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TheDarkWraith
02-21-09, 04:50 PM
It's funny how ideas start. LordNeuro"Serbia" sends me a PM about this eagle ornament that can be attached to the front of the Turm and asks if I can add it to one of my mods. I add it for him and add it to my SHD_test VIIb and then the light bulb goes off - how about being able to add writing and images to the Turm? Yeah! We have Turm emblems via the game but how about being able to dynamically personalize the Turm?
Using Misfit3DModeller and Wings3D I extract a section of the front of the VIIb Turm and import it into a test sub. I make a texture for it saying 'U-505 Heading Home!" and test it.....I think it's pretty cool. The texture is transparent so what ever isn't written on in the texture will allow the Turm to show through. This can be expanded to all areas of the Turm, not just the front section.

Here's the section that I made 'writeable' currently. It is highlighted in red:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/7b_1_turm_writing_front_wingscopy_2.jpg

using my U-505 heading home texture gave this in-game:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_writing.jpg

This has some really cool possibilities :yep:

SeaWolf U-57
02-21-09, 04:54 PM
Nice to see your Creative mind at work again keep it up :yeah:

LordNeuro"Serbia"
02-21-09, 05:05 PM
Wery nice Rb. U r full of good idea. And thenks agein wery mouch for u work and for u help. I will tray the mod u make for me and post screnshot here too if u agre.
And how knows maybe u get inspired too make same wery good stuff with it. :haha:
I have same more reqvest theat kann make iven more mods:har:
Just kiding. Thx 1 more time RB, and keep up the gr8 work. I cann hardly weit u mod with shadows and new damage mod maybe.

rascal101
02-21-09, 05:20 PM
Wow you just dont stop do you - once again very nice - Ok here's my question - I have seen a few crew insignia that are on the front of the conning twoer as oppsed to either side- and a few photos fronm the period with same - so instead of two images on either side you have two upfront meeting in the font middle or just one in frot - I'm thinking of one in particular with red dancing guys or satyrs with outstretched hands meeting at the front of the conning tower

Question is would it be possible to use your proposed mod to place existing insignia at the front of the tower rather than either side

It's funny how ideas start. LordNeuro"Serbia" sends me a PM about this eagle ornament that can be attached to the front of the Turm and asks if I can add it to one of my mods. I add it for him and add it to my SHD_test VIIb and then the light bulb goes off - how about being able to add writing and images to the Turm? Yeah! We have Turm emblems via the game but how about being able to dynamically personalize the Turm?
Using Misfit3DModeller and Wings3D I extract a section of the front of the VIIb Turm and import it into a test sub. I make a texture for it saying 'U-505 Heading Home!" and test it.....I think it's pretty cool. The texture is transparent so what ever isn't written on in the texture will allow the Turm to show through. This can be expanded to all areas of the Turm, not just the front section.

Here's the section that I made 'writeable' currently. It is highlighted in red:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/7b_1_turm_writing_front_wingscopy_2.jpg

using my U-505 heading home texture gave this in-game:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_writing.jpg

This has some really cool possibilities :yep:

rascal101
02-21-09, 05:24 PM
dont supopse you could have a go at my suggestiopns re lighting, reflected glare and gloss paint-

Also I really like your sh4 effects - I really, really like the random additional explosions and the fact that you get some ships that you hit and just sink slowly - others go fast others go with a bang while others with a whimper - can you continue to mess with this, I like your smaller explosions and their mini firebasll - really nice work

It's funny how ideas start. LordNeuro"Serbia" sends me a PM about this eagle ornament that can be attached to the front of the Turm and asks if I can add it to one of my mods. I add it for him and add it to my SHD_test VIIb and then the light bulb goes off - how about being able to add writing and images to the Turm? Yeah! We have Turm emblems via the game but how about being able to dynamically personalize the Turm?
Using Misfit3DModeller and Wings3D I extract a section of the front of the VIIb Turm and import it into a test sub. I make a texture for it saying 'U-505 Heading Home!" and test it.....I think it's pretty cool. The texture is transparent so what ever isn't written on in the texture will allow the Turm to show through. This can be expanded to all areas of the Turm, not just the front section.

