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TheDarkWraith
04-03-10, 11:51 PM
New version! v0.0.8

Sub Flags for SH5 by TheDarkWraith
version 0.0.8

This mod will add 2 flags to the sub's turms. Each flag is user customizable to whatever they want. Each flag can also be enabled/disabled so user can choose which flag(s) he/she wants to have shown (or not shown). Ensure that if you disable all flags and you want to disable the flagstaff also that you edit the .eqp file correctly. The flags are not controllable - they are static entities. When you submerge they will 'disappear' as you slip under the water. As you surface the flag(s) will become visible as they come out of the water.

Currently this mod has only been done for the 7A, 7A_AI, 7A_U30, 7B, 7B_AI, 7B_U99, 7C, 7C_AI, 7C_U552, 7C_41, and 7C_41_AI subs. The reason is because there are many problems with getting the reflections and underwater views working correctly and in the hopes that releasing this more people will look it over and maybe discover something that I'm missing. I'll continue to work on the remaining subs in the meantime.
The .dds files used for the flags can be changed to whatever the user wants. See SubFlags_0_0_8_byTheDarkWraith\data\Textures\TNorm al\tex' for the files used.
As an example, the following .dds file is for VIIA flag 1: 7A_Flag_1.dds.

Breakdown of naming convention:
7A - type of sub
Flag - denotes for flag
_1 - denotes flag 1 (top flag)
_2 - denotes flag 2 (bottom flag)

Flag 1 is the top flag. Flag 2 is the bottom flag.

The flags have their alpha channels enabled so user can do some neat tricks with the flags (weathering, tearing, tattered look, etc.)

The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

The mod defaults to the top flag enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SubFlags_0_0_8_byTheDarkWraith\data\Submarine\NS S_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheDarkWraith':

; Edited by TheDarkWraith
[Equipment 11]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M98
LinkName=Turm7A_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=M99
LinkName=Turm7A_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231

By having Equipment 13's start date at 19451230 this disables the bottom flag (flag 2). I commented the file so it should be easy to figure out.

I've included a folder, \Flags, that contains this mods default .dds flag files. These flags were found on the internet - they are not my work but the work of others. They also include the flags from others.

This is JSGME ready. Navigate to where you unzipped the mod to and open it up. Open up the folder 'SubFlags_0_0_8_byTheDarkWraith'. Select the 'MODS' folder and right click on it. Select copy. Navigate to your '\Ubisoft\Silent Hunter 5\' folder and open it up. Right click in an empty area and select paste. Enable via JSGME. (this assumes you setup JSGME to use the 'MODS' folder as default)

This is not compatible with my FX_Update mod (both use the Sh.sdl file) and needs to be installed AFTER my FX_Update mod.

The following problems have been noticed with this mod:
- no reflections for the flags. There is a nasty visual bug when reflections are turned on. I have them disabled.
- flags are not viewable when camera is underwater and sub is surfaced and you look up to the sub. Part of the reflection problem that I don't have a solution for.

Contributors:
- reaper7 new german flags
- conus00 flags reworked (game defaults to his reworked flags)

Changelog:
v0.0.1 - first official release (alpha)
v0.0.2 - enabled alpha channel for both flags
v0.0.3 - added flags to VIIb and VIIc subs
v0.0.4 - added flags to AI subs VIIa, VIIa U30, VIIb, VIIb U99, VIIc, VIIc U552
v0.0.5 - added flags to VIIC41 and VIIC41 AI
v0.0.6 - flags automatically hide when submerging and reappear when surfacing (8.0m is the depth which they hide/show). This fixes the bug of flags being visible under water when looking from above water
- fixed bug of one side of flag brighter than the other at night time
v0.0.7 - removed WaterReflection controllers from all objects to reduce graphic artifacts
- flagpole now is visible underwater
- flags behavior changed when submerging due to problems with heavy seas. Flag will 'disappear' as it goes underwater and 'reappear' as it surfaces. It no longer 'snaps' to appearing/disappearing
v0.0.8 - added ambience sounds to the flags. Sound for flag1 supplied by FallshirmjAEger. Using that sound I modified it to make an offset sound for flag2 so that each flag sounds differently


TheDarkWraith

http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=1685

http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=1684

version 0.0.8 available here: http://www.gamefront.com/files/20467126/SubFlags__0_0_8_byTheDarkWraith_7z

mediafire link: http://www.mediafire.com/?a2u2r0998bkaf6o

:|\\

TheDarkWraith
04-03-10, 11:51 PM
reserved by TheDarkWraith

looking for help/information for the following problems:

- no reflections for the flags. There is a nasty visual bug when reflections are turned on. I have them disabled.
- flags are not viewable when camera is underwater and sub is surfaced and you look up to the sub. Part of the reflection problem that I don't have a solution for.


