<!--quoteo(post=168454:date=Oct 22 2006, 03:20 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Oct 22 2006, 03:20 AM) [snapback]168454[/snapback]</div><div class='quotemain'><!--quotec-->
wtf, i have also a pic in the f2 menu, put that doesn`t show up the pic in sea mode. And i appreciate it that you share the knowledge BUT the thing you mentioned has been known for a longer time, in the super mod thread, in a post of wolf.
and I have found that working f2 picture ship, before your post, so that is why i reacted that why, sorry if you dint like.
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@Thomas,
the ship pic in sea mode is auto generated by the game, custom pics will "NOT" show up without a new code and new ship_icons, i suspect that this part of the code handles it i'm still looking into it.....
switch(sType)
{
case "tartane":
BI_intNRetValue[0] = 6+3*8;
BI_intNRetValue[1] = 6+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "lugger":
BI_intNRetValue[0] = 0+0*8;
BI_intNRetValue[1] = 0+0*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "sloop":
BI_intNRetValue[0] = 0+1*8;
BI_intNRetValue[1] = 0+1*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "barque":
BI_intNRetValue[0] = 0+3*8;
BI_intNRetValue[1] = 0+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "schooner":
BI_intNRetValue[0] = 0+2*8;
BI_intNRetValue[1] = 0+2*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "caravel":
BI_intNRetValue[0] = 2+0*8;
BI_intNRetValue[1] = 2+0*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "fleut":
BI_intNRetValue[0] = 2+1*8;
BI_intNRetValue[1] = 2+1*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "brig":
BI_intNRetValue[0] = 2+2*8;
BI_intNRetValue[1] = 2+2*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "galeon_l":
BI_intNRetValue[0] = 2+3*8;
BI_intNRetValue[1] = 2+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "galeon_h":
BI_intNRetValue[0] = 2+3*8;
BI_intNRetValue[1] = 2+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "pinnace":
BI_intNRetValue[0] = 4+1*8;
BI_intNRetValue[1] = 4+1*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "frigate":
BI_intNRetValue[0] = 4+2*8;
BI_intNRetValue[1] = 4+2*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "corvette":
BI_intNRetValue[0] = 4+0*8;
BI_intNRetValue[1] = 4+0*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "battleship":
BI_intNRetValue[0] = 6+1*8;
BI_intNRetValue[1] = 6+1*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "lineship":
BI_intNRetValue[0] = 4+3*8;
BI_intNRetValue[1] = 4+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "warship":
BI_intNRetValue[0] = 6+0*8;
BI_intNRetValue[1] = 6+0*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
case "manowar":
BI_intNRetValue[0] = 6+2*8;
BI_intNRetValue[1] = 6+2*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;
@windwolf7,
Nope didn't hex edit any textures and didn't rename them they are their original names as its not needed unless you plan on changing the textures that come with
the model (i don't recommend this without asking the owner of the model 1st) to something else, i save all new custom ship pics to the exact same name as the model (.gm) without the "1" and place them in Programs\textures\interfaces\ships and i save them like this...
click the pic for fullscreen.....
<a href="http://home.earthlink.net/~phaser69/Saving.jpg" target="_blank">http://home.earthlink.net/~phaser69/Saving.jpg</a>
<a href="http://home.earthlink.net/~phaser69/Options.jpg" target="_blank">http://home.earthlink.net/~phaser69/Options.jpg</a>