Here's the section that I made 'writeable' currently. It is highlighted in red:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/7b_1_turm_writing_front_wingscopy_2.jpg

using my U-505 heading home texture gave this in-game:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_writing.jpg

This has some really cool possibilities :yep:

rascal101
02-21-09, 05:24 PM
dont supopse you could have a go at my suggestiopns re lighting, reflected glare and gloss paint-

Also I really like your sh4 effects - I really, really like the random additional explosions and the fact that you get some ships that you hit and just sink slowly - others go fast others go with a bang while others with a whimper - can you continue to mess with this, I like your smaller explosions and their mini firebasll - really nice work

It's funny how ideas start. LordNeuro"Serbia" sends me a PM about this eagle ornament that can be attached to the front of the Turm and asks if I can add it to one of my mods. I add it for him and add it to my SHD_test VIIb and then the light bulb goes off - how about being able to add writing and images to the Turm? Yeah! We have Turm emblems via the game but how about being able to dynamically personalize the Turm?
Using Misfit3DModeller and Wings3D I extract a section of the front of the VIIb Turm and import it into a test sub. I make a texture for it saying 'U-505 Heading Home!" and test it.....I think it's pretty cool. The texture is transparent so what ever isn't written on in the texture will allow the Turm to show through. This can be expanded to all areas of the Turm, not just the front section.

Here's the section that I made 'writeable' currently. It is highlighted in red:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/7b_1_turm_writing_front_wingscopy_2.jpg

using my U-505 heading home texture gave this in-game:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_writing.jpg

This has some really cool possibilities :yep:

Sailor Steve
02-21-09, 05:26 PM
Awesome stuff! Emblems that were applied only to the front of the turm, personal messages...the possibilities really are endless.

Thanks again for applying your genius to the game one more time.

coronas
02-21-09, 05:32 PM
Cool,RB! Another problem solved! :yeah:

TheDarkWraith
02-21-09, 05:32 PM
Wow you just dont stop do you - once again very nice - Ok here's my question - I have seen a few crew insignia that are on the front of the conning twoer as oppsed to either side- and a few photos fronm the period with same - so instead of two images on either side you have two upfront meeting in the font middle or just one in frot - I'm thinking of one in particular with red dancing guys or satyrs with outstretched hands meeting at the front of the conning tower

Question is would it be possible to use your proposed mod to place existing insignia at the front of the tower rather than either side

The power to create and destroy is an awesome power :yep: The image used on the front is one image. It's a 512x512 TGA that I drew on using PhotoShop 5. It simply takes this TGA and 'pastes' it to the front of the Turm using alpha blending. You could post a photo there if you wanted to as long as it's in a TGA format. If the image doesn't have an alpha channel I'm not sure what will happen. I'll have to try that out and see. I'm making more 'writeable' surfaces now....

EDIT: FileFront is acting up so had to use rapidshare (10 D/L limit)
Here's a playable demo of the Turm Writing. Extract to MODS folder. Enable via JSGME. Run single mission 'Turm_Writing'
in \data\Textures\Tnormal\tex you'll find the TGA used for the writing. It's called '7b_1_Turm_writing_front_top.tga'. Feel free to edit and play around with it to write your own message on the front of the Turm. Note it has an alpha channel and thus you'll need to have your alpha channel setup correctly in the image or nothing will display. Look at my TGA to understand.
http://rapidshare.com/files/200956771/RB_VIIb_TW_1_00B_14b.7z.html

TheDarkWraith
02-22-09, 12:11 PM
Ok, I've defined the locations where the Turm writing is allowed. They are left side:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/tw_left.jpg
7b_1_TWBFL = bottom forward left side (uses TGA 7b_1_TWBFL.tga)
7b_1_TWBML = bottom middle left side (uses TGA 7b_1_TWBML.tga)
7b_1_TWBBL = bottom back left side (uses TGA 7b_1_TWBBL.tga)

right side:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/tw_right.jpg

7b_1_TWBFR = bottom forward right side (uses TGA 7b_1_TWBFR.tga)
7b_1_TWBMR = bottom middle right side (uses TGA 7b_1_TWBMR.tga)
7b_1_TWBBR = bottom back right side (uses TGA 7b_1_TWBBR.tga)

and the front is 7b_1_TWFT = front top (uses TGA 7b_1_TWFT.tga)

the default TGA's packed into the .dat file are 2X2 'blank' transparent for all the above. If you want to use a location then you simply place the TGA for that panel in \data\Textures\TNormal\tex. If you don't override any of the default TGAs then your Turm looks just like stock (there's no change or impact to it).