Next version I'll probably use the animations from the SH5 style flags as there are some nice looking flags that are tattered and torn.

hwdself
04-03-10, 11:54 PM
good mod thankyou:yeah:

Athlonic
04-04-10, 02:13 AM
:o


That ...


ROCKS !

:rock:

Anvart
04-04-10, 02:27 AM
Looks as part of RacerBoy's stuffs in SH3...
May be more correctly would sound 'adaptation of RacerBoy's stuff for SH5'. ;)

kylania
04-04-10, 02:45 AM
Looks as part of RacerBoy's stuffs in SH3...
May be more correctly would sound 'is (http://www.subsim.com/radioroom/showpost.php?p=1346114&postcount=39) RacerBoy's stuff for SH5'. ;)


Fixed. :D

Subwolf
04-04-10, 03:30 AM
Nice, but not very realistic I guess, since they only raised the flag when entering or leaving ports. If there was an on/off button I'd use it ;)

java`s revenge
04-04-10, 03:36 AM
Great to see another sh3 mod into sh5 :yeah:
However i`ll wait till this mod works for all subs.

ddrgn
04-04-10, 04:28 AM
Great to see another sh3 mod into sh5 :yeah:
However i`ll wait till this mod works for all subs.

Are you kidding?

Terrific work DW!

You rock sir!

thruster
04-04-10, 04:29 AM
brilliant mod, thank you Darkwraith.:salute::rock:

reaper7
04-04-10, 05:59 AM
Love it, Darn it now another task on the list preventing sim time - have to make me a new flag to fly :D.

Excellent work DW. :up:

TheDarkWraith
04-04-10, 08:08 AM
Looks as part of RacerBoy's stuffs in SH3...
May be more correctly would sound 'adaptation of RacerBoy's stuff for SH5'. ;)


nothing wrong with that now is there :03:

TheDarkWraith
04-04-10, 08:11 AM
Nice, but not very realistic I guess, since they only raised the flag when entering or leaving ports. If there was an on/off button I'd use it ;)

hopefully in time this will morph into having that ability or even better. I'm still learning the ins and outs of the game and what one can do/can't do with it. Every little project I do I learn more about how the game engine works :DL Plus by releasing these projects others can look at my files and see what I did and either a) fix something I did wrong, b) find a better way to do it, or c) learn something from it and create something of their own.

SeaWolf U-57
04-04-10, 08:29 AM
Looks as part of RacerBoy's stuffs in SH3...
May be more correctly would sound 'adaptation of RacerBoy's stuff for SH5'. ;)


More like Racerboys Flags mod for Silent Hunter III
Updated by TheDarkWraith to be compatible for use with Silent Hunter V


Thanks RB cant wait for the all subs version :salute:

SeaWolf U-57
04-04-10, 08:47 AM
TheDarkWraith please remember perfection is good Were possible.
But compromises sometimes benefits the Users with lower spec machines.
I myself am really not bothered too much about the Shadows as even running
the shadow effects in Silent Hunter 5 can cause some strange effects so I have
disabled them.
Also I only use the sub views as It would not be possible to fly around the sub
in RL.
The reflection on the water is also good but not really life threatening if missing.
It would be fantastic just to look back from the front of the Turn and see the flags
flying.
The slightly torn versions used in SH4 would look really good but any version
would be a great addition to the game.
Again thanks for all the effort you put into enhancing our game play all your mods
have help out with all the annoying aspects of the game which has helped make it
playable :yeah: :salute:

Able72
04-04-10, 09:00 AM
Sweet, now I get my Jolly Roger B)

TheDarkWraith
04-04-10, 09:00 AM
TheDarkWraith please remember perfection is good Were possible.

but as a perfectionist myself it bugs me when something isn't perfect. I do not like to do things half @ssed. If I'm going to do something I do it right the first time. This currently is an exception because at the moment I don't know how to overcome the obstacles that I face with it. I can only hope that in time I or someone else will figure it out so this can be perfect.

