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Old 05-24-22, 10:07 AM   #1
GrenSo
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Default GrenSo's Submarine Environment

After thinking for a while, just because I was already called as someone who doesn't know what he's talking about, I still decided to release my own mod GSE (GrenSo's Submarine Environment).

This mod was inspired by photos, site visits of submarine, movies and many other existing mods like TWoS (english and russian version) and modders like gap, vdr1981, boogieman335, Bstanko6, SteelViking, TheBeast, TheDarkWraith and many others, which were partly used 1:1 and partly as a template for my own changes. If you want, you can also see GSE as a kind of small megamod. My mod was created under using TWoS. GSE is just for TWoS v2.2.25 and above and I cannot guarantee that GSE will work or have no problems and with the stock version of SH5.






Include the following 4 additional addons:
- GSE - alternative Periscope and OBS
- GSE - alternative VIIC Deck
- GSE - G7e Torpedotexture
- GSE - old GSE Periscope and OBS
- GSE - QR1 + QR2 Fix
- GSE - VIIC41 Snorkel Deck*

Known bug: It is possible that with "silentotto" you can no longer jump to individual sections in the campaign when GSE is activated.
Workaround: Disable GSE. Use "silentotto" to select the desired chapter of the campaign, upgrade the submarine as desired, select the mission and go on patrol. Then save. Leave the game, activate GSE and load save game.

Changelog:
 

v1.0 - first public release
v1.1 - small bugfix
v1.2 - new textures for TRA room from type VIIA, B, C and C41
- alternative periscope and OBS view as add-on
v1.2.1 - bug fix in scale of periscope and OBS view
v1.2.2 - alternative clock with black face as add-on
v1.2.3 - change the subfolder structure for bug fixes
v1.2.4 - changed some textures in all submarines
- historical correct floor
- Radion R3 as alternative radio as add-on
- alternative gyro compass as add-on
- alternative torpedos (optic of G7e) in TRF room as add-on
v1.2.4a - reworked texture of the alternative torpedoes from version 1.2.4
- delete alternative gyro compass as add-on for non TWoS
v1.2.5 - small texture change in TRA room
- some new but not animated dails in DER room
- small color correction at alternative gyro compass add-on
- new relistic torpedo texture/color in UZO, periscope and OBS view when a torpedo is fired
- small adjustment of the chimney smoke at the merchant ships
- change submarine texture on sub system page with blueprint/construction plan
v1.2.5a - revision of the coloring of both compass variants
- switched dark version of the gyro compass to default one and the light version as alternative add-on
v1.2.5b - compass is now draggable on the top in heading view
v1.2.5c - fixed a bug with "out of sector" in external view
- fixed the bug with brocken texture of the ladder in CR
v1.2.5d - retracted
v1.2.6 - fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position
- added additional boxes of food in QR1
- reworked texture of the ship flags to make them look more used
- folder structure of the add-on mods revised and the documentation refined
- reworked some textures in CR room
- a few minor tweaks and fixes
v2.0 - no public release, because this one was just for testing for better compatibility with other mods
v2.0.1 - deleted the some add-on (gyro compass, Radione R3 and Stopwatch)** to have better compatibility with other mods
- deleted additional boxes of food in QR1
- deleted boxes of food and ladder in QR2
- folder structure of the add-on revised
- deleted reworked ship flagstextures
- a few minor tweaks and fixes
v2.0.2 - toned down night filter for the navigation map
- changed colors for axis (blue) and allies (red) terrain on navigation map
v2.0.3 - color correction from harbors on map
- a few minor tweaks and fixes
v2.0.4 - new textures for oxygen bottles in TRA room from type VIIA, B, C and C41
- small texture changes in CT and QR1 room
v2.0.5 - exchanged some tower emblems from Gunfighter (gf1.dds, gf6.dds, gf7.dds, gf11.dds, gf13.dds, gf16.dds, gf17.dds and gf20.dds) for using in campaign
- reduced binding of metal parts on the floor in QR1
- a few minor texture fixes
v2.0.6 - added curtains for the bunks in QR1 (two of them are closed to simulate sleeping crew members)
- changed position of the toilet in QR1 and QR2 to historical correct position
- toilet paper and pipes in the toilet in QR1 re-placed, because they were partially in the wall
- two pictures re-placed in the seating area, because they were partially covered before
v2.0.7 - closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2
- added the add-on "GSE - QR1 + QR2 Fix" to get GSE version of QR1 and QR2 if you use mods that overwrite the files Room_QR1.GR2 and QRoom_QR2.GR2
v2.0.8 - added curtains for the bunks in QR2
- reworked curtains in QR1
- new texture for all curtains in QR1 and QR2
- added pictures in QR2
- fixed the graphic bug of the red button of the hydrophone so it is visible again
v2.0.9 - closed the toilet door in QR1 a little more so that the way to TRF is more clear
- remodeled and enlarged toilet in QR1 slightly
- added a sink and a towel in toilet in QR1
- books from the sitting area have moved to the captain's quarters and two private books (War and Peace band 1 & 2 by Tolstoi) have been added
- placed a Radione R3 in the seating area
- reworked mashes of the curtains for the bunks in QR1 and QR2
- minimal adjustment of the light in the submarine
- a few minor fixes of the mashes in QR1
v2.0.10 - changed sound files so that the crew on the tower no shout anymore
- exchanged smoke effect from sinking ships
- delete the stupid pole on the deck at the front of from type VIIA and VIIB
- a few minor texture changes and minor fixes of some mashes
v2.0.11 - fix of speed and gyro compass texture in CT
- fix texture mapping of volt and ampere label in TRA from type VIIB, VIIC and VIIC41
- small texture fix in add-on "GSE - QR1 + QR2 Fix"
v2.1 - delete the splash guard from type VIIB tower 2 for player submarine
- add splash guard to type VIIC tower 1 and tower 2 for player submarine
- reworked the texture from the ring of the hydrophone
- reworking the clouds and the cloud texture
- fixed possible flickering of the toilet wall in QR1
- fixed possible flickering of the base from the table next to the boxes in QR1
- a few additional fixes of mashes and vertices in QR1
- a deleted unnecessary vertices on type VIIC tower 1 and tower 2
- small graphic adjustment of the floor of the toilet in QR2
- replace 3d model and texture of the snorkel on all submarines
- added the add-on "GSE - VIIC41 Snorkel Deck" to get the snorkel slot on the deck from VIIC/41
v2.1.1 - small changes to the snorkel on all submarines
- correction of wrong folder structure and files names
- small changes on the add-on "GSE - VIIC41 Snorkel Deck"
v2.1.2 - replaced the texture of the clouds
- add labeling of electric engines in TRA from type VIIA
- added the smoke effect of sinking ships from TWoS again
- replaced type VIIA deck texture with a modified version from Pascal's "Pascal_sh5_deck_VIIA_version5"
- revision of the deck texture from type VIIB deck
v2.1.3 - fixed graphic glitch on the two ball bulkheads in CR that were visible from QR1 and QR2
- changed some textures from the LI
- the decks of VIIA, VIIB, VIIC, VIIC41 and VIIC41F have been completely reworked
- the arrangement of the textures from the decks of VIIA, VIIB, VIIC, VIIC41 and VIIC41F has been adjusted
- replaced deck textures from type VIIA and VIIB with a modified version from Pascal's great deck textures
- replaced deck textures from type VIIC with a modified version from Pascal's great texture as an add-on
- rework of the graphics of the attack pericope, OBS pericope and binoculars
- additional small texture corrections
v2.1.4 - small adjustments of the graphics and the position of the periscope and OBS
- added from GSE v2.1.2 the old versions of the periscope and the OBS as an add-on
- minor texture optimizations