For those worried about frame rates and texture sizes the 3D models are VERY simple models (one sided with the biggest 3D model having just a little over 30 vertices). The default textures are 2X2 in size thus VERY small byte wise for textures.

Now to decorate my Turm....

TheDarkWraith
02-22-09, 12:58 PM
My Lt. Cmdr is written on my Turm. Now everyone knows it's my boat.
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/rb_turm.jpg

TheDarkWraith
02-22-09, 03:08 PM
It's time to let V1.00 BETA out for everyone to evaluate. This is only for the VIIb Turm. When you unzip this you need to read the included .doc file or you'll never setup your Turm writings correctly. It's a bit of work to do but it's better than nothing. I still can't get my FileFront account to accept any uploads. Aynone else having this trouble? I upload a file and it says 'Error with Log-in'.

http://www.filefactory.com/file/af15be9/n/RB_TW100B_14b_7z
:|\\

Jimbuna
02-22-09, 05:23 PM
Should be very handy for towers decorated like U-552 for example.

http://img3.imageshack.us/img3/9710/u5522.jpg (http://imageshack.us)

rascal101
02-22-09, 07:16 PM
This is exactly what I was asking - now there is a version of the tweo red satyrs in SH3 in the emblems library but they are designed to go on either side of the tower-

Is it possible to copy these and stick them up front as in the photo below - and can this be done with other emblems in the emblem library in GWX3 ?

Or

Do the emblenms have to be re-drawn in order to take advantage of Racerboys new mod?

Incidently is this now a mod or is it still in testing stage? or can the previously posted link / download now be safely used in-game?

Should be very handy for towers decorated like U-552 for example.

http://img3.imageshack.us/img3/9710/u5522.jpg (http://imageshack.us)

TheDarkWraith
02-22-09, 09:01 PM
This is exactly what I was asking - now there is a version of the tweo red satyrs in SH3 in the emblems library but they are designed to go on either side of the tower-

Is it possible to copy these and stick them up front as in the photo below - and can this be done with other emblems in the emblem library in GWX3 ?

Or

Do the emblenms have to be re-drawn in order to take advantage of Racerboys new mod?

Incidently is this now a mod or is it still in testing stage? or can the previously posted link / download now be safely used in-game?

it can be used in game. It is based on SH3 1.4b files though. Shouldn't cause any ill effects just a crappy stock texture. I say it's in BETA stage because I want to know of any problems with it before continuing on. I've only seem some strange camera behavior so far (the images disappear and re-appear at certain camera angles) and I'm investigating as to why.
The emblems will have to be redrawn as it's a single texture used on the front.

EDIT: the turm writings appearing and disappearing based on camera angle is caused by contention with parent object. I'm trying a different parent object to see if this cures this little annoyance.

IFRT-WHUFC
02-24-09, 10:51 AM
This mod is superb worked great for me! All i did was create a few TGA's naming them accordingly and import them directly into the turm with s3ditor! no need to place them in the folder.

This idea could also work for shipnames but then we would need a way of randomising them a little like sh3commander uses ship names!

Great Work
Rick

TheDarkWraith
02-24-09, 11:11 AM
This mod is superb worked great for me! All i did was create a few TGA's naming them accordingly and import them directly into the turm with s3ditor! no need to place them in the folder.

This idea could also work for shipnames but then we would need a way of randomising them a little like sh3commander uses ship names!

Great Work
Rick

Glad to hear you like it and it works for you. I was a little worried that people would have trouble making the zone TGAs. I tried to document how to make them in the .doc file included in the mod as best as I could. Did you notice the little annoyance of the Turm writings disappearing and then reappearing based on camera angle? It's a minor annoyance that I still haven't got licked yet.
Yes importing them into the Turm is a way to do it. I was keeping it generic so that at anytime you could use different zone TGAs by just dropping them into \data\Textures\TNormal\tex. You still can even though you imported them. It was also easier to just delete the zone TGAs in \data\Textures\TNormal\tex to get rid of the images than to repack in a 'blank' zone TGA. Remember I placed 'blank' transparant 2X2 TGAs in the Turm files so that they wouldn't take up much texture memory when you didn't want an image/writing in a particular zone.
Shipnames can be done. It would be doing what I did to the Turm to the ships. Zones would have to be created but it is doable. I'll do one ship to see how it looks. Obviously shipname should be on the back but any other place where I should define zones on a ship?
How about some screenshots? I'm interested to see how you made your Turm look with this :yep:

TheDarkWraith
02-24-09, 01:18 PM
This idea could also work for shipnames...

