View Full Version : TheBeastBelow Sub MOD Pak - Diesel Exhaust, Prop Fix Sub ID, Sub Emblem/Logo 30.5Meg
TheBeast
02-28-10, 09:56 AM
:yeah:Eye Candy :D:
These MOD's are JSGME ready!
The reason I created these mod's is simple. If you edit your skin texture to add ship ID Hull Number, the numbers display correctly on the STBD side but they are mirrored on the PORT side. So by making these decal textures you get the correct orientation on both sides.
I also wanted to combine several other MOD/FIXes into one MOD.
Credits for this MOD go to the following:
SKWAS - S3d 3ditor
JSGME - Generic MOD Enabler
DXTBmp - Graphics Manipulator
Paint - Graphics Editor (To cheap to go buy Photo Shop)
FoTRS - Major MODS v1.3
TMO - Major MODS v1.9
RFB - Major MODS V2.0(Keldunk's ExhaUst)
UBISoft - Silent Hunter IV v1.5
This MOD has been tested with SH4 v1.5 and GFO but should be compatible with all of the above listed MODS and Utilities.
I you are running TMO, RFB or FoTRS, you will want to replace or just remove some of the files provided here used as a stock SH4 v1.5 baseline (.eqp .sim .upc .val .dsd .cfg) to keep in pace with with other changes done by those mods.
This MOD does the following:
Modifies files:
- Data\Objects\Conning_Balao_01.dat
- Data\Objects\Conning_Balao_02.dat
- Adds Sub ID (Hull Number) Decal place holders for both sides
- Adds Sub Logo Emblem Decal place holders both sides
- Data\Submarine\NSS_Balao\NSS_Balao.dat
- Adds Bow Sub ID ((Hull Number) Decal place holders to both sides
- Adds Engine Exhaust smoke effect (While Surfaced).
- Fixes Propeller rotation if applicable.
- Adds 4 Blade Propellar
Adds required sample images to Data\Textures\TNormal\tex
- NSS_BalaoTowerID_POS1.tga - NSS_BalaoTowerID_POS3.tga
- NSS_BalaoBowID_POS1.tga - NSS_BalaoBowID_POS3.tga
- NSS_BalaoTowerEmblem.tga
- TowerID_0.tga - TowerID_9.tga
- BowID_S0.tga - BowID_S9.tga
- NSS_4_prop.dds
- NSS_4_prop_O01.dds
Provides DO.BAT Batch Script to generate users desired Hull Number images.
- See DObat_Readme.txt for usage info
I havent written a Batch file for like 15 years, its not perfect but it works.
Screen Captures included for examples.
Known Issues:
- At night the Bow ship ID numbers bright flouresent effect.
Not sure how to resolve this...:hmmm:
This does not effect enemy ability to detect you.:up:
- Texture resolution size displayed on model is limited to 128px x 128px.
Actual images can be larger but will be resized linear to 128x128.
Revision History:
03/20/2010 - Removed the Battle flag from Balao model because many users requested.
03/23/2010 - Removed .eqp .sim .upc .val .dsd files from Balao model to reduce possible compatibility issues.
04/02/2010 - Uploaded the Type IXD2 MODPAK to SubSim.com and added link below.
05/06/2010 - Uploaded the Salmon Sargo MODPAK to Subsim.com and updated link below.
Future Plans:
I plan to add a Battle Flag (Kills) back as tower decal texture in future updates.:hmmm:
Other Sub MODPAKS on the way.:ping:
-TheBeast
--------------------------
Dowload Links:
NSS_Balao_MODPAK (http://www.subsim.com/radioroom/downloads.php?do=file&id=1656)
NSS_SalmonSargo_MODPAK (http://www.subsim.com/radioroom/downloads.php?do=file&id=1838)
Type_IXD2_MODPAK_SH4v1.5 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1702)
runningdeer
03-05-10, 12:15 PM
I enjoy making sub skins. But always have been limited because of the mirroring effect of the hull numbers and or images. I'm wondering if I can use this mod to correct that. I guess I don't fully understand this mod, how it works.
I'm wondering why there have been no comments on this mod.
Also...is there an actual charge for this? Is this free?
Thanx all.