** The deleted add-ons, some other files and also the additional boxes of food and ladder in QR1 and QR2 are avalaible as separat mods. This mods are:
- GrenSo's Stopwatch
- GrenSo's Compass
- Radione R3
- silentmichal's interior mod 2.x.x by GrenSo
- Conus' Das Boot Crew Faces



*GSE - VIIC41 Snorkel Deck is NOT compatible with "SEA LIFE SH5" mod from vickers03
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Last edited by GrenSo; 07-10-24 at 11:44 AM.
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Old 05-24-22, 10:08 AM   #2
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Screenshots from GSE v2.1.4























































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Last edited by GrenSo; 07-10-24 at 11:49 AM.
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Old 05-24-22, 10:12 AM   #3
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Screenshots from GSE v2.1.4










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Last edited by GrenSo; 07-10-24 at 11:47 AM.
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Old 05-24-22, 12:31 PM   #4
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Looks very promising Grenso
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Old 05-28-22, 03:18 AM   #5
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Quote:
Originally Posted by user1953 View Post
You're a thief. These are textures and interior lighting settings and graphics by U-190
What can I say about that now, except that of course everyone can and should have their own opinion. But I still want to comment on your allegations.

1. As template for some interior textures and interior lighting I used this graet mod https://www.subsim.com/radioroom/dow...o=file&id=5602 from boogieman335 and nothing from U-190.

2. And which other graphics do you mean?
If you mean that I stolen the TDC graphics from U-190 than you are wrong. All these TDC graphics used by me are original from UBI, which have been modified by me. If you don't believe me, just look at the original graphics "TDC_imperial.dds", "TDC_metric.dds", "TDC_metric2.dds" and "TDC1.dds" from UBI under \data\Menu\Gui\TDC.

