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Old 04-08-10, 06:24 AM   #61
reaper7
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Originally Posted by TheDarkWraith View Post
was working on v1.2.0 of the UI mods all day today so no, not yet.

You good with 3D modeler like 3DS Max, Maya, Blender, Wings3D, etc? If so, I can send you the keyframes and directions on what they need to be resized to which will speed this mod up. I'm just swamped with work.

Just to give you an idea here, the current animation used for the flags has 25 keyframes. The SH5 AI flags have 100 keyframes

Afraid not, only mess about a bit in photoshop. I was gonna dip into it once but likewise hard to get time with everything else.
Anyway the flag animation is only minor, and there's plenty of other stuff need fixing first. . Good luck with everything, your doing great work.
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Old 04-09-10, 03:44 AM   #62
LeBabouin
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Hope you guys are not tired of being told thank you, because this mod has turned into a gem thanks to both of you
I'm a worn version fan, but would feel ashamed if I were the only one to ask for them Going to test the new anims and flags right now!
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Old 04-09-10, 09:29 AM   #63
reaper7
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Hope you guys are not tired of being told thank you, because this mod has turned into a gem thanks to both of you
I'm a worn version fan, but would feel ashamed if I were the only one to ask for them Going to test the new anims and flags right now!
Wouldn't take long to do a worn version, just a matter of changing the Alpha and resaving them all.
Will do it later when I get home, Will upload so both New and Worn are available.
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Old 04-09-10, 04:35 PM   #64
reaper7
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Ok, have gotten around to doing these in a worn version (as requested)

Download all flags in one new archive: http://www.subsim.com/radioroom/down...o=file&id=1714

Pic of Worn Flags: (Don't worry about them being upside down this is the correct orientation for import into Flag Mod - Previous unworn pic of flags was taken before rotating flags to correct orrientation for release)



DW your welcome to these as well .
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Old 04-09-10, 07:51 PM   #65
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By Jove, this forum is like Aladdin's magic lamp where you get your wishes granted ! Thank you once more reaper7 For me, the worn version looks way more real while ingame.
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Old 04-20-10, 10:22 AM   #66
TheBeast
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Default Sub Flags Simplified

**************EDIT****************
Ok, I actually cracked open the DAT for a look. Should have done this first... DOH!
You only need to remove the imbed images in the Material chunk or is that being used to resize textures.
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Last edited by TheBeast; 04-20-10 at 10:47 AM.
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Old 04-20-10, 10:35 AM   #67
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I know that editing all the Mesh's and 3D Models is going to be a PITA.
I sent a PM but you didnt respond so I am posting this thought here.

Did you consider the idea of creating a new Flags_TDW.DAT file with only 2 flags in it?

Do not imbed the images in the DAT file. Add 2 Material nuggets for flag textures (i.e. FlagU_TDW.dds, FlagL_TDW.dds). Do not select to load "in Memory"(Requires game restart to change images "for normal users" if you do)
Then add the Material nuggets from above to their respective Flag 3D Model nuggets.

This will allow users to change the flag textures simply by copying the flag "DDS" textures they want to the FlagU_TDW.dds and FlagL_TDW.dds file names.
This will also save you the time and hastle of working on all of the flags currently in the stock Flags.dat file.
that's how the flags are currently setup. You change the flag by changing the .dds file for it.
Now as far as the animations for the flags, each flag has it's own animation (they are embedded in the files). I have to scale all 100 keyframes for the flag's animation one time and then I can re-embed them in the files (I can change the order of the keyframes to give each flag a different animation sequence during run). I don't have to mess with the stock Flags.dat file at all. I don't want to touch that file
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Old 04-20-10, 10:52 AM   #68
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Yeah I see that now after actually cracking the DAT file and looking. After previous PM a few days ago when you said you had to edit all the flag meshs for all the flags in the DAT file. I assumed you had all the flags in the DAT.
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Old 04-20-10, 11:48 AM   #69
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Wow reaper, those look amazing!
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Old 04-20-10, 11:52 AM   #70
TheDarkWraith
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Originally Posted by kylania View Post
Wow reaper, those look amazing!
they look excellent in game also
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Old 04-20-10, 12:32 PM   #71
tonschk
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May be is not too easy to see , but the red flag in the screenshot have shadows rendered on the flag itself and also the dynamic shadows of the flag rendered on the sub bridge

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Old 04-20-10, 12:38 PM   #72
TheDarkWraith
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Originally Posted by tonschk View Post
May be is not too easy to see , but the red flag in the screenshot have shadows rendered on the flag itself and also the dynamic shadows of the flag rendered on the sub bridge
still trying to figure out how to get the reflections working correctly and how to get shadows enabled for these.
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Old 04-20-10, 01:20 PM   #73
kylania
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Originally Posted by TheDarkWraith View Post
they look excellent in game also
Still need to install this. You should totally add a Flag On/Off toggle button to your UI mod!
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Old 04-20-10, 01:23 PM   #74
TheDarkWraith
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Originally Posted by kylania View Post
Still need to install this. You should totally add a Flag On/Off toggle button to your UI mod!
I haven't figured out how to interact with objects on the sub yet. Once I can figure that out it will open up endless possibilities. I haven't found a way in code to 'call' or 'reference' an object on the sub.
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Old 04-23-10, 10:55 AM   #75
henrik7000
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Default install SH5 German Flags V2.0

hi I'm new here how you install SH5 German Flags V2.0
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