TheBeast
03-05-10, 02:15 PM
I enjoy making sub skins. But always have been limited because of the mirroring effect of the hull numbers and or images. I'm wondering if I can use this mod to correct that. I guess I don't fully understand this mod, how it works.
I'm wondering why there have been no comments on this mod.
Also...is there an actual charge for this? Is this free?
Thanx all.
The MOD is free!:yep:
Yes, the hull and tower numbers are displayed correctly on both sides as the each number is a individual image seporate from the T01/T02.:rock:
-TheBeast
runningdeer
03-05-10, 02:36 PM
Thanx Beast, for the reply.
I wondered if it was free because of towards the bottom of the mod description it has mention of 125.00 cost, etc.
I would like to be able to use this mod as a tool to create my own images/insignias/hull numbers. Even though the samples included of your work look very nice. So that I can then recreate particular subs from the few times that they did put hull numbers on them. Or just to have more freedom to create quality skins.
If it is possible then to use this as a tool as well as a mod, I think this is one very useful and a unique mod. Since nobody has offered a solution/tutorial to the mirroring issue.
Thank you :yep:.
abclkhan
03-05-10, 08:01 PM
HI
I d like to cut off the flag, since it stays up even when the sub is underwater.
I sit possible?
I liked this mod!
Some screen shots please? :)
EDIT: Ah, I see you have included them with the mod. I love that diesel exhaust smoke. I wish we had it in RFB. :O:
Also, ship ID numbers look great.
TheBeast
03-06-10, 03:45 PM
Some screen shots please? :)
EDIT: Ah, I see you have included them with the mod. I love that diesel exhaust smoke. I wish we had it in RFB. :O:
Also, ship ID numbers look great.
Yes, I did include some screen shots but the included readme.txt decribes all or most of the changes.
BTW, I got the idea for the Exhaust from a RFB mod that Keldunk made.
HI
I d like to cut off the flag, since it stays up even when the sub is underwater.
I sit possible?
I liked this mod!
I didn't make the flag go away when you dive because it still shows the 3d model as a unjulating jelly blob when submerged.
If you want to delete the flag yourself, you can download Skwas S3D 3ditor and remove the Battle_FLG node from the NSS_<Class>.dat file.
NOTE: Some boats had a Flag Pole on the Tower so I use it when present. The other boats I attacked the flag to the Anttena Array - aft post.
-TheBeast
runningdeer
03-07-10, 10:23 AM
I really like this mod. I like the diesel smoke especially. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.
I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.
Thanx for mod, it's pretty cool :woot:.
runningdeer
03-07-10, 10:27 AM
I really like this mod. I like the diesel smoke especially. The exhaust gives it a great feel. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works, in the process. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.
I'm not very good with 3d modeling or working much with the game files but I really enjoy changing the textures and am very good with my photoshop. I want to be able to make exceptional sub skins.
I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.
Thanx for mod, it's pretty cool :woot:.
TheBeast
03-07-10, 12:03 PM
I really like this mod. I like the diesel smoke especially. The exhaust gives it a great feel. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works, in the process. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.
I'm not very good with 3d modeling or working much with the game files but I really enjoy changing the textures and am very good with my photoshop. I want to be able to make exceptional sub skins.
I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.
Thanx for mod, it's pretty cool :woot:.
The only files you want to port into TMO are the .dat files located in Data\Objects and Data\Submarine\NSS_<ClassName>.
This may have some effect on how the damage model is displayed but I am not sure. They may have also done some work on Bubbles and Seaspray but not sure. You may want to ask in the TMO thread.
Do not port any other files into TMO as it may severely change the TMO gameplay model.
-TheBeast
runningdeer
03-07-10, 12:21 PM
Thanx for the quick reply...Okay I think I understand the instructions and i'll go post something in the TMO thread.
TheBeast
03-07-10, 03:20 PM
Thanx for the quick reply...Okay I think I understand the instructions and i'll go post something in the TMO thread.
I hope you are able to obtain the SHIV configuration you are working towards!:yeah:
Ping me again if you have any further questions regarding this mod.:salute:
-TheBeast
runningdeer
03-07-10, 06:08 PM
:ping:......:ping:......:ping:......lol, well I am waiting for Ducimus or somebody else from the TMO thread to reply about the compatibility of the mods together. I'm sure when they have time I'll get a reply.