Yes it can....How would you like to come up on a C3 and read it's name? I did something right this time with the 3D model because NO strange camera behavior. Image does not disappear/reappear based on camera angle. Ok now I have to investigate why VIIb Turm does.
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/nkc3_sw1.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/nkc3_sw2.jpg

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/nkc3_sw3.jpg

LordNeuro"Serbia"
02-24-09, 01:25 PM
And idea about ships names i hade the same. Theat would be wery cool. But i gues the random names r problem. But never the les there is a lots of models of ships. Same model with the same name r not theat bad, if thet cann be truly dan. I have the hops in u RB:yeah:

TheDarkWraith
02-24-09, 01:51 PM
But i gues the random names r problem

I don't see why SH3Commander can't be used to randomize ship names. Since the 'names' will be TGAs. Say for C3 a bunch of different names can be made and then SH3Commander can pick one of them to use. Oh now I see the problem, every C3 that spawns will have the same ship name. Yeah, don't see how to get over that one. But everytime you start the game you can get a random ship name for the C3.

LordNeuro"Serbia"
02-24-09, 02:08 PM
Keep working on it. Cann theat tga look like a rely old rasty ships name or somthing like theat. too look as realistic as posibol.

TheDarkWraith
02-24-09, 02:13 PM
Keep working on it. Cann theat tga look like a rely old rasty ships name or somthing like theat. too look as realistic as posibol.

My Photoshop 5 skills are nothing like, say, JCWolf. He could probably make some killer looking shipnames that are rusted out, etc. I just made something real quick to see if it would work on the back of the ship.

coronas
02-24-09, 02:24 PM
I have done a U-552 Front emblem for the turn:
http://img5.imageshack.us/img5/601/u552front.png

It's in PNG format. Changue to TGA format with an image editor.

TheDarkWraith
02-24-09, 02:35 PM
I have done a U-552 Front emblem for the turn:
http://img5.imageshack.us/img5/601/u552front.png

It's in PNG format. Changue to TGA format with an image editor.

Please provide link to this. I would like to try it out :yep:

coronas
02-24-09, 02:39 PM
No link. Save image and changue to TGA format with PS.
I think is better than download. :salute:

TheDarkWraith
02-24-09, 02:51 PM
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/double_devils.jpg

very cool coronas. I like it very much :up:

coronas
02-24-09, 03:07 PM
Thanks Master; it is nothing compare with your work. :salute:

{1.SS}Eberhardt
02-24-09, 03:24 PM
Excellent work, fellas. Is there any way someone can post the U-552 turm image in TGA format or put it up for download or something, because i do not have an image editing program and my 30 day photoshop trial is up lol.
Thanks in advance!
Horrido!

TheDarkWraith
02-24-09, 03:33 PM
Excellent work, fellas. Is there any way someone can post the U-552 turm image in TGA format or put it up for download or something, because i do not have an image editing program and my 30 day photoshop trial is up lol.
Thanks in advance!
Horrido!

I sent you coronas's picture in TGA format via PM. If you're wanting the whole Turm image with this included it's not made. I added this image using this Turm image mod that I'm making.

coronas
02-24-09, 03:41 PM
@Eberhardt: Today is your day :har:
http://www.getpaint.net/
Free & Easy

{1.SS}Eberhardt
02-24-09, 03:50 PM
It's like christmas in February! lol thanks again guys

Jimbuna
02-24-09, 04:48 PM
It's like christmas in February! lol thanks again guys

You can also use this to convert and save into multiple formats ....tis free also: http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

http://www.irfanview.com/

{1.SS}Eberhardt
02-24-09, 04:55 PM
I love this forum *sniff*
lol
Seriously though this is one of the best forums i have ever seen, great people and great work being done.
:rock:

Jimbuna
02-24-09, 05:09 PM
I love this forum *sniff*
lol
Seriously though this is one of the best forums i have ever seen, great people and great work being done.
:rock:

Yeah....the community as a whole are quite helpful and friendly http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

{1.SS}Eberhardt
02-24-09, 06:13 PM
I cannot seem to get it working :cry:
I am just a confounded idiot when it comes to really technical stuff as it is lol. I will however keep toying with it until i get it.
I think i understand what needs to be done:

1. Have version 1.4
2. Install into MODS folder via JGSME
3. Replace/place TGA in data\Textures\Tnormal\tex
4. And it should work?