TheDarkWraith
04-04-10, 12:39 PM
Does anyone know how to enable the snorkel in SH5? If I can get the snorkel to enable then I might be able to use it to control the raising/lowering of the flags. Currently when I try to issue the command Rise_snorkel or Toggle_snorkel it keeps telling me that the snorkel is not available. I can't figure out how to make it available :damn:

Paco
04-04-10, 01:36 PM
Looks great :yeah:

Paco

gutted
04-04-10, 01:50 PM
Tried it out and it looks cool.

But...


They flap too big and too quick for my tastes.

Maybe slow it down a tad and make it so it doesn't have as big of a horizontal flap to it.

rsvette12
04-04-10, 03:35 PM
Thnaks for the hard work, one thing when I hit "p" for periscope depth sh5 closes and I'm back on my desktop weird never did this until I loaded this mod, I did see flag but as I said crash after hitting "p" key, just a thought also flag looks a bit cartoonish prob we could up with something better, darker and maybe dirtier, just a thought, thank you.

Rich

java`s revenge
04-04-10, 04:01 PM
When the game is made till 1943 i don`t think the "snorkel" has been made.:hmmm:

gutted
04-04-10, 04:24 PM
Any way to have it move like the other ships flags?

I was watching a merchant's flag while leaving port.. and this flag doesn't flap the same at all. The merchan'ts one looked alot more natural... while mine looked like it was in a hurricane and smoking crack LOL.

Anvart
04-04-10, 05:06 PM
nothing wrong with that now is there :03:
Without doubts.
But you can simplify flag model, as in SH3 it consists of two meshes :03:
... possible to think about animation too...

UberMatz
04-04-10, 05:17 PM
Awesome job as always! Thanx!!

UberMatz

rsvette12
04-04-10, 07:45 PM
My apologies, the cause of the crashes is from the new crew mod, thank you.

Regards, Rich

tonschk
04-04-10, 08:02 PM
:salute: :rock: thank you Darkwraith :yeah: :woot:

PL_Andrev
04-05-10, 02:47 AM
How these flags work at other wind direction?
How these flags work when no wind / no uboat speed?
How these flags work when uboat is under surface?

LeBabouin
04-05-10, 06:35 AM
Cool ! Thanks a lot !

http://tof.canardpc.com/preview2/a7c99f4d-ee0a-45cb-9e61-b4395142ffa7.jpg (http://tof.canardpc.com/view/a7c99f4d-ee0a-45cb-9e61-b4395142ffa7.jpg)

reaper7
04-05-10, 03:59 PM
Got my new Grim Reaper Flag at half Mast. :up:

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Flag.jpg




EDIT: Anyone know if these can be made to support the Alpha channel. Remade some textures with torn edges, bullet holes and Rope eyes.
But the Alpha channel does not show transparent?

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Flags-Alpha.jpg

The Alpaha Channel (Dark Green on Flag Layer) does not work in-game. I get the dark green clour around the Flag (No Transparency).
Any workaround to this ??

reaper7
04-05-10, 05:28 PM
Sorry for double post. Just want to bump this I think I spotted something.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Flags2Alpha.jpg

Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?
Again the above shows the Alpha not transparent as it should be.

Its no biggie can use the Original Textures, Nice to have Flags anyways. :03:

etheberge
04-05-10, 09:12 PM
EDIT: Anyone know if these can be made to support the Alpha channel. Remade some textures with torn edges, bullet holes and Rope eyes.
But the Alpha channel does not show transparent?

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Flags-Alpha.jpg

The Alpaha Channel (Dark Green on Flag Layer) does not work in-game. I get the dark green clour around the Flag (No Transparency).
Any workaround to this ??

Which DDS settings are you using when exporting? I'm not sure if what you're trying to do can work for the flag model.

Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?


Yes, it's one of the things the Great Dark One is trying to fix :D

From first post:
The flagstaff that I made for this mod also needs a light map added. As I'm not sure yet how to do this it would be great if someone can either show me how or fix it. You'll notice that the flagstaff is a very dull grey in color when rendered ingame compared to the rest of the Turm.

Sgtmonkeynads
04-05-10, 09:29 PM
This is gonna be SWEEET!!

