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Old 07-12-15, 01:04 PM   #2267
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Oby View Post
The strangest thing about this DC model is that if you completely remove the DC_barrels.gr2 file from SH5/library folder, game will still render DCs as if nothing happened...Try it you'll see...
That's not strange at all. If you open guns_radars_01.GR2 (path: data\Library\ShipParts) where DC rack models are stored, you will notice that SHs racks contain 3d DC models already. That's only for eye candy though: real (explosive) DCs are stored in DC_barrels.gr2, and by deleting that file you make DC racks and throwers to throw... nothing. One problem I see is that each rack can accept more than one DC type, but there is no way to set their usage by date (they are all available at once), so the only way to have more than the two DC models already features in game, and them to enter service as the war goes on, would be duplicating them. That is an easy task for K and Y guns, but it gets more complicated for racks, as they contain animations which cannot be exported by GR2 Editor. The only way to clone stock racks, in order to give them new types of depth charges, would be cloning the whole file. That's renaming a lot of stuff, considered all the guns contained in that file

Quote:
Originally Posted by Oby View Post
It would be easy to change texture or even remodel a DC, but there is something else outthere(a hiden secondary 3d model of DC with strange thing wrapped around it) which I can't find neither understand...
I had a look at DC_barrels.gr2. What you are talking about is probably the AO model, that you exported together with the main model

Quote:
Originally Posted by Oby View Post
Another good site(more specific):

http://www.navweaps.com/Weapons/WAMBR_ASW.htm
One of my favorite sites for naval weapon and ammo inofrmation
It is mostly based on John Campbell's "Naval Weapons of WWII", of which I have a digitalized copy on my HD.

Quote:
Originally Posted by Oby View Post
Hm, another question: Can I create an alpha texture for gr2 file to conceal parts of a model I don't wish to be seen?
Definitely you can: trees and seaweeds use alpha masks for sorting transparent parts. IIRC you must assign an opacity map to the material you want to make semi-transparent.

Quote:
Originally Posted by Oby View Post
I didn't find any file that points to that anomaly... What can you say about that?
What I can say for sure, is that S3ditor (and GR2 Editor for that matter), splits geometries along the edges of uv mapped islands. That's the same for edges which are marked as hard on the obj model.
You can verify it by importing one of your obj models and then re-exporting it. If for instance you had a cube whose faces were uvmapped separately (for making them to fit them on a square diffuse map, overlapping them over it), after importing-exporting it you will have 6 separeted faces rather than one cube! My suggestion is using as few UV map sewings as possible where smooth edges are expected.
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