I dont know what it is but i have the feeling I'm doing something wrong lol

TheDarkWraith
02-24-09, 06:27 PM
I cannot seem to get it working :cry:
I am just a confounded idiot when it comes to really technical stuff as it is lol. I will however keep toying with it until i get it.
I think i understand what needs to be done:

1. Have version 1.4
2. Install into MODS folder via JGSME
3. Replace/place TGA in data\Textures\Tnormal\tex
4. And it should work?

I dont know what it is but i have the feeling I'm doing something wrong lol

1. You don't have to have verion 1.4. I based the BETA off of 1.4b files that's all.
2. You cannot install straight to MODS folder. If you do it will not work. You must take the folder that starts with Racerboy_ and place in MODS folder. Did you read the included .doc file?
3. place the TGA you're wanting to use for the zone in \data\Textures\TNormal\tex. If, say, you're wanting to do the 7b_1_TWFT (the front top of the Turm) then your TGA has to be named 7b_1_TWFT.tga. It also has to have it's alpha channel setup correctly or you won't see anything. Here is a good test TGA to use for the front top (it's coronas double devil one): http://rapidshare.com/files/202169919/7b_1_TWFT.tga.html

4. using the above TGA you should see the double devils on the front of the Turm.

TheDarkWraith
02-24-09, 06:33 PM
okay this minor annoyance of the Turm writings appearing/disppearing due to camera angle is really bugging me (only happens on Turm so far). I think I've narrowed down the problem to a face normal one. Problem is I can't get the normal to flip. Also something that bugs me is why do my 'zones' have to be flipped inside out to appear correctly in game? As the normals should be facing outward, I have to have them facing inward or the image is not displayed in game. Is this because Wings3D uses a right hand coordinate system and DirectX uses a left-handed one?

Here is a screenshot showing the front top zone. Notice how the normals are facing inward? Also notice how all the zones are inverted (you can read them from the inside but not the outside)? Why? Now I think the problem child for the front top zone is the lone face normal projecting out to the front. There is no face there, I mean I didn't fill in the backfaces. I can't get rid of it or flip it. Help?
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/flicker_problem_TW.jpg

skwasjer
02-24-09, 07:55 PM
How do you import? If you use your own importer, then you should make an option to reverse face winding (see S3D). Face winding dictates the wind order of vertices for a face: vertex 1, 2, 3 vs vertex 3, 2, 1 and is indeed related to LH or RH coordinate system. Wings isn't wrong, the exported OBJ technically isn't wrong either. The biggest problem is lack of standard with OBJ-format when using different applications (no way to specify winding and up-vector), and as such if you do not have options to deal with this upon importing, then normals can be flipped, and models can be on their sides as well as commonly seen when mixing different programs.

TheDarkWraith
02-24-09, 09:20 PM
thanks for the info skwasjer. It turns out the problem is with the outer Turm. If I 'hide' the outer turm the little annoyance stops. Once I let the outer turm be visible again the little annoyance returns. Now the Turm, err Ship, writing I did for the C3 worked with no problems at all. The C3 uses 1 map for the hull, the VIIb Turm I outer uses 3 maps. It might have something to do with this. The mystery deepens...
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_probs_TW.jpg

Sledgehammer427
02-25-09, 12:11 AM
perhaps....a new camoflauge turm?
glad to see those creative gears turning, RB

rascal101
02-25-09, 03:51 AM
Cant agree more, take me for instance - I'm one of the best, but there are others out there who are better! and one or two who we're not too sure about.

On the whole your in good company:yeah:


I love this forum *sniff*
lol
Seriously though this is one of the best forums i have ever seen, great people and great work being done.
:rock:

rascal101
02-25-09, 04:07 AM
Thi is a good description but- How do you alpha channel setup correctly


I cannot seem to get it working :cry:
I am just a confounded idiot when it comes to really technical stuff as it is lol. I will however keep toying with it until i get it.
I think i understand what needs to be done:

1. Have version 1.4
2. Install into MODS folder via JGSME
3. Replace/place TGA in data\Textures\Tnormal\tex
4. And it should work?

