moment...
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