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Old 06-20-10, 04:33 PM   #1
TheBeast
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[REL]SKIN: SH5 Type-VIIC - North Atlantic Grime - by TheBeast

[REL]SKIN: SH5 Type-VIIC - North Atlantic Grime - by TheBeast - June, 20, 2010

This MOD is JSGME ready!

PURPOSE:
This MOD changes the SH5 U-Boat Type-VIIC Stock and Albrecht Skins. Eye Candy!

CREDITS:
Danevang - This Skin is using Danevangs: Shadow Maps.
Naights - This Skin is using a slightly modified version of Naights: Rusty Weathered Deck.
JSGME - FreeWare JoneSoft Generic MOD Enabler
DXTBmp - FreeWare Graphics Manipulator used to open DDS files and export image to your Graphics Editor in BMP format.
PaintDotNet - FreeWare Graphics Editor Application used to create this Skin.
GoblinEditorApp - Used to quickly view image changes on the actual Submarine Model without loading entire game.

GoblinEditorApp:





How to use GoblinEditorApp to quickly view skin changes.
  1. Create your MOD Folder and Sub-Folder structures.
  2. Copy the files for the MOD from existing files to your MOD. e.g. Copy from "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_S tructure.dds" to your MOD folder "<Mod_Name>\Data\Textures\TNormal\Tex\Uboat7c_Stru cture.dds".
  3. Now use JSGME to enable the MOD so it copies all files from your MOD folder back into the game.
  4. Use DXTBmp to Open the MOD'ed file from the games folder structure for editing. e.g. "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_S tructure.dds" (This will not change the game files when changes are saved because JSGME has already created a backup of the original file(s) when you enabled your MOD.)
  5. Edit your skin and save changes back to "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_S tructure.dds"
  6. Start GoblinEditorApp and load the appropriate Model. e.g. "<Game_Folder>\Data\Submarine\NSS_Uboat7c\NSS_Uboa t7c.GR2". Because the edited file is in the games file structure, GoblinEditorApp will display your changes. If you need to make adjustments, xontinue editing and save your changes and simply hit F-9 in GoblinEditorApp to ensure the changes are displayed correctly.
NOTE: GoblinEditorApp only displays the Starter Skin. If you want to make a Conning_7C_01_Albrecht skin, you would edit the Conning_7C_01 starter skin and rename it to Conning_7C_01_albrecht when finished.

NOTE: When finished editing, be sure to save changes to your MOD folder structure. If your do not do this and you disable the MOD in JSGME, you will lose all the changes you did.

KNOWN ISSUES:
GoblinEditorAPP does not display the Conning Tower skin correctly if Conning Tower model is Merged with Hull model. You must load the Conning Tower Model only to view the skin on it.

WARNING: Only you are responsible for any changes you make. If you are not certain about using this method as described above, You should only edit files in your MOD's folder and use JSGME to Enable/Disable the MOD to view changes you have made.

DOWNLOAD LINK
http://www.subsim.com/radioroom/downloads.php?do=file&id=3700

Image captured from GoblinEditorApp


Image Captured from in Game.
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Last edited by TheBeast; 08-25-12 at 10:16 AM. Reason: Added Pictures
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Old 06-20-10, 04:48 PM   #2
reaper7
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Thanks. Any chance of a pic
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Old 06-20-10, 04:51 PM   #3
TheBeast
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Quote:
Originally Posted by reaper7 View Post
Thanks. Any chance of a pic
Caught me during the upload of this MOD and images.
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Old 06-20-10, 05:56 PM   #4
reaper7
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Guess I was in my trawling mode.
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Old 06-21-10, 12:25 AM   #5
ShoCkwaVe
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Default not bad

nice..

do you do reQuests?

do U-997

I have yet to find a good U-997 skin
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Old 06-22-10, 07:33 AM   #6
TheBeast
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Here is the Tarnmatte Anechoic Coating I am currently working on.

An anechoic coating is able to reduce the enemies ability to detect you using Radar and or Sonar. Improving a submarines Stealth by adding avoidance of enemy detection.

