View Full Version : [REL] Flags Enlighten v1.0
From the readme:
Flags_enlighten mod v1.0 06 jun 2009
Mod by DivingDuck and Rubini
GWX2.1 and 3.0 compatible, but must run ok in any GWX version.
===================================
This mod uses a DivingDucks's idea to enlighten a bit the SH3 ships flags at night.
This is a good and totally adjustable solution for the game engine/computers screens limitations at night environment to we, virtual kaleuns, identify the nationality of the ships into the game. IMO, this really can open a new strategic level into the game, we can now use really realistic magnifications on peri/uzo and can also run the game in a more realistic dark nights environments, etc. (must be done from somebody)
In RL the kaleuns/crew probably used intercepted radio chats, some unique details on ships, etc, etc to also have a better correct nationality idenfication of the ships what is absent on Sh3...so this mod will perhaps "emulate" these conditions to a better degree.
====================================
Installation:
JSGME ready
====================================
Mod Contents and comments:
This mod uses only two files (Flag.dat and FlagS.Dat) and have only one byte per flag adjusted (emission propertie). The stock value was 0 (max 255). I adjusted the more lighten flags to 30 and the more dark ones to 50. This way, at clear nights, GWX3.0 stock environment, using a 4.5 magnification is now possible to identify any flag at 500m, using 10x the idenfication is well done at 900m. Take in mind that these results depends on your monitor adjusts, how dark is your environment in use and obviously the weather state.
====================================
Optional folder:
An Optional folder have two others versions flag_30 and flag_50. On these ones the values are all adjusted equally with 30 or 50 on the above explained emission setting. Use them if you want (rename first) or just make your own to better fit your monitor&environment.
=================
That is it,
Have fun!
Rubini.
Download:
MediaFire (http://www.mediafire.com/file/aq4rzjjgrmk/Flags_enlighten.7z)
RapidShare (http://rapidshare.com/files/241285026/Flags_enlighten.7z)
ReallyDedPoet
06-05-09, 06:30 PM
Nice work Rubini :yep::up:
melnibonian
06-06-09, 03:22 AM
Great Work as always :yep:
Thanks a lot for that :up:
Graf Paper
06-06-09, 03:48 AM
Thank you so very much for this mod, Rubini!
This falls into the "Truly Useful Mods" category. I love that someone has made it easier to properly I.D. a ship and reduced my renown penalties for sinking neutrals and friendlies simply because spotting the flag is nearly impossible until you're at point-blank range when sailing at night or in foul weather.
Now, if only someone would release the "hot French nurses sunbathing on deck" mod for the hospital ships, my desires for SH3 would be nearly fulfilled! :woot:
von schatten
06-06-09, 12:06 PM
One of the tricks I've used in the past is to check the position of the engineer. If he is standing with his back to the engine telegraph you do not have a target. When you have a legitimate target he moves to hover over the planesmen. However this does not work with the II class subs as he is always in this position. Also this technique is not foolproof when multiple ships are involved, eg in a convoy. Many times after sinking multiple ships in a convoy encounter I discovered later that one or more were neutral. ARGH. This mod should help me increase my tally-thanks very much gentlemen.
Jimbuna
06-06-09, 04:50 PM
Nice touch Rubini http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Venatore
06-06-09, 05:53 PM
Congratulations matey for developing this effective mod.
Kudos to DivingDuck! He is the man behind this mod!:up:
Graf Paper
06-06-09, 10:19 PM
Then DD may consider himself deluged with showers of "kudoization"!
Thanks to both of you it shall be, then. All give three cheers for Rubini and Diving Duck! :yeah::yeah::yeah:
DivingDuck
06-06-09, 11:32 PM
Moin,
stop it! No need for "kudoization". If some one is mad enough to give an idea of mine a go, all the kudos shall go to him/her. Well done, Rubini. You have put too much emphasis on my involvement. Itīs your mod. The work was/is yours, I myself just had nothing more than a "brain fart". LOL
Regards,
DD
:rotfl:
Sorry, guys ...
This idea is old as our World ...
