Can I remove the pouches in armor_ww_rus(black)?
and here i thought you were going to make a naughty mod
Me too, NGL.
i was having the same problem.
for example, i would like to hide certain piece equipment ( such as pouches for the body armor, leaves for the anorak_m42 and make it into a normal cosmetics
and what not
but i can’t find a textures that works.
and i went through 200 textures ( no joke )… but still… nothing.
we could try ask @Enginya if she knows any invisible textures appliable to clothings, or parts in general.
or, if the cosmetics have some sort of no alpha channels.
if not, oh well… we tried.
I think we need to knowing skeleton parts
i’m afraid we don’t have access to that yet.
would be better just to apply an invisible texture, or…
i was thinking to add a new folder of textures,
where developers could add a bunch of textures and basic colors for clothings, camouflages, effects and what not.
because in my case, i don’t wanna sound rude,
but you have no idea how much it took me just to find a simple blue and light blue:
just for civilian clothings with basic colors.
i don’t think it should have taken that long.
either a new texture folder with camouflages from clothings, tanks, and basic colors, or a texture viewer that modders could see from the editor.
because… that’s all i can see:
not… ideal nor visually appealing ( or fast for that matter )
okey so,
update time.
it appears, that within the new update, the invisible texture id ( after so many goddamn attempts and viewing more than 30 dpx files, )
it’s:
camo_null*
in my example that i wanted to do, a bushless m42:
it worked. ( luckily for me )
the problem is,
it does not work on most clothings.
it becomes pitched black:
even if i applied it to tex_n* , tex_d* , tex_ao* , tex_id_mask* , tex_mask* etc.
i suspect it only works on clothings ( like the bushes ) that have only have tex N & D. but nothing else.
which, once again, i’ll ping @Enginya hoping to find a resolutions.
Hi there, sorry for the ping, but, how can we for example, remove certain part of clothings? ( for example, civil_volkssturm armband, or, in op cases, and the one provided above, rus armor pouches )
why does it work on the anorak_m42 bushes, but not on any other clothings?
what are the differences? and how can we work around that?
cheers.
Sorry, didn’t work with textures stuff in the game, so can’t answer those questions nor quickly, nor right. From my experience it may be due to different shaders.
understandable.
well… thanks for replying though.
is there anyone who we can ask?
beside you?
( on the forum )
You can dig into how grp files models linked to materials and where materials defined, and what shaders used for them, and what those shaders support or not, and can you change shader for particular models or not.
ugh…
i’m not sure i follow.
or maybe i’m doing something wrong.
because if i open a normal grp file;
by searching the keyword " armband " i was able to find a bunch of stuff:
( in yellow )
and the others in blue, only through normal equipment dpx.bin files of the equipment.
which i don’t know how to interpret.
but, as far as i have tried, tex object does not modify those new ones.
as… the armband ( for example ) is still there:
i even made sure there were * and what not.
so… perhaps is there another tool for shaders something something?
or… simply cannot be done?
i have no idea.
and… i found out that unlike the dpx, grp files cannot be unpacked
( due to the war thunder tool unpacker not having those )
Keep in mind that in .grp files those names could be references to different things, like own names of models kept in .grp, or names of textures to be searched in .dxp.bin files (like tex_d ~ diffuse color texture, tex_n ~ normals texture, tex_ao ~ ambient occlusion texture), or even names of materials which should be used to render those models with those textures.
r-right.
so…
where do i find shaders of specific objects?
because as far as i know, the grp contains the highlited things… that i don’t know what they are, as well as the textures ( such as tex_d* & _ao & _mask & _n ETC )
while the dpx bin only have the textures ( which it’s somewhat more convenient and fast )
but, i have no clue what’s a shader extension / file.
nor what i should be looking for or where.
care to perhaps… dive a bit more or show an example?
so that… we can reproduce it without having to bother anyone else anymore.
cheers.
For me it seems shaders for objects and characters may have no names (can’t find anything relatively alike in .grp files), but they may be coded as binary codes instead (and referencing into compiled shaders directory with same binary encoded indexing), so we will not be able to find any of those without decoding those binary formats. Also in .grp files I found types (like Nt1c) and names of skeleton nodes (bones like Bip01 etc.) and parts of models (like _lod1 etc.). So not everything is texture names and textures replacer can’t replace non-texture things.