SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-17-22, 08:37 PM   #1
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 812
Downloads: 27
Uploads: 0


Default

Quote:
Originally Posted by kapuhy View Post
Here - grey skin from screenshots above and AO map with some rust (unlike first version I sent you before which was too clean for such old ship).
Thank you ! Unfortunately, SH3 uses the AO map only to apply "shadows" on surfaces, not anything else, like rust or dirt...
Mister_M is offline   Reply With Quote
Old 02-19-22, 09:02 AM   #2
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 812
Downloads: 27
Uploads: 0


Default

With your new AO texture (rust) :

Mister_M is offline   Reply With Quote
Old 02-20-22, 06:33 PM   #3
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 812
Downloads: 27
Uploads: 0


Exclamation Texture

New texture :





----------

Note :

If I open your dds files with Paint.net, the full transparent dark pixels are deleted : when I change transparency to have no transparency at all, this is what I get (I added a purple background so you can see the deleted pixels) :



This is why I prefer that you send me .tga files without transparent pixels.

Last edited by Mister_M; 02-21-22 at 09:37 AM.
Mister_M is offline   Reply With Quote
Old 02-27-22, 08:40 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Mister_M View Post
Thank you ! Unfortunately, SH3 uses the AO map only to apply "shadows" on surfaces, not anything else, like rust or dirt...
Correct me if I am wrong, but I don't remember a single SHIII ship using an AO map. If memory serves, in SHIII you can have either an AO map or a normal map assigned to each material, and most if not all the ships (both stock and custom-made) have materials using the later map. This is not an insurmountable problem, as the AO map could be blended with the diffuse map (most stock SH5 aircraft use this method), but to be able to use this workaround every single unit would require its UV mapping redone, and the new textures would need to be bigger indeed.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 02-28-22, 07:14 AM   #5
Mister_M
Grey Wolf
 
Join Date: Feb 2021
Posts: 812
Downloads: 27
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Correct me if I am wrong, but I don't remember a single SHIII ship using an AO map.
Correct.

Quote:
Originally Posted by gap View Post
If memory serves, in SHIII you can have either an AO map or a normal map assigned to each material
Correct.

Quote:
Originally Posted by gap View Post
most if not all the ships (both stock and custom-made) have materials using the later map.
You mean a SPECULAR map. And the specular effect of SH3 ships is not correctly set, so the effect doesn't work in game, even if it's possible to make it work. But S3D doesn't enable to modifiy the proper parameter. But you can make it work by copy-paste of the fake propeller texture of the Stuka for example, this material will handle transparent pixels. Remember, this is the same problem as for semi-transparent textures, when we worked on your super realistic flags textures. BTW, haven't you released this mod yet ?

Quote:
Originally Posted by gap View Post
This is not an insurmountable problem, as the AO map could be blended with the diffuse map (most stock SH5 aircraft use this method)
Yes, this can be done with World of warships' models, since the AO map has exactly the same coordinates as the diffuse texture. So, you just have to blend diffuse with AO, and then apply transparency (transforming the black & white texture into alpha channel) of the specular mask.

Quote:
Originally Posted by gap View Post
but to be able to use this workaround every single unit would require its UV mapping redone, and the new textures would need to be bigger indeed.
Yes.

Last edited by Mister_M; 02-28-22 at 07:24 AM.
Mister_M is offline   Reply With Quote
Old 05-01-22, 11:41 PM   #6
GeneralDeath99
Seaman
 
Join Date: Nov 2013
Location: Wisconsin
Posts: 32
Downloads: 142
Uploads: 0
Default

How goes it? Taken a look at this thread and got to say, your models look mighty fine! Cant wait to see more in game!
GeneralDeath99 is offline   Reply With Quote
Old 07-17-22, 05:58 AM   #7
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by GeneralDeath99 View Post
How goes it? Taken a look at this thread and got to say, your models look mighty fine! Cant wait to see more in game!
I had to take a break from modding in February because we have moved into new house and there was an endless list of things that needed to be done, leaving me with no time or energy for hobbies. I hope to return to this and other unfinished projects by the end of this month.