Will both flags have to be the same size?
I have an actual 14 inch flag i want to take a picture of then use.
Think I will beable to do it?

reaper7
04-05-10, 09:45 PM
Which DDS settings are you using when exporting? I'm not sure if what you're trying to do can work for the flag model.Yes, it's one of the things the Great Dark One is trying to fix :D



ONly tried it with DXT3, will try DXT5 and 8.8.8.8 32bpp and see if they work (Can't see how though if the bacic Alpha channel does't work.

Don't know why it won't as all the dds graphis in SH5 have working alph channel. Strange, maybe its to do with the reflections being disabled?

conus00
04-05-10, 09:58 PM
Sorry for double post. Just want to bump this I think I spotted something.

http://i1004.photobucket.com/albums/af168/reaper7_SH5/Flags2Alpha.jpg

Not sure but the Jackpost does not appear to be textured or is this how it appears for everyone?
Again the above shows the Alpha not transparent as it should be.

Its no biggie can use the Original Textures, Nice to have Flags anyways. :03:

If I'm not mistaken (this process worked in SH4) here is how you fix it:
(1) Create your textures and save them as DDS with DXT5
(2) Open (in the mod directory) \data\Library\TheDarkWraith_Sub_Flags.dat in silent 3ditor and in nodes 7A_flag_1.dds and 7A_flag_2.dd under "Render state attributes" tick the 'Disable z-buffer write and enable alpha blend' option
(3) Save the change, install the mod and run the game

That should solve your problem.

Let me know if it worked for you because I don't run this MOD. I do not have VIIB in the game anymore and in Historical Missions this mod (for some reason) does not work.
I'll wait for TDW to release version with all other sub types...

gutted
04-05-10, 10:14 PM
ARGH!

Just got the upgrade to a VIIC.

Lost meh flags. :damn:

reaper7
04-06-10, 09:38 AM
That should solve your problem.

Let me know if it worked for you because I don't run this MOD. I do not have VIIB in the game anymore and in Historical Missions this mod (for some reason) does not work.
I'll wait for TDW to release version with all other sub types...

Yes. That did the trick. Alpha was disabled in the dat file.
Tried taking a Pic to upload the results, but I'm on my laptop and the image files are coming out distorted, will take one on my main PC later and post.
Looks excellent now. Just need slower fluttering - maybe tied to speed. :up:

gutted
04-06-10, 11:15 AM
ust need slower fluttering - maybe tied to speed. :up:

Aye, they do need toning down.

Would be nicer if it was the same animation that the flags on AI ships use. Those look more natural.

reaper7
04-06-10, 11:53 AM
Aye, they do need toning down.

Would be nicer if it was the same animation that the flags on AI ships use. Those look more natural.


Yes, The AI Flags are more natural - Can the same animations be used

The tip from conus00 on getting Alpha working also works in the Historical Missions. Here's a pic:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/My-Flags-SH5.jpg

:yeah: Hi DW if you want my Images with Alpha channel for this flag Mod your welcome to them (Can redo the Skull and Crossbones instead of the Grim Reaper [My callsign flag])

TheDarkWraith
04-06-10, 12:13 PM
good job you all!! Looking excellent :up:

Yes I did not enable the alpha channel in any of the DDS textures used for the flags. I will enable them in the next version to be released here very soon (I might just release a version with this change just as a bug fix).

I'm working on extracting and rescaling the animations used for the AI flags so they can be used for the player's sub flags animations. I can't just use the animations from the AI flags currently because they are WAY too big. In order to scale them I have to extract the keyframes, scale them, reposition them on origin, re-import the keyframes back into the file. Luckily I wrote an application in SH3 days that does the extracting and re-importing of keyframes for me :DL

Anyone figured out how to add a light map so that the flagstaff will look like the conning tower railing? It's using the same texture as the conning tower railing but without the light map (or normal map) it looks very bland.

Been busy hammering out v1.2.0 of the UI mods currently.

Madox58
04-06-10, 12:28 PM
Anyone figured out how to add a light map so that the flagstaff will look like the conning tower railing? It's using the same texture as the conning tower railing but without the light map (or normal map) it looks very bland.


The Game engine doesn't support this yet.

Redlance88
04-06-10, 12:38 PM
The Game engine doesn't support this yet.

as a work around, Modify the flag pole you made to rather be a tube shaped socket welded to the back rail with a dark (wooden?) textured flag pole. its more correct that way any way