Tarnmat:
Radar profile reduced by 25%
Improved Alberich:
Sonar ability to detect you reduced by 25%
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Last edited by TheBeast; 07-02-10 at 07:10 PM.
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Old 06-22-10, 09:46 AM   #7
The General
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This is a very nice looking skin The Beast, probably my favourite ever
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Old 06-22-10, 10:52 AM   #8
Zedi
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I wanna THANK YOU for this mod. I'm pretty picky on graphics mods, but this one is damn good and add like 200% realism to the game. Is bookmarked and on my "must have" mod list

I don't wanna push it, but I wonder.. is it possible to build a skin that alter in time? I mean, after I come out from the docs I have a shiny new paint on ma boat, but few weeks or months later, I got a very rusty and dirty one. It would be very realistic and awesome to see how your boat longer it stays on the sea, uglier it gets

Thank you again!
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Old 06-22-10, 12:46 PM   #9
naights
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Hi:

W-clear, I have some problems with the tiling (conning tower), I mean the mapping of texture is not very well done (Ubisoft dont now what is thinking), detailed textures are trully hard to mix them, even stock texture have some serious problems.

Going to put some images, because my English is very limited and cant explain correctly:

Here is one texture I designed, apparently no problems.



This is the other side, the texture starts repeating in "bad" place (not the best one), as you can see he overplaces some part of the texture too...



"Good" normal mapping for example will be in medium of the conning tower, something like this



Any ideas?

Thx
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Old 06-23-10, 12:26 AM   #10
TheBeast
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Quote:
Originally Posted by naights View Post
Hi:

W-clear, I have some problems with the tiling (conning tower), I mean the mapping of texture is not very well done (Ubisoft dont now what is thinking), detailed textures are trully hard to mix them, even stock texture have some serious problems.

Going to put some images, because my English is very limited and cant explain correctly:

Here is one texture I designed, apparently no problems.
Looks good too.

Quote:
This is the other side, the texture starts repeating in "bad" place (not the best one), as you can see he overplaces some part of the texture too...

Good" normal mapping for example will be in medium of the conning tower, something like this.
Using Goblin Editor is a fast way to see changes but because many graphics effects are missing, you should only use it as a object location refference. To see actual render, view in game.
The Starboard side or Right side is the first side rendered but since the towers have additional structure on the Port side or left side. Your skins should be modeled to match the Port side. This may also help with the texture overlap problem.
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Last edited by TheBeast; 06-23-10 at 09:51 AM.
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Old 06-23-10, 03:22 AM   #11
ShoCkwaVe
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Default

is there any easy way to convert model formats from .gr2 to .3ds or .obj ?

I have not looked into recent S3ditor/Pack 3d type tools lately
that open & export models for sh5

I prefur to use LithUnwrap for UV & Texturing
& Lightwave or Milk for modeling

why does ubisoft enjoy to over complicate things
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Old 06-23-10, 04:59 AM   #12
tonschk
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Rusty and dirty , I love this skin , thank you

.
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Old 06-23-10, 06:20 AM   #13
TheBeast
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Added more weathered FX and working on Bump Maps but making progress.


I think I may be saving changes the wrong way because the weathered FX dont show well when overcast. Manybe adding bump maps for weathered fx would help.

EDIT: I was saving wrong. I wast saving the DDS in DXT1 and should have been DXT5.. Looks much better when saving the DDS in DXT5.
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Last edited by TheBeast; 06-23-10 at 11:23 AM.
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Old 06-23-10, 06:29 AM   #14
TheBeast
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Default

Quote:
Originally Posted by ShoCkwaVe View Post
is there any easy way to convert model formats from .gr2 to .3ds or .obj ?

I have not looked into recent S3ditor/Pack 3d type tools lately
that open & export models for sh5

I prefur to use LithUnwrap for UV & Texturing
& Lightwave or Milk for modeling

why does ubisoft enjoy to over complicate things
You want to ask Privateer about this.
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Old 06-23-10, 06:46 AM   #15
TheBeast
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Default

Quote:
Originally Posted by tonschk View Post
Rusty and dirty , I love this skin , thank you .
I will save the template(s) to the download to make it easy for people to adjust the FX they want or they can use the templates for making their own new skin.
I used PainDotNet because it supports layers and it is freeware, so anyone can get it.
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