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View Full Version : How do I add skins to my U-Boat?


TheElitePhoenix
02-24-08, 03:24 PM
I was just wondering because I have no idea what to download and how to add them. I have GWX 2.0 and SH3 Commander 2.7 as well as JSGME mod enabler (don't know if that helps). Please assist me.:-?

yamato9
02-24-08, 04:23 PM
Hi!

Most (but not all)skins are JSGME ready. Now, search trough this forum for some skins, Lutzow got his nice skin collection of various skiners....LINK:

http://207.44.214.111/subsim.com/radioroom/showthread.php?t=123192&highlight=vault

Or just klick on my sig.

When you downloaded some skin, extract content and see if this skin is compatible (ready) with JSGME. You will know that skin is ready if in extracted folder you got this directories "data\Textures\TNormal\tex" if not then you will need to place those TGAīs you own in directories showed above. If it is JSGME ready, then just copy in MODS folder and patch it with JSGME.

NOTE this, when you (or when JSGME) place(install) TGA skin(texture) files in directory for textures (data\Textures\TNormal\tex) that then mostly all subs from this class will have same colour, example :type VIIb and Type VIIc will have same skin or Type IXb and Type IXc will also have same skin but here with one error, actualy Type9b use diferent textures for Coning Tower then T9c so expect faults on this part.

Best way is that you use Texture extractor and then with him replace directly textures in submarine DAT files. Now here you will need to replace Hull textures in DAT files stored in "submarine" folder and CT(turm) textures in DAT files stored in "objects".

Note that Texture Extractor replaces only textures which are already exists in DAT file so you will not be concerned that you will screw up something if you import som other TGA which is not belonging in this DAT.
JUST go on option REPLACE TEXTURE and then select folder where some new textures are stored and klick OK. If there exist some TGAīs for replacing he will replace this if not then he will inform you this: IMPORT FAILED: FILE NOT FOUND or IMPORT FAILED: FILE IS NOT PART OF ?(some sub). DAT.

GUN textures and all others textures are in DAT files stored in "library" folder.

GUN textures DAT file name is: GUNS_SUB
Additional texture DAT file name is: Sensors

Link for DATTexExtractor: http://www.subsim.com/radioroom/showthread.php?t=122466

NOTE: some skins are already packed in DAT files, so if you have some skins formated in DAT file and not like regular TGA files, then you will to cearfully read instruction of skin(if any got there) or consult with somebody on forum. I tell you this because (how i heard) that some DAT(from original SH3) are not compatible with GWX, But is thy compatiblle or not i canīt tell yo because i donīt have GWX.

:up:

spork542
02-24-08, 04:30 PM
Edit: Too late! :)

yamato9
02-24-08, 04:47 PM
Edit: Too late! :)

:arrgh!:




:rotfl:

TheElitePhoenix
02-24-08, 11:02 PM
Hi!

Most (but not all)skins are JSGME ready. Now, search trough this forum for some skins, Lutzow got his nice skin collection of various skiners....LINK:

http://207.44.214.111/subsim.com/radioroom/showthread.php?t=123192&highlight=vault

Or just klick on my sig.

When you downloaded some skin, extract content and see if this skin is compatible (ready) with JSGME. You will know that skin is ready if in extracted folder you got this directories "data\Textures\TNormal\tex" if not then you will need to place those TGAīs you own in directories showed above. If it is JSGME ready, then just copy in MODS folder and patch it with JSGME.

NOTE this, when you (or when JSGME) place(install) TGA skin(texture) files in directory for textures (data\Textures\TNormal\tex) that then mostly all subs from this class will have same colour, example :type VIIb and Type VIIc will have same skin or Type IXb and Type IXc will also have same skin but here with one error, actualy Type9b use diferent textures for Coning Tower then T9c so expect faults on this part.

Best way is that you use Texture extractor and then with him replace directly textures in submarine DAT files. Now here you will need to replace Hull textures in DAT files stored in "submarine" folder and CT(turm) textures in DAT files stored in "objects".