3. The crew pictures are taken from Conus' Das Boot Crew Faces (https://www.subsim.com/radioroom/sho...d.php?t=206345)

4. The graphic of the medals are taken from my own mod Visible Date of Awards v1.2 for TWoS (https://www.subsim.com/radioroom/dow...o=file&id=5741) and are allready used in TWoS and I changed a little bit the color from U-boat War Badge.

And like I told in my fist post, I was inspired by some modifications from many others users/modders here, which were I partly used 1:1 and partly as a template for my own changes. And This is also the reason why I do not released this one, because I needed permissions from some users/modders.


BTW: Can it be, that you are U-190 and be a little pissed off about something again? After all, his mods have all been deleted again...
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Last edited by GrenSo; 05-28-22 at 10:13 AM.
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Old 05-28-22, 09:39 AM   #6
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Hey Grenso greetings..
Don't answer the 'imbéciles', he might suddenly become intelligent...
Continue your work which is already heading in the right direction... don't waste your precious time... I even used things to assemble and modify small things. Everyone leads their boat as they hear it... sso let's hear it... good receiver... Besides, this one seems rather aggressive for a newcomer, doesn't it...

Last edited by Kal_Maximus_U669; 05-28-22 at 09:47 AM.
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Old 05-31-22, 06:28 AM   #7
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Quote:
Originally Posted by user1953 View Post
I see here a set of stolen various textures and lighting configuration settings by various authors that GrenSo brazenly passes off as his work and you indulge him in this. I think you're two boots in a pair here.
I haven't said in a single word that all textures and settings are 100% mine and created from me. I already wrote that in the last sentence of my first post.
And since, as I already wrote, not everything is mine, I haven't published anything yet, because I'm still waiting for permission to use some of them. Until I have the approval, I will develop the whole thing further. After all, I've been working on it for over one year in total.
Maybe you should read first and then come up with reproaches and allegations.
Not everyone can read and understand what they read.
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Old 05-31-22, 06:49 AM   #8
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To everyone involved in these exchanges be under no illusion that name calling and insults will not be tolerated. If you have differences between yourselves then sort it via PM's
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Old 05-31-22, 06:57 AM   #9
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Thank you for this clear statement, Jimbuna.
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Old 05-31-22, 07:14 AM   #10
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Be further advised that duplicate accounts are not allowed and further action will soon be forthcoming.
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Old 06-12-22, 07:19 AM   #11
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Add screens of QR2 room in Post 2.
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Old 06-12-22, 05:03 PM   #12
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[QUOTE=GrenSo;2810216]Changes in QR2

Formidable
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Old 06-13-22, 01:39 AM   #13
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Next step will be a modification of CR room with only some boxes with food of silentmichal's interior mod v1.2.3 and, if it will work, blue oxygen bottles.

I'm not sure if it will be possible with the blue oxygen bottles, because in the subset06 of CR_Walls are not only the bottles but a part of the housing of the gyrocompass too. And these parts have only one texture assignment I have to split.


If I will only change the color from the oxygen bottles, I have to edit the GR2 file from the CR room. Sounds easy, but in my first tries a got an index error at reimport of the changed mashes from of CR_Walls parts.


The red marked part is in the same subset06, where the oxygen bottles are, of CR_Walls in CR_room.gr2:

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Old 06-13-22, 01:54 PM   #14
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Icon14 interior sh5

[QUOTE=GrenSo;2813637]Next step will be a modification of CR room with only some boxes with food of silentmichal's interior mod v1.2.3 and, if it will work, blue oxygen bottles.

I'm not sure if it will be possible with the blue oxygen bottles, because in the subset06 of CR_Walls are not only the bottles but a part of the housing of the gyrocompass too. And these parts have only one texture assignment I have to split.


If I will only change the color from the oxygen bottles, I have to edit the GR2 file from the CR room. Sounds easy, but in my first tries a got an index error at reimport of the changed mashes from of CR_Walls parts.


The red marked part is in the same subset06, where the oxygen bottles are, of CR_Walls in CR_room.gr2:



Yes I am aware of these subsets
see here https://www.subsim.com/radioroom/sho....php?p=2774326
myself when I wanted to tinker with things I quickly realized that it would not be done like that..
I took the liberty of reuploading your image because we can see the plastic floor covering the famous gap mod that I use in my mod soup...
I already wanted to modify a lot of things... but I saw the harm it caused... I read several threads what Jeff explains to you... I had also read other articles... you have to a lot of time to understand such a subject, moreover, it is in English. Not to mention the fact of the time spent grasping the subtleties of the software...
my dear GrenSo I wish you good luck for this phenomenal work
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Old 06-14-22, 01:52 PM   #15
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I don't mess with Blender so don't know what your issues are.
I Export objects with different programs for editing.
Then make sure NO OPTIMIZATION is ever done on edited files.

I import BOTH diffuse and AO obj files. Delete the exact same parts, then export with NO OPTIMIZATION!

That should leave both file exactly the same. In 3DS Max anyway.
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