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Old 09-05-11, 05:37 PM   #106
Madox58
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To be exact.
IF a model (which is a Unit like the Penguin) has that special mesh that you saw?
It will get an iceing effect at the proper time.
Hex the name to something totally different and you'll never see it.
This is a perfect example of where the SH5 Engine expects proper names.

Where SH3 and SH4 used ID's, SH5 has progressed beyond just ID's for
control reasons.
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Old 09-05-11, 05:40 PM   #107
kapitan_zur_see
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interesting... and confusing to say the least

It is indeed the only GR2 where I cross this ship_N04_ice.dds...
On second hand, is this texture list you can see in granny viewer really to be trusted? I mean, does it have any use at all other than once showing up the textures on the models when the devs were working under granny 3D? Or does it reflects textures showing up ingame? (I would think of A, as obviously it otherwise lacks some textures that are still showing ingame though)
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Old 09-05-11, 05:43 PM   #108
kapitan_zur_see
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indeed for the mesh thingy. However, since I cannot import one for the time being...

I just don't know if that ship render thing as the ability to expect anything for an icy version of base textures however and then, what name it should have. If I could know that, then that's something I could alter
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Old 09-05-11, 05:56 PM   #109
Madox58
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I use a Hex Editor called 010 by SweetScape.
It allows scanning files for anything you define.
Very nice tool!

I searched for
_ice_
that will show you what you want!!

When one presumes that GR2 files are controlled under the same conditions that Dat files are?
They are usually proven wrong time and time again.

We need to forget how dats work and wrap our minds around a totally different control process only for the GR2 format.

You must understand that the Engine is a combination of dat and GR2 controllers.
What works on dats does not work on GR2's and vice versa.
We need to develop a whole new mindset for the GR2 files.
If you don't do that?
You'll waste alot of time.
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Old 09-05-11, 06:11 PM   #110
kapitan_zur_see
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Did that before, yeah. Only shows me some "_Ice_macara_04" etc for example at the beginning of the GR2 file where's there a list of comprehensible ascii strings. That's every nodes showing up on goblin I guess when you open up some GR2 file. That's how the meshes and dummy placeholders are named.

Still, it just seems like some headers/ titles I can't do much with, can't link them to anything inside the rest of the GR2 file where no ascii strings makes sense. You know, like being able to read their values, extrapolate some 3d coordinates and etc... Just can't link them to anything else.
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Old 09-05-11, 06:24 PM   #111
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Out of curiosity, did you investigate GR2 files using stuffs from there: http://gr2decode.altervista.org/? I was going to try out some stuff there.
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Old 09-05-11, 06:36 PM   #112
Madox58
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That is a dead end link Mate.
Although it can get you started?
It will lead you nowhere for SH5.

010 scans every file in a folder and sub folders for a given phrase.
It checks at a level most editors will not.

I consider it a must have in my Tool box.
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Old 09-05-11, 06:58 PM   #113
kapitan_zur_see
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sure a very interesting function!

Doesn't help me figure out things for this matter, but may comes in handy in other times!

Jeez... I just can't decipher any links and stuffs out of those files... I remember I once was able to figure out things a bit more easily in SH4 hex editing stuffs. It was more explanatory (or maybe my memory is tricking me )
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Old 09-05-11, 07:19 PM   #114
Madox58
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The stuff at that link only help extract from or create new GR2 files that will not help us much for SH5.

Until one grasps the full works in the GR2 files and how SH5 uses that?
One will waste ALOT of time!!
I've done that since SH5 came out so I know what I am talking about.

There are a limited number of Legal Tools out there that work for SH5.
By Legal I mean Tools We have no need to fear useing.
But they have limited use if you do not understand how to use them.
There is no guide on thier useage for our needs at this time.

I am a mere few days away from solveing the final part of the problem.
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Old 09-06-11, 03:45 AM   #115
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Then I shall wait and resort to you
That's great news anyway! can't wait to see what you come up with!
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Old 09-06-11, 01:13 PM   #116
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Fingers crossed for you chaps!
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Old 07-09-12, 01:53 AM   #117
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Hi,

Looks great, but I'm always getting CTD's if activated.

Greets,
Paco.
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Old 08-01-12, 10:02 AM   #118
firezard
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Nice job and awesome!
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Old 08-01-12, 10:23 PM   #119
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Default Awesome mod!

hi,is its possible to only make the hull LOOK wet?
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Old 08-16-12, 10:24 PM   #120
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Default Working on a NEW MOD

@ kapitan_zur_see

I am currently working on a new 3D Deck Splash FX MOD that also make use of the submarine HULL VAL files.

Would you mind if I use your WaterFilm setting so I can make a version of my mod that would be compatible with your mod?


Regards!
TheBeast
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