For now...could you help me apply just the diesel smoke, along side my TMO?
Love that exhaust :D.
Thanx.
runningdeer
03-07-10, 06:54 PM
I should have mentioned also that I'd like to apply the deisel smoke so that all sub types in TMO have the exhaust, if that's possible?
TheBeast
03-08-10, 01:47 AM
I should have mentioned also that I'd like to apply the deisel smoke so that all sub types in TMO have the exhaust, if that's possible?
If you want to learn about Skwas S3D 3ditor, yes it is possible if you do it yourself. It really isn't that hard. I knew nothing about the game or it tools until December. I tried S3D mid January and had this MOD in a few days.
I did watch the Propellers Tutorial 2 video a few times before I tried anything.
Basically, you can copy from one .dat and paste it into the other. You will have to set Parent Node ID on the for the first chuck of each exhaust node. The Each chunk you copy will retain its ID when you cut and paste so subcomponents of of a node will automatically attach to the correct node but you will want to ensure they are listed in the correct sequence.
I only made the mod for all the stock SH IV v1.5 boats except the S-Class. I haven't had time to get to them yet.
-TheBeast
runningdeer
03-08-10, 07:24 AM
I see. I didn't realize that it would require the 3d editor. I've used the editor before, but just to identify & locate where certain files would be.
I don't care much about the S class boats having smoke. Mainly the porpoise, gato, balao and of course the Narwhal.
Thank you for your time :know:.
TheBeast
03-08-10, 09:35 AM
I see. I didn't realize that it would require the 3d editor. I've used the editor before, but just to identify & locate where certain files would be.
I don't care much about the S class boats having smoke. Mainly the porpoise, gato, balao and of course the Narwhal.
Thank you for your time :know:.
Oh yes! I am going to MOD the New Narwhal Model (http://www.subsim.com/radioroom/showthread.php?t=151524) as soon as keltos01 (http://www.subsim.com/radioroom/member.php?u=238834) and Sledgehammer427 (http://www.subsim.com/radioroom/member.php?u=232719) release it? The problem here is I can not post the modded file to the public.
The New Narwhal Model (http://www.subsim.com/radioroom/showthread.php?t=151524) will only be available to people that have donated to SubSim.com. Go check it out, she is a beauty.
-TheBeast
runningdeer
03-08-10, 09:48 AM
Nice...I'm glad the new Narwhal is nearly complete. I've donated to the end of the year fundraiser, hoping that will be enough to be able to get the new boat model.
In the past I used S3D to locate various texture files, in captains office and subs. But was confused but anything more than that. Haven't used it in over a year. This time around I think I'll give it my full attention, to hopefully get some diesel smoke for my Gato while still being able to use TMO 1.9. Also maybe do some other things that I've never attempted with S3D.
keltos01
03-08-10, 10:38 AM
AOTDMadmax made smoke for our IJN subs, I think the Narwhal already show some diesel smoke.
regards
keltos
runningdeer
03-08-10, 10:46 AM
Thank you for the info Keltos.
TheBeast
05-06-10, 03:59 PM
Uploaded new NSS_Salmon/Sargo MODPAK.:|\\
- removed Battle Flag
- changed some image locations.
See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1283856&postcount=1) for Info and Link.:up:
Bump Thread Activity...
-TheBeast
Jan Kyster
05-06-10, 05:41 PM
If you want to delete the flag yourself, you can download Skwas S3D 3ditor and remove the Battle_FLG node from the NSS_<Class>.dat file.Stupid question... but can a node be enabled/disabled by the use of adding a key command?? Like Alt-F to toggle enable/disable flag? :oops:
TheBeast
05-06-10, 05:54 PM
Stupid question... but can a node be enabled/disabled by the use of adding a key command?? Like Alt-F to toggle enable/disable flag? :oops:
Not that I am aware of.:cry: If you discover that it can be done, please let me know.;)
NOTE: If this flag was attached to invisible extendable mast (Like Periscope Mast) you could in theroy make the flag appear on water transition +6'. Make the mast raise at same angle, height and position as the default flag pole.:sunny:
Reinhard Dietz
05-06-10, 11:30 PM
Thank you very much for this. The diesel exhaust eats my FPS but it's still a beautiful boat, especially with her specific numbers.
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.