Note that Texture Extractor replaces only textures which are already exists in DAT file so you will not be concerned that you will screw up something if you import som other TGA which is not belonging in this DAT.
JUST go on option REPLACE TEXTURE and then select folder where some new textures are stored and klick OK. If there exist some TGAīs for replacing he will replace this if not then he will inform you this: IMPORT FAILED: FILE NOT FOUND or IMPORT FAILED: FILE IS NOT PART OF ?(some sub). DAT.

GUN textures and all others textures are in DAT files stored in "library" folder.

GUN textures DAT file name is: GUNS_SUB
Additional texture DAT file name is: Sensors

Link for DATTexExtractor: http://www.subsim.com/radioroom/showthread.php?t=122466

NOTE: some skins are already packed in DAT files, so if you have some skins formated in DAT file and not like regular TGA files, then you will to cearfully read instruction of skin(if any got there) or consult with somebody on forum. I tell you this because (how i heard) that some DAT(from original SH3) are not compatible with GWX, But is thy compatiblle or not i canīt tell yo because i donīt have GWX.

:up:
I see a lot of .rar files. What do I do with them? Do I save them somewhere?

emaluzer
02-24-08, 11:33 PM
rar files are zipped files, you download them then unzip them, which will create a folder and have in it the items you need. winrar is a program that unzips rars and so is ultimate zip. just get one of those to unzip this file type

CapZap1970
02-24-08, 11:34 PM
Just download the RAR, ZIP, 7ZIP or other format files to your PC.
Open them (uncompress) to any place in your PC. Once you do that, check the file structure of the folder you just extracted, it should be something like this: MOD Name\Data\.....
Make sure that there is not another "MOD Name" folder inside the first one... this happens sometimes. If this is the case, make sure there is only one.
Once you have it as I first explained, copy it to your MODS folder located in your SilentHunterIII directory. Now you can close the window.
Click on the JSGME icon and you should see the folder you just copied at the left side of the window. Select it with one click and hit the ">" button..... Voilá, you just enabled the mod!!!
I hope this helped you... if you have more questions, just ask. :up:
CapZap

TheElitePhoenix
02-25-08, 06:48 PM
Just download the RAR, ZIP, 7ZIP or other format files to your PC.
Open them (uncompress) to any place in your PC. Once you do that, check the file structure of the folder you just extracted, it should be something like this: MOD Name\Data\.....
Make sure that there is not another "MOD Name" folder inside the first one... this happens sometimes. If this is the case, make sure there is only one.
Once you have it as I first explained, copy it to your MODS folder located in your SilentHunterIII directory. Now you can close the window.
Click on the JSGME icon and you should see the folder you just copied at the left side of the window. Select it with one click and hit the ">" button..... Voilá, you just enabled the mod!!!
I hope this helped you... if you have more questions, just ask. :up:
CapZap

Which file goes in the "MODS" directory?

CapZap1970
02-25-08, 08:33 PM
Just download the RAR, ZIP, 7ZIP or other format files to your PC.
Open them (uncompress) to any place in your PC. Once you do that, check the file structure of the folder you just extracted, it should be something like this: MOD Name\Data\.....
Make sure that there is not another "MOD Name" folder inside the first one... this happens sometimes. If this is the case, make sure there is only one.
Once you have it as I first explained, copy it to your MODS folder located in your SilentHunterIII directory. Now you can close the window.
Click on the JSGME icon and you should see the folder you just copied at the left side of the window. Select it with one click and hit the ">" button..... Voilá, you just enabled the mod!!!
I hope this helped you... if you have more questions, just ask. :up:
CapZap

Which file goes in the "MODS" directory?
The whole folder containing the mod: "MOD Name". Inside you should see some other folders like this (example only): data\textures\TNormal.... etc.
You must copy the entire folder as is to the MODS folder. ;)
CapZap