I dont know what it is but i have the feeling I'm doing something wrong lol

1. You don't have to have verion 1.4. I based the BETA off of 1.4b files that's all.
2. You cannot install straight to MODS folder. If you do it will not work. You must take the folder that starts with Racerboy_ and place in MODS folder. Did you read the included .doc file?
3. place the TGA you're wanting to use for the zone in \data\Textures\TNormal\tex. If, say, you're wanting to do the 7b_1_TWFT (the front top of the Turm) then your TGA has to be named 7b_1_TWFT.tga. It also has to have it's alpha channel setup correctly or you won't see anything. Here is a good test TGA to use for the front top (it's coronas double devil one): http://rapidshare.com/files/202169919/7b_1_TWFT.tga.html

4. using the above TGA you should see the double devils on the front of the Turm.

rascal101
02-25-09, 04:11 AM
Hi Racer - just a thought - there was a guy released a mod - called
U-53_eagle_Tower_GWX - I downloaded his mod - its a little gold eagle and swastica insignia on the front of the Conning tower for early war Uboats - works perfectly well perhaps this has some tips for you

R

thanks for the info skwasjer. It turns out the problem is with the outer Turm. If I 'hide' the outer turm the little annoyance stops. Once I let the outer turm be visible again the little annoyance returns. Now the Turm, err Ship, writing I did for the C3 worked with no problems at all. The C3 uses 1 map for the hull, the VIIb Turm I outer uses 3 maps. It might have something to do with this. The mystery deepens...
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_probs_TW.jpg

magicsub2
02-25-09, 05:03 AM
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/turm_writing.jpg



whats with E.T in the conning tower....................?:doh:

and the crew with red faces??

rascal101
02-25-09, 05:55 AM
HI to all just thought to drop a line this works!!

Even I got it to work and it looks great and what's more I only just summoned up the courage to mess with the SH3 res fix and now I got SH3 running on 1680 x 1050 and it looks Fu_ _ing Hot!!

A question - how did you know what scale to draw the red devils below - I tried mucking about with the Frog emblem in the emblems library, I got it onto the front of my tower but it looked streched and bloody awful no matter what I tried to shrink the image - is there a set formula for getting this right
?

I have done a U-552 Front emblem for the turn:
http://img5.imageshack.us/img5/601/u552front.png

It's in PNG format. Changue to TGA format with an image editor.

Please provide link to this. I would like to try it out :yep:

Jimbuna
02-25-09, 07:39 AM
HI to all just thought to drop a line this works!!

Even I got it to work and it looks great and what's more I only just summoned up the courage to mess with the SH3 res fix and now I got SH3 running on 1680 x 1050 and it looks Fu_ _ing Hot!!

A question - how did you know what scale to draw the red devils below - I tried mucking about with the Frog emblem in the emblems library, I got it onto the front of my tower but it looked streched and bloody awful no matter what I tried to shrink the image - is there a set formula for getting this right
?

I have done a U-552 Front emblem for the turn:
http://img5.imageshack.us/img5/601/u552front.png

It's in PNG format. Changue to TGA format with an image editor.

Please provide link to this. I would like to try it out :yep:

It's best to ensure that the tga is square ie 64x64, 128x128, 256x256 etc. (sizes in pixels)

If this is the frog your referring to below, you will notice it is 256x256 (it's a jpeg for posting purposes).

Simply put both frogs side by side and have one pergorm a 'horizontal flip' (LOL...talking of frogs), join them together and save as a tga and you should be good to go http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

http://img18.imageshack.us/img18/3903/u124a.jpg (http://imageshack.us)

IFRT-WHUFC
02-25-09, 09:28 AM
This mod is superb worked great for me! All i did was create a few TGA's naming them accordingly and import them directly into the turm with s3ditor! no need to place them in the folder.

This idea could also work for shipnames but then we would need a way of randomising them a little like sh3commander uses ship names!