As for status, six new ships I was working on are all ready and imported into game, but there's still some work remaining in order for them to appear properly in campaign. More specifically:

- Two new ships are minesweepers, and they need minesweeping patrol spawns and nodes to be added to campaign in order to appear in game.
- Some coasters appear very rarely because most countries that use them do not have coastal traffic added to campaign.
- I'm still stuck on texture problems - I wanted ships to change textures and maybe even use navigation lights reflecting their status (neutral/belligerent) during the war, but way SH5 handles textures leads to constant problems with ships "borrowing" wrong texture from another vessel using the same model. There's also an unresolved bug that prevents minesweepers from using varying camouflages.

I hope to fix all the above and relase new ships sometime in August (provided real life doesn't throw a new wrench into my plans).
kapuhy is offline   Reply With Quote
Old 07-17-22, 07:55 AM   #8
U-190
Seasoned Skipper
 
Join Date: Nov 2019
Location: Russian Federation Nizhny Novgorod
Posts: 713
Downloads: 2338
Uploads: 0
Default

Quote:
Originally Posted by kapuhy View Post
I had to take a break from modding in February because we have moved into new house and there was an endless list of things that needed to be done, leaving me with no time or energy for hobbies. I hope to return to this and other unfinished projects by the end of this month.

As for status, six new ships I was working on are all ready and imported into game, but there's still some work remaining in order for them to appear properly in campaign. More specifically:

- Two new ships are minesweepers, and they need minesweeping patrol spawns and nodes to be added to campaign in order to appear in game.
- Some coasters appear very rarely because most countries that use them do not have coastal traffic added to campaign.
- I'm still stuck on texture problems - I wanted ships to change textures and maybe even use navigation lights reflecting their status (neutral/belligerent) during the war, but way SH5 handles textures leads to constant problems with ships "borrowing" wrong texture from another vessel using the same model. There's also an unresolved bug that prevents minesweepers from using varying camouflages.

I hope to fix all the above and relase new ships sometime in August (provided real life doesn't throw a new wrench into my plans).
It's nice to hear that!
U-190 is offline   Reply With Quote
Old 07-19-22, 05:50 AM   #9
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by kapuhy View Post
- I'm still stuck on texture problems - I wanted ships to change textures and maybe even use navigation lights reflecting their status (neutral/belligerent) during the war, but way SH5 handles textures leads to constant problems with ships "borrowing" wrong texture from another vessel using the same model.
Probably we already discussed that, but why don't you create illuminated windows/portholes as separate equipment? Indeed by adopting this method you should give up illumination effects on decks, superstructure, funnels etc. Moreover each vessel would need its own set of lights (you could keep each light separate so to use the same generic elements on more than one ship, but their placement would be a PITA). In any case, for small ships as your coasters, I think the above limits would be an acceptable price for bypassing the LOD texture problem.

Another possible compromise might be giving up LOD models. That would be a waste of computer resources but after all we already imported in game many dat units which have no support for LODs, and the game handles them decently.

Quote:
Originally Posted by kapuhy View Post
There's also an unresolved bug that prevents minesweepers from using varying camouflages.
Really? What is special about minesweeper's texture assignment?

Quote:
Originally Posted by kapuhy View Post
I hope to fix all the above and relase new ships sometime in August (provided real life doesn't throw a new wrench into my plans).
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 07-19-22, 07:56 AM   #10
kapuhy
Grey Wolf
 
Join Date: Oct 2010
Location: Poland
Posts: 873
Downloads: 72
Uploads: 3
Default

Quote:
Originally Posted by gap View Post
Probably we already discussed that, but why don't you create illuminated windows/portholes as separate equipment?
Last time I tried the light from these illuminated parts disappeared at LOD switch range, but I might recheck that as m memory is fuzzy on details.

Quote:
Originally Posted by gap View Post
Another possible compromise might be giving up LOD models.
The problem is not just LOD models although their scrapping would solve a lot of issues. What I fear is situation where single brightly colored neutral ship wanders into vicinity of huge Allied convoy and all ships in the convoy decide to use "neutral" skin (this happens if neutral ship is a clone of regular "grey" merchants or vice versa).

Quote:
Originally Posted by gap View Post
Really? What is special about minesweeper's texture assignment?
I made a thread on the subject some time ago - never managed to solve it:

https://www.subsim.com/radioroom/sho...d.php?t=250744

This happens to any of my ships I try to make multiple AO maps for (diffuse textures work fine).
kapuhy is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 03:02 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.