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Old 04-03-10, 11:51 PM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


[REL] Sub Flags for SH5

New version! v0.0.8

Sub Flags for SH5 by TheDarkWraith
version 0.0.8

This mod will add 2 flags to the sub's turms. Each flag is user customizable to whatever they want. Each flag can also be enabled/disabled so user can choose which flag(s) he/she wants to have shown (or not shown). Ensure that if you disable all flags and you want to disable the flagstaff also that you edit the .eqp file correctly. The flags are not controllable - they are static entities. When you submerge they will 'disappear' as you slip under the water. As you surface the flag(s) will become visible as they come out of the water.

Currently this mod has only been done for the 7A, 7A_AI, 7A_U30, 7B, 7B_AI, 7B_U99, 7C, 7C_AI, 7C_U552, 7C_41, and 7C_41_AI subs. The reason is because there are many problems with getting the reflections and underwater views working correctly and in the hopes that releasing this more people will look it over and maybe discover something that I'm missing. I'll continue to work on the remaining subs in the meantime.
The .dds files used for the flags can be changed to whatever the user wants. See SubFlags_0_0_8_byTheDarkWraith\data\Textures\TNorm al\tex' for the files used.
As an example, the following .dds file is for VIIA flag 1: 7A_Flag_1.dds.

Breakdown of naming convention:
7A - type of sub
Flag - denotes for flag
_1 - denotes flag 1 (top flag)
_2 - denotes flag 2 (bottom flag)

Flag 1 is the top flag. Flag 2 is the bottom flag.

The flags have their alpha channels enabled so user can do some neat tricks with the flags (weathering, tearing, tattered look, etc.)

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

The mod defaults to the top flag enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SubFlags_0_0_8_byTheDarkWraith\data\Submarine\NS S_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheDarkWraith':

; Edited by TheDarkWraith
[Equipment 11]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M98
LinkName=Turm7A_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=M99
LinkName=Turm7A_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231

By having Equipment 13's start date at 19451230 this disables the bottom flag (flag 2). I commented the file so it should be easy to figure out.

I've included a folder, \Flags, that contains this mods default .dds flag files. These flags were found on the internet - they are not my work but the work of others. They also include the flags from others.

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Open up the folder 'SubFlags_0_0_8_byTheDarkWraith'. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

This is not compatible with my FX_Update mod (both use the Sh.sdl file) and needs to be installed AFTER my FX_Update mod.

The following problems have been noticed with this mod:
- no reflections for the flags. There is a nasty visual bug when reflections are turned on. I have them disabled.
- flags are not viewable when camera is underwater and sub is surfaced and you look up to the sub. Part of the reflection problem that I don't have a solution for.

Contributors:
- reaper7 new german flags
- conus00 flags reworked (game defaults to his reworked flags)

Changelog:
v0.0.1 - first official release (alpha)
v0.0.2 - enabled alpha channel for both flags
v0.0.3 - added flags to VIIb and VIIc subs
v0.0.4 - added flags to AI subs VIIa, VIIa U30, VIIb, VIIb U99, VIIc, VIIc U552
v0.0.5 - added flags to VIIC41 and VIIC41 AI
v0.0.6 - flags automatically hide when submerging and reappear when surfacing (8.0m is the depth which they hide/show). This fixes the bug of flags being visible under water when looking from above water
- fixed bug of one side of flag brighter than the other at night time
v0.0.7 - removed WaterReflection controllers from all objects to reduce graphic artifacts
- flagpole now is visible underwater
- flags behavior changed when submerging due to problems with heavy seas. Flag will 'disappear' as it goes underwater and 'reappear' as it surfaces. It no longer 'snaps' to appearing/disappearing
v0.0.8 - added ambience sounds to the flags. Sound for flag1 supplied by FallshirmjAEger. Using that sound I modified it to make an offset sound for flag2 so that each flag sounds differently


TheDarkWraith





version 0.0.8 available here: http://www.gamefront.com/files/20467...eDarkWraith_7z

mediafire link: http://www.mediafire.com/?a2u2r0998bkaf6o


Last edited by TheDarkWraith; 08-14-13 at 08:15 PM.
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