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03-08-12, 10:49 PM | #856 |
Black Magic
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test version 1.1.92.0 available here: http://www.mediafire.com/?qdd696490j46bxb
fixed bug of direct input still enabled when app is not focused and/or minimized Finished Materials treeview Added ability to change Material's texture. In the Materials tab in the materials treeview, if the 'Texture: x' is checked and you double click it you can select the new texture. If it is not checked then it will display the current texture Next I'll work on ability to change material's names You all now have the ability to create clones and change the textures used for those clones. I hope to see some new clone units soon |
03-09-12, 12:35 AM | #857 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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Great !
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 01:46 AM | #858 |
Black Magic
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test version v1.1.93.0 available here: http://www.mediafire.com/?1mimr4fuyjwkjwh
Fixed bug of when texture going to be changed for a material the app was not reporting all the materials and meshes that would be affected Fixed bug of mesh's materials (in the meshes treeview) were not being updated with the texture changes (all those that were affected) |
03-09-12, 09:43 AM | #859 | |
Bosun
Join Date: Jul 2004
Location: Ubi bene ibi patria
Posts: 65
Downloads: 257
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Quote:
I am happy to see that good boys like you and the others (as testers) have the genius and the power to do this great work, thanks so much! Working on modding in lowploydesign since the times of 3dsm4, I think to give out my models stored for SHIII, if it is possible in the future for me as an simple modder. Best regards and good work. Last edited by KarlSteiner; 03-10-12 at 04:02 AM. |
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03-09-12, 01:25 PM | #860 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi TDW
I just tried your new version v1.1.93.0 So I rename the texture labels for the TDC and replace also with the same texture name the maps and books texture (to use a single texture for both) In the editor: OK work great In goblin: No texture In game : crash -> exit to windows in savegame loading process
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 02:22 PM | #861 | |
Black Magic
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Quote:
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03-09-12, 03:42 PM | #862 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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Here the file : http://dl.dropbox.com/u/8655607/CT%20room%20TDC.zip
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 04:30 PM | #863 | |
Black Magic
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Quote:
This is your modified Room_CT in Goblin rendered with textures It works. Looking at the texture you made and comparing my app to what Goblin rendered (which are the same) it appears you singled out the books on the shelf, no (the ones with the flourescent green highlight on them)? There are some 'rules' that you cannot break about the game: - all textures must be located either in the unit's folder or either in \data\Textures\TNormal\tex or \data\Textures\TLowRes\tex. Those are the only places textures can reside. All I did was take your texture dds file and place in \data\Textures\TNormal\tex. What you need to do is revise your GR2 file to point to a texture file in one of the two textures folders You more than likely got the CTD because the game couldn't find the texture for Room_CT (because of where you had it - the path specified in the GR2 file is not valid) Last edited by TheDarkWraith; 03-09-12 at 04:44 PM. |
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03-09-12, 04:49 PM | #864 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Damage. I wanted to make a special folder for the modified textures
And thank you for the improvements, it is now a piece of cake
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 04:59 PM | #865 |
Black Magic
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Make a JSGME mod out of it. Make a folder in the MODS folder called Modified_Textures or something. Create the necessary folders (data\Textures\TNormal\tex) in the mods folder and place the modified textures in \tex. Then just enable the 'mod' when you are testing or want to view the textures in Goblin This keeps the modified textures in one place and allows for easy addition/removal.
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03-09-12, 05:01 PM | #866 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
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Merci , that work one texture optimised
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 05:48 PM | #867 |
Mate
Join Date: Nov 2011
Posts: 53
Downloads: 4
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Can the editor read generic gr2's yet?
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03-09-12, 05:57 PM | #868 |
Black Magic
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03-09-12, 06:07 PM | #869 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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TDW , Have you tried in the game I always a return to desktop
__________________
~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
03-09-12, 06:13 PM | #870 |
Black Magic
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Did you modify the GR2 to point the texture to a valid place?
I edited your GR2 file to point to \data\Textures\TNormal\tex. Tried to load game selecting a historic mission - got a strange error "this instance doesn't have a name"...trying to figure out what this means Last edited by TheDarkWraith; 03-09-12 at 06:32 PM. |
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