ReallyDedPoet
06-07-09, 06:46 AM
:rotfl:
Sorry, guys ...
This idea is old as our World ...
The idea may be, but the mod is a welcome addition all the same :)
bert8for3
06-07-09, 12:40 PM
Great stuff, tks much :yeah:
Laufen zum Ziel
06-08-09, 09:33 AM
For all of us with vision problems I thank you. Your thoughts, and mods, to make SHIII better is well appreciated. Thanks.
Downloaded-installed-checked and founded this mod very useful:salute:
Thank You master Rubini:salute::up:
java`s revenge
06-08-09, 03:20 PM
I want to see screenshots !!
I want to see screenshots !!
As soon as I find a convoy/single ships again at my current patrol I will post...unless someone post them first!:up:
The idea may be, but the mod is a welcome addition all the same :)
:woot:
This idea (flag) was tested by me in the beginning 2006 and (in my opinion) has no necessary effect...
Also i used this idea in my early mods Hands_look_better, lit ships (Hospital "cosh with cross" and so on), selfilluminated dials on turm bridge (at night) and so on...
But separated selfillumihated flag has not liked me (small efffected) ...
If emissive (or selfillumination) effect to increase it is looked not really ...
Conclusion. It's difficult to make something new after 4.5 years after game release ...
Almost all modern mods (behind some exception) are variants of maded or tested earlier mods ...
and consequently, it's necessary to be cautious in words and phrases ...
:haha:
:woot:
This idea (flag) was tested by me in the beginning 2006 and (in my opinion) has no necessary effect...
Also i used this idea in my early mods Hands_look_better, lit ships (Hospital "cosh with cross" and so on), selfilluminated dials on turm bridge (at night) and so on...
But separated selfillumihated flag has not liked me (small efffected) ...
If emissive (or selfillumination) effect to increase it is looked not really ...
Conclusion. It's difficult to make something new after 4.5 years after game release ...
Almost all modern mods (behind some exception) are variants of maded or tested earlier mods ...
and consequently, it's necessary to be cautious in words and phrases ...
:haha:
Yes, this is true, lately we have not really "new mods"...sh3 is showing it's age and how we, this community, worked on it so much all this past time.
About the flags, IMO, this emission propertie (what I didn't knew about until now) really makes the trick on the above matter (very difficult/impossible identification at night into the game), "emulating" at a better degree others ways that real kaleuns had at their disposition at that time (radio interception, ships unique detail, etc), that we can't add to the game (until now). The idea behind this is that is better (again IMO) to use real magnifications&dark environments at night as a realism option than make them unrealistic (wrong magnifications or enlighten nights). It's good to have choices.:up:
Yes, this is true, lately we have not really "new mods"...sh3 is showing it's age and how we, this community, worked on it so much all this past time.
About the flags, IMO, this emission propertie (what I didn't knew about until now) really makes the trick on the above matter (very difficult/impossible identification at night into the game), "emulating" at a better degree others ways that real kaleuns had at their disposition at that time (radio interception, ships unique detail, etc), that we can't add to the game (until now). The idea behind this is that is better (again IMO) to use real magnifications&dark environments at night as a realism option than make them unrealistic (wrong magnifications or enlighten nights). It's good to have choices.:up:
:up:
Rubini,
understand me correctly...
I'm not against yours mod ...
You have made that you wanted ...
But it is strange to hear from the senior modder (as you) that you do not remember discussion and mods on this theme ...
As i wrote above, flag (with real value of material emissive) all the same is badly visible on distances of ship identification and on averages (more ~800 m) and far distances of torpedo launch (it's my opinion and only) ...
Therefore in the lit-ships (for example) i used little other trick for flag illumination (by projectors) ...
...
And eventually my first reply not about it ...
but it is always pleasant to talk with (to) the smart person...
Good luck.
:up:
Rubini,
understand me correctly...
I'm not against yours mod ...
You have made that you wanted ...
But it is strange to hear from the senior modder (as you) that you do not remember discussion and mods on this theme ...
As i wrote above, flag (with real value of material emissive) all the same is badly visible on distances of ship identification and on averages (more ~800 m) and far distances of torpedo launch (it's my opinion and only) ...
