|
Post by propbeanie on Oct 6, 2016 5:23:33 GMT
OK,
1. the BBBismark is throwing that error again about not being found when opening the ME. There is a listing for it, but if you try to use it, the properties page is blank. I cannot for the life of me find my notes on the "fix". I am almost certain that s7rikeback had it going before... In the meantime, in the same ME, there are several ships that are listed strangely. Perhaps the strangest of all is
2. the Germania. I can not find that ship in any of the Roster stuff, or Ships, or nothin'... 'course, I are old, and can't see, but... putting it in a mission and it works. hmmm... "Super" Battleship?
3. Up next, The Bismark, in its listing has CV in front of it, as does the Tirpitz. Similar happens with the Japanese BBShips that launch planes. This is a Type 19 anomoly (??design feature??), I'm going to guess. The CV is highlighted in blue. All the Cruisers, Japanese and German, that can launch planes are listed as CVE, also hightlighted in blue, with is a function of the Type=18 I'll guess.
4. There is a call for a FF Class=Frigate Type=11 Origin=Netherlands in the Jap_HarborTraffic.mis. I left it for now, until I look at it closer. Several calls for other single ships have some rather strange "Name=" and / or "ClassName=", but I seem to have lost the note... what thuh?... I'll find it later - maybe...
5. In the meantime, we want to remember to ask CapnScurvy about the 2x CLKatori ships. The one is CLKatori=Light Cruiser Katori, set to Type=18 to launch airplanes. Then there is a later CLKatorASW=Anti Sub Cruiser Katori, which is set to Type=6, a plain old Light Cruiser. Should those be reversed?
6. There are at least 10 Japanese warships that are not "called" in the Campaign... we will have to change that... |;^)
|
|
|
Post by Privateer on Oct 7, 2016 1:23:01 GMT
On 6
Can't you have say a random call to a ship Type that would place them in Game? I don't know how to explain what I mean.
|
|
|
Post by propbeanie on Oct 7, 2016 11:54:33 GMT
Yes, they should eventually show up with a "GENERIC" call. That one didn't have to have a number associated with it, 'cause that's a good problem... :lol:
|
|
|
Post by propbeanie on Oct 7, 2016 14:35:29 GMT
Somehow or other, I "fixed" #1 on this little computer of mine... I have no idea what did it, because I wasn't trying to fix it... oh well. I'll dig some into that later. Related to #2 above, a lot of the ships are now using DDS files instead of TGA for texture, correct? Most of those ships' CFG file in the Roster are still calling for TGA files, correct? Does this affect anything at all, because I have run a mission with the Japanese AuxSubHunter and the German GrafSpee, and I can see no discernible difference in the ships' display characteristics, whether I make the texture calls for the old TGA files, or the new DDS files, although there are only DDS files in the directory. Am I missing something, or does it work this way just fine? AuxSubHunter with DDS calls to DDS files AuxSubHunter with TGA calls to DDS files
|
|
|
Post by cdrsubron7 on Oct 7, 2016 15:35:36 GMT
Am I mistaken or won't all these ships have been corrected when Privateer and s7trikback finish their work on the ships/
|
|
|
Post by propbeanie on Oct 7, 2016 15:40:00 GMT
That's what I was wondering about. If they work fine with the CFG saying to use TGA files, but there are DDS files in the Sea folder, then they would be finished with a bunch of them already. There might be something I'm missing about this 3D stuff though. If they want one of us to change the calls, we could do that. But converting a TGA to DDS, that is beyond not only my skill level, but my software also... |;^)
|
|
|
Post by cdrsubron7 on Oct 7, 2016 15:45:39 GMT
That's what I was wondering about. If they work fine with the CFG saying to use TGA files, but there are DDS files in the Sea folder, then they would be finished with a bunch of them already. There might be something I'm missing about this 3D stuff though. If they want one of us to change the calls, we could do that. But converting a TGA to DDS, that is beyond not only my skill level, but my software also... |;^) Weren't they talking about converting those tga.files into DDS as the TGA files are from SH3 or something like that?
|
|
|
Post by propbeanie on Oct 7, 2016 16:09:42 GMT
Yeah, it's been done on a lot of the ships. There are DDS files in their Sea folders now, and no TGA files. Look in the Data / Roster / Japanese / Sea / folder in your FotRS install, at the "AuxSubchaser.cfg" file in an editor, and you'll see:
[UnitClass] ClassName=AuxSubchaser UnitType=1 AppearanceDate=19380101 DisappearanceDate=19451231 DisplayName=Auxilary Subchaser
[Texture 1] TextureName=data/Sea/AuxSubchaser/AuxSubchaser_T01.tga <-- TGA texture call-pb LightmapTextureName= NormalmapTextureName= StartDate=19380101 EndDate=19451231 Frequency=1
[Unit 1] Name=Auxilary Subchaser DOC=19380101 DOD=19451231
And if you open the Data / Sea / AuxSubchaser folder, you'll not see any TGA files, but only DDS. Other ships are like that, and they all appear to work just fine.