Great Work
Rick

Glad to hear you like it and it works for you. I was a little worried that people would have trouble making the zone TGAs. I tried to document how to make them in the .doc file included in the mod as best as I could. Did you notice the little annoyance of the Turm writings disappearing and then reappearing based on camera angle? It's a minor annoyance that I still haven't got licked yet.
Yes importing them into the Turm is a way to do it. I was keeping it generic so that at anytime you could use different zone TGAs by just dropping them into \data\Textures\TNormal\tex. You still can even though you imported them. It was also easier to just delete the zone TGAs in \data\Textures\TNormal\tex to get rid of the images than to repack in a 'blank' zone TGA. Remember I placed 'blank' transparant 2X2 TGAs in the Turm files so that they wouldn't take up much texture memory when you didn't want an image/writing in a particular zone.
Shipnames can be done. It would be doing what I did to the Turm to the ships. Zones would have to be created but it is doable. I'll do one ship to see how it looks. Obviously shipname should be on the back but any other place where I should define zones on a ship?
How about some screenshots? I'm interested to see how you made your Turm look with this :yep:

No disappearing tga's on my rig, but when i placed it into my old mans the disappearing started must be graphic card related rather than the camera i think!

As soon as i get the time to upload some screenshots, which will probably be tomorrow i will do!

ok
Rick

TheDarkWraith
02-25-09, 09:43 AM
A question - how did you know what scale to draw the red devils below - I tried mucking about with the Frog emblem in the emblems library, I got it onto the front of my tower but it looked streched and bloody awful no matter what I tried to shrink the image - is there a set formula for getting this right?

it sounds like you're not using the template TGAs I included. Did you read the .doc file I included? There are template TGAs included that outline the zones so that you correctly place your writings or images. If you don't use these and an image or writing is outside these zone bounds then it will render clipped. Since you've only been using the front you're safe - the front's UV coordinates are an entire square. I included the templates so that they could be loaded in Photoshop, another layer added on top of it, you add your images/writings to the new layer and position them based on the template layer. Once everything is set you delete the template layer, merge visible (if you have multiple layers), and save the zone. Take for instance zone 7b_1_TWBML:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/7b_1_TWBML.jpg

By including the templates you can see exactly how your writings/images will be displayed in that zone.

Your images don't have to be square if you do what I said above and use the templates.

I'm going to try and push the Turm writings and the Turm image through the pixel shader to see if that cures the minor annoyance.

TheDarkWraith
02-25-09, 09:46 AM
Thi is a good description but- How do you alpha channel setup correctly

read the included .doc file. It gives you an example.

TheDarkWraith
02-25-09, 09:49 AM
whats with E.T in the conning tower....................?:doh: and the crew with red faces??

that would be the DynamicShadows effect. It's a bug that is still evading a solution. I can get rid of it by turning DynamicShadows off but then you lose all the shadows. Which do you prefer?

EDIT: tried using the SpecularMask controller (which uses a pixelshader) to see what the outcome would be. That would be a big negatory. Since the zones are really just one-sided panels I'm going to try incorporating them into the actual Turm 3D model itself as additional subsets. This way they are rendered at exactly the same time the Turm is.

LordNeuro"Serbia"
03-16-09, 07:14 PM
But rl stuff didnt gave me a time to tray it and take a pic. But hera it is. It looks gr8 Rb

http://img22.imageshack.us/img22/9959/sh32009031621362693.th.jpg (http://img22.imageshack.us/my.php?image=sh32009031621362693.jpg)

Now i just need too figer out how too add more stuff u made. Writings on a turn or picture. But thise would do just fine. U game me the luck. I just sank the HMS Hood for a 1 time.
Thx Rb:yeah:

TheDarkWraith
03-17-09, 09:27 AM
Did you find it easy to setup this mod? Is there something I could do to make it easier to use/setup? Have you noticed any problems with it? Do you get the minor annoyance of the Turm images/writings appearing/disappearing based on camera angle (on external view)? If not, what kind of video card are you using?

LordNeuro"Serbia"
03-17-09, 11:50 AM
I just use the mod u set up to me. A eagle and u flags mod:oops:. Did promise i will post a image how it works , and it is gr8. Sorry for not posting early. I didnt tray too make the writings on turn work. I dont know how. I will love too make it work and add sam numbers or somthing like theat too the coning tower. I will make it work eventualy.:damn:
Keep up the gr8 work.:up:
Just 1 qvestion how is it going white writing on a ships. I know u had same problems white the sub turm, but how is it white the ships names. Any new pictures or news?