Therefore in the lit-ships (for example) i used little other trick for flag illumination (by projectors) ...
...
And eventually my first reply not about it ...
but it is always pleasant to talk with (to) the smart person...
Good luck.
Hey Anvart,
No, I understand you well and all ok. I have that "language barrier" (my english is not good and I really have difficults to discuss some things - this i why i frequently just stay quiet on the forum, I don't know how to "say" some ideas in english, etc). Anyway, what I was saying is that emission propertie is really new for me (IIRC it only appeared on S3D in its last version, no?), at first because i never modded any light issue on the game and also because I'm not so much frequent here in the forums...then frequently I'm a bit late in some matters:DL
Anyway the important is that above mod is, at least for me, a good solution (if not the best until now) on the "difficult flag identification at night" issue, even if it's not the ideal solution.
And is very good to talk with you too!:up:
Cheers mate!
Rubini.
,,...I have that "language barrier" (my english is not good and I really have difficults to discuss some things - this i why i frequently just stay quiet on the forum, I don't know how to "say" some ideas in english, etc)...''
You're not alone with this problem, Admiral;)
,,...I have that "language barrier" (my english is not good and I really have difficults to discuss some things - this i why i frequently just stay quiet on the forum, I don't know how to "say" some ideas in english, etc)...''
You're not alone with this problem, Admiral;)
The same problem ... and big problem ...
...
Anyway, what I was saying is that emission propertie is really new for me (IIRC it only appeared on S3D in its last version, no?),
...
Rubini.
I and IIRC SergButo use this property of a material since 2006 ...
Madox58
06-12-09, 08:01 PM
Yes.
You both lead the way in this area.
(I followed)
But many now modding never used Hex.
So to them?
It's a new thing.
Many of the new mods will now be proclaimed
as 'Never before' stuff.
For several reasons.
The Modder never bothers to check past threads.
And with S3D, it's all new to them.
It's getting really easy to mess things up now.
(And that will get me flamed in a heart beat!)
:har:
ReallyDedPoet
06-12-09, 09:59 PM
And there are folks out there that I am sure will make their way here
and still get something ( modding ) out of 3 and also 4. The game just keeps on ticking.
In the end that is all that matters.
makman94
06-13-09, 02:18 PM
I and IIRC SergButo use this property of a material since 2006 ...
@anvart : did you ever gave a mod similar to the one that Rubini released ?
...
Anyway the important is that above mod is, at least for me, a good solution (if not the best until now) on the "difficult flag identification at night" issue, even if it's not the ideal solution.
...
...
If the realism is not interest for you, ... you can apply (as additional action) Fog controller to flag ... visibility of the flag will be
little bit better and further ... but then the flag will be visible in the fog too ...
:rotfl:
...
If the realism is not interest for you, ... you can apply (as additional action) Fog controller to flag ... visibility of the flag will be
little bit better and further ... but then the flag will be visible in the fog too ...
:rotfl:
Thanks for the tip, but for me, the Emission property setting is enough for the mod proposal.:up:
tobithor
04-23-11, 07:39 AM
can someone give me the download link?:DL
Magic1111
04-23-11, 11:04 AM
can someone give me the download link?:DL
First welcome aboard !!!:D
For me the download Link on first page http://www.subsim.com/radioroom/showpost.php?p=1113001&postcount=1 on this thread (MediaFire) work ! Please try it again !
Best regards,
Magic
I am using this mod and the flags are displaying inverted in game. I opened up the .dat files of the mod and they are all upside down. How can I flip them?
HanSolo78
07-25-16, 01:49 AM
Just use a graphics programm to flip the tga files. Use paint net vor gimp. But you have to export the files first with S3D.
La vache
07-25-16, 09:46 AM
You can delete any country flags from \data\Textures\Normal\tex.
Make it a backup of it if they disable Mod.
I used gimp to flip all the flags in Flag.dat and FlagS.dat but to avail. They are still displaying up side down in game. Do I have to reorient the .tga's in the texture file as well?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.