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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Hi guys,
Newbie in need of help ![]() When I load .dds file in Gimp it looks like this: ![]() I then make a new layer, insert and edit new textures there. When I'm ready I merge the new layer with the old one and export as .dds. ![]() Thing is, the changed bits lack something. They are not... how to say it - "partially transparent" like the original textures (no checkerboard all over them). Upon loading in game,they have a problem with lighting: when direct sunlight is reflected by the surface it becomes almost white, looking like some extremely reflective polished metal. This would be perfect if I was making a sci-fi starfighter but looks out of place on worn-down Messerschmitt. Obviously I am missing something, so how to do it correctly? |
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#2 |
Weps
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I think you merging original and new skin with alpha channel switched to "on". Switch that off then merge, but then make new alpha channel.
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#3 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Most stock SH5 models, have their specular maps stored in the alpha channel of their diffuse textures. Gimp reads alpha channels as opacity masks, which is obviously not right for our purposes.
I don't know if there is a workaround to that. Maybe switch to Paint.net when you need to deal with models that include a specular map, or if anything else fails upload here both your textures (diffuse and specular) and I will save them in a new file using photoshop ![]() |
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#4 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Thanks for replies guys!
I do not own Photoshop, but I seem to have the problem solved ("seem" because I didn't have time to test it beyond a quick look at the skin in game's Museum) by doing the following: - Load original .dds file in DXTBmp - Export alpha layer to separate file - Import file in Gimp 2.1 and make a new skin in separate layer, then merge layers so that the new skin is on top - Remove alpha layer from the image - Export back to .dds - Open again in DXTbmp and import the original alpha channel Doing it this way, the model looked normal in game, although as I said I'll have to test it further with various models in various weather settings (different lighting). |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#6 | |
Grey Wolf
![]() Join Date: Jul 2011
Location: Verona, Italy
Posts: 927
Downloads: 1435
Uploads: 0
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I wanted clarification on "enemy gun accuracy" you had tested this a few years ago...with Rongel,and Volodya61, Can help me? A quali conclusioni eri giunto? Thanks Gap ![]()
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Parked under the balcony with my U-27 waiting Juliet finish makeup |
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#7 | ||
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Last edited by kapuhy; 04-27-19 at 09:52 AM. |
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#8 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I never had any problem exporting dat-embedded TGA files and their alpha channels using Silent3ditor, but I am glad that you managed creating your custom skin anyway. On a more general note, basic specular maps can be crated by desaturating diffuse maps and by adjusting their gamma as a whole, but the best results (and the most spectacular effects) can be obtained only by editing each material represented on those maps separately, and by adding to them detail that is not visible in the diffuse map. |
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#9 |
Sea Lord
![]() Join Date: Apr 2008
Location: Germany, Italy
Posts: 1,721
Downloads: 107
Uploads: 4
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It's so nice to see that you guys manage to put 3D models in the game
![]() If only this was possible with sub types too, there is a mod that is (or was) worked-on for putting a Type IX sub in the game. The models seem to already exist, but then the project came to a stop... I hope the mod maker will read here, maybe this is a solution for him ![]() Congrats, and my admiration to you! ![]() XS |
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#10 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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Umm, in order to avoid any confusion I'd like to stress out the only 3D model I'm working on putting in game right now is the Fairmile. As for aircraft, these are models already present in TWoS and done by others - I'm just trying to reskin some of them to be able to add airforces currently nonexistant in game which were historically using the same aircraft types.
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#11 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() While not the easiest task, importing small units and simple objects in SH5 is not as hard as a newcomer might think, but talking about big ships and playable subs, importing (let alone modelling) them can be a long and frustrating exercise if we want the final result to be up to par with comparable stock vessels. Mkii (the guy who was working on the Type IX U-boat for SH5), had done an excellent work, and it is a real pity that he disappeared from the modding scene before he completed (or handed-over) his work. I used to be in touch with him, for discussing technical stuff, but he disappeared suddenly and he has not checked the forum since early 2018. Maybe Vecko knows more: I know he was closely following mkii's work... |
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