Jimbuna
03-18-09, 10:35 AM
Here's a type IX example :salute:

http://img172.imageshack.us/img172/5733/testpvs.jpg (http://img172.imageshack.us/my.php?image=testpvs.jpg)

TheDarkWraith
03-18-09, 02:11 PM
Here's a type IX example :salute:

http://img172.imageshack.us/img172/5733/testpvs.jpg (http://img172.imageshack.us/my.php?image=testpvs.jpg)

Did you use the VIIc's conning tower on the IX for this? I haven't done anything more to this mod other than the VIIc currently. I want to see how people respond and how easy it is for them to use/setup before I take it any further.

Jimbuna
03-18-09, 02:56 PM
No....that is a type IX turm...not at home right now so can't say for sure but IIRC that is the IXB turm.

More to follow when all have been sorted.

coronas
03-18-09, 04:14 PM
http://img525.imageshack.us/img525/4734/pegasus.jpg

Itīs easy but only for VIIb by the moment. Will turns come for the other subs?

:yeah:

Jimbuna
03-18-09, 04:17 PM
Itīs easy but only for VIIb by the moment. Will turns come for the other subs?

:yeah:

Look at #54 http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

coronas
03-18-09, 04:25 PM
Saw!
Link?
:salute:

Jimbuna
03-18-09, 04:28 PM
Saw!
Link?
:salute:

Tis a WIP.....hoping to make them JSGME friendly.

coronas
03-18-09, 04:29 PM
Very promising. Keep up the good work! :yeah:

Madox58
03-18-09, 04:58 PM
That's the 9C_1 Turm I did over a year ago.
The others are in process.
:03:

UberTorpedo
03-18-09, 10:09 PM
Link http://files.filefront.com/Privateers+9c+Turm+Beta+WSrar/;10040644;/fileinfo.html
:woot::yeah::salute:

coronas
03-19-09, 03:46 AM
Thanks for shared, UberTorpedo. :salute:

Madox58
03-20-09, 06:58 PM
That's about an old version!

I can't believe it's still out there somewhere.
:up:

But It's not done that way anymore.

I've made it MUCH easier.

Anvart
03-24-09, 07:18 AM
Yeah, Jeff.
Figuratively speaking ... Old Song in new execution ...

Madox58
03-25-09, 09:57 PM
I use one tga now.
It can be named anything you wish.
Once it's finished the way you want?
Place it in the SubEmblem folder.
Then select it as you would any other Emblem.

Here's the 7C_1 Turm

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/Turm_7C_1.jpg

Here's the basic lay out of the TGA.

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/7C_1a.jpg

This allows for nearly unlimited artistic expression on the Turms.
:cool:

Here's the areas available to work with.

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/SH3Img26-3-2009_0121_765.jpg

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/SH3Img26-3-2009_01218_781.jpg

Anvart
03-26-09, 04:05 AM
Yeah, Jeff.
Figuratively speaking ... Old Song in new execution ...



:o
...
:rotfl:
Good!
Excellently!

I use one tga now.
It can be named anything you wish.
Once it's finished the way you want?
Jeff, did you try to apply the second node for emblem ... inserting it in dat-file and describing it in *.eqp?
...
"cfg#E01_ ... = Sub Emblema 1
cfg#E02_ ... = Sub Emblema 2"

Madox58
03-26-09, 09:01 AM
I'll do some tests with the E02 node sooner or later.
It has a few possibilities.

Like a date controlled Crest maybe.
Or ageing over time.
:hmmm:

Now I'm not a Graphics guy!
But here's a 5 minute edit of the same tga shown above.

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/Damage.jpg

the bullet holes look pretty nifty.
:haha:

And no Sub Skin was harmed in the process!
So Sub Skins that are placed in the textures folders
work with no problems.

LordNeuro"Serbia"
03-26-09, 10:45 AM
Thas theat mean it will be soon redy for download? And maybe easy too use for nub twiking kaluns?
Wery good work:rock:

Anvart
03-27-09, 04:07 AM
I'll do some tests with the E02 node sooner or later.
It has a few possibilities.
...
:up:
I love quick-witted people ...

Madox58
03-27-09, 02:30 PM
Thas theat mean it will be soon redy for download? And maybe easy too use for nub twiking kaluns?
Wery good work:rock:

Once I do a few example Emblems and a
'How to mod my own Emblem'
thingy?

I'll release the 7C_1 Turm.
The 7B and updated 9 I did will follow Monday.

Then I'll do others as time permits.
The 2's will be first.

All of them will be in a new thread.