|
|
|
Post by s7rikeback on Oct 7, 2016 23:36:44 GMT
OK, 1. the BBBismark is throwing that error again about not being found when opening the ME. There is a listing for it, but if you try to use it, the properties page is blank. I cannot for the life of me find my notes on the "fix". I am almost certain that s7rikeback had it going before... In the meantime, in the same ME, there are several ships that are listed strangely. Perhaps the strangest of all is 2. the Germania. I can not find that ship in any of the Roster stuff, or Ships, or nothin'... 'course, I are old, and can't see, but... putting it in a mission and it works. hmmm... "Super" Battleship? 3. Up next, The Bismark, in its listing has CV in front of it, as does the Tirpitz. Similar happens with the Japanese BBShips that launch planes. This is a Type 19 anomoly (??design feature??), I'm going to guess. The CV is highlighted in blue. All the Cruisers, Japanese and German, that can launch planes are listed as CVE, also hightlighted in blue, with is a function of the Type=18 I'll guess. 4. There is a call for a FF Class=Frigate Type=11 Origin=Netherlands in the Jap_HarborTraffic.mis. I left it for now, until I look at it closer. Several calls for other single ships have some rather strange "Name=" and / or "ClassName=", but I seem to have lost the note... what thuh?... I'll find it later - maybe... 5. In the meantime, we want to remember to ask CapnScurvy about the 2x CLKatori ships. The one is CLKatori=Light Cruiser Katori, set to Type=18 to launch airplanes. Then there is a later CLKatorASW=Anti Sub Cruiser Katori, which is set to Type=6, a plain old Light Cruiser. Should those be reversed? 6. There are at least 10 Japanese warships that are not "called" in the Campaign... we will have to change that... |;^) #2 - BBAH=Super Battleship Germania Class #3 - CapnScurvy v0.26 Update #4 - FF Class - FFBlackSwan / FFBlackSwanElite / FFTacoma - None of these are in my Netherlands Roster #5 - Yep, this was part of the Ship add-on pack, with unit changes by CapnScurvy
|
|
|
Post by propbeanie on Oct 7, 2016 23:56:17 GMT
Does the TGA versus DDS matter? - I mean, other than file size?
If the CFG calls for a TGA texture, will it load the DDS one fine?
|
|
|
Post by s7rikeback on Oct 8, 2016 7:46:04 GMT
Does the TGA versus DDS matter? - I mean, other than file size?
If the CFG calls for a TGA texture, will it load the DDS one fine? Ok been doing some tests on this issue, i'm no expert on this though First Test - I Removed all .dds files from the NBB_Ise and ran the museum. Second Test - I also then removed all skin comments from the BBIse Roster. Third Test - I put the .dds files back into the NNB_Ise Folder, added the skin comments back to it's roster but changed .tga to .dds. BBIseConv - .dds files within main folder - roster calling .tga. BBIse - .dds files within main folder - roster calling .dds
|
|
|
Post by s7rikeback on Oct 8, 2016 12:20:26 GMT
So my theory is thus: As long as the image name exists within the folder, and matches the images being called by the roster files the extension does not matter. I found this reference from JapLance at Subsim. quote" This way, your model will accept any external texture named NDD_Soldati_whatever, as long as you use it in the roster file for that unit. Cool for having different camos .
This is what I've learned by checking previous work by others. Hope it helps you. Try it and let us know the results. " The benefits to this, as Privateer has mentioned before, are the reduced file sizes for in game memory.
|
|
|
Post by propbeanie on Oct 8, 2016 13:06:37 GMT
This is very cool. I'm glad you found that reference. 'Course max-peck and Rockin Robbins probably already knew that, and there ain't no bout adoubt it that Jeff-Groves knew, else you wouldn't have been directed in this direction :lol: ... |;^)
What this means, is we can have most of the stuff you do, still be compatible with Stock - sort of...
|
|
|
Post by s7rikeback on Oct 8, 2016 13:16:53 GMT
All my mods & updates to date are made with a stock install, no problems yet ) I bring the FOTRSU ships and roster settings into SH4 stock to make sure we now have the correct universal settings before i brew anything. But as we know, any newer equipment and guns would not be there, but so far so good.
|
|
|
Post by propbeanie on Oct 8, 2016 19:29:54 GMT
Nice documentation in your zip files, s7rikeback.
|
|