Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Boomer20 on April 13, 2015, 01:38:21 am

Title: Specifying textures in Ship Table
Post by: Boomer20 on April 13, 2015, 01:38:21 am
Hi guys

Is it possible to specify the textures you want to use on a ship in the ship table?
To expand, I'm currently fiddling with different coloured glow maps on some ships. When modding them in game I have to make a duplicate of the pof file, change the name and then edit it in PCS 2, then finally make the table entry.
In the current case I'm using the sathanas and its pof file is like 63mb alone, duplicating it seems excessively heavy in terms of size.

This made me wonder if there is any table entries you can include where you can use the stock model while specifying in the table to use different textures for the ship?
Title: Re: Specifying textures in Ship Table
Post by: z64555 on April 13, 2015, 01:45:11 am
Try this: http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Texture_Replace: (http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Texture_Replace:)
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on April 13, 2015, 01:47:22 am
Thanks, ill give it a try
Title: Re: Specifying textures in Ship Table
Post by: Droid803 on April 13, 2015, 02:10:05 am
Does this actually work now? How long has it worked for?
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on April 13, 2015, 02:19:05 am
Well im not having any luck getting it to work.
Not sure how to set it out, the wiki page doesn't it how to set it out all to well (or at least to me)
Title: Re: Specifying textures in Ship Table
Post by: z64555 on April 13, 2015, 02:24:57 am
Hmph. looks like there's several outstanding bugs with this one. I'll try poking around to see what's going on with it.

[EDIT] In the meantime, could you try running a debug build with your ship.tbl changes? If it spits out any warning or error messages, would you please copy+paste them here? thanks
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 24, 2016, 05:00:45 am
hey z64555
Sorry for not getting back to you sooner, I've been away from freespace for a while however.......
firstly I managed to table it properly now (I wasn't including the +old and +new parts properly) but it doesn't change anything as you may already now. I ran a debug build of 3.7.2 RC4 and it didn't spew any error's in regards to our issue here. (Only some other issue with a weapon of mine that's incomplete)
Title: Re: Specifying textures in Ship Table
Post by: DahBlount on February 24, 2016, 08:52:58 am
Try using a 3.7.3 nightly. As for whether or not replacement textures work, they should be, since I've been able to use it properly since 3.7.2. An important thing to note is that replacement textures may or may not work in the ship lab, I'm still working out the specifics there. If you want to be sure they're working or not, play a mission with the ships present.
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 24, 2016, 04:50:53 pm
Thanks Dahblount, I got the latest 3.7.3 nightly to try it out, wouldn't know if it worked though seems I have invisible ship models and im not sure why. It's happened on all the nightlies I've gotten of 3.7.3
Title: Re: Specifying textures in Ship Table
Post by: Galemp on February 24, 2016, 04:54:47 pm
As a stopgap measure the texture-replace properties in FRED work just fine, if you'd like to make a single test mission.

Goober: I've noticed the medical ship reskins in FSPort MediaVPs don't work... I've always just written it off but if this feature isn't working properly that would explain it.
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 24, 2016, 04:57:14 pm
Yeah the FRED texture replacement I've used before, getting this to work was more for convenience sake.
I shall use the FRED one for now.
Title: Re: Specifying textures in Ship Table
Post by: tomimaki on February 24, 2016, 05:31:13 pm
Thanks Dahblount, I got the latest 3.7.3 nightly to try it out, wouldn't know if it worked though seems I have invisible ship models and im not sure why. It's happened on all the nightlies I've gotten of 3.7.3
fs2_open.log could help to see what is wrong.
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 24, 2016, 05:38:10 pm
No Warning errors pop up but here is the log.



[attachment DELETED!! by Strong Bad]
Title: Re: Specifying textures in Ship Table
Post by: tomimaki on February 24, 2016, 06:33:02 pm
Can you update gpu drivers? They are quite old, probably from 2012.

It is possible that "Disable GLSL (shader) support" or "Don't use shaders for model rendering" in launcher can help as quick workaround.
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 25, 2016, 12:29:35 am
Can you update gpu drivers? They are quite old, probably from 2012.

It is possible that "Disable GLSL (shader) support" or "Don't use shaders for model rendering" in launcher can help as quick workaround.

Unfortunately no I can't update my drivers due to HP messing with my AMD card before I bought the PC. I disabled GLSL support and the models reappeared. Shame the glow and the lights arent there but I think I prefer the better performance. Weird that this only started happening since 3.7.3 nightlies.

Now with the nightlies working the texture replacement in the table is still not working for me.     Correction they are working now in game on the lastest nightly as Dahblount described. My key mistake was that I wasn't specific enough in the table. I had the texture name eg Manticore.dds when I should have had Manticore-glow.dds.
Title: Re: Specifying textures in Ship Table
Post by: tomimaki on February 25, 2016, 05:51:14 am
Could you test too (with GLSL enabled) 7 combinations of these flags:
- in Graphics:
Disable Deffered Lighting
- in Troubleshot:
Disable batched model rendering
Disable geometry shader for effects

and see if models will reappear?
Title: Re: Specifying textures in Ship Table
Post by: AdmiralRalwood on February 25, 2016, 09:26:25 am
Weird that this only started happening since 3.7.3 nightlies.
Not weird at all; we started using a new renderer capable of deferred lighting and soft shadows after 3.7.2.
Title: Re: Specifying textures in Ship Table
Post by: Boomer20 on February 25, 2016, 04:26:59 pm
Could you test too (with GLSL enabled) 7 combinations of these flags:
- in Graphics:
Disable Deffered Lighting
- in Troubleshot:
Disable batched model rendering
Disable geometry shader for effects

and see if models will reappear?

None of those 7 combinations worked. Looks like Disable GLSL (shader) support it is.

Not weird at all; we started using a new renderer capable of deferred lighting and soft shadows after 3.7.2.

That does in fact make a lot of sense then.
Title: Re: Specifying textures in Ship Table
Post by: Goober5000 on February 25, 2016, 10:05:05 pm
Goober: I've noticed the medical ship reskins in FSPort MediaVPs don't work... I've always just written it off but if this feature isn't working properly that would explain it.

1) don't just write it off, tell me; 2) tell me via PM or email, not in a thread that I'm not guaranteed to notice. :p

Anyway, there are two issues here.  The first is that ship class texture replacements don't work in the tech room.  The second is that the Chronos and TAC 1 reskins didn't have the correct texture names for the MediaVPs.  (The Faustus and Elysium models worked both in FRED and in-mission.)  I've committed a fix for the texture name issue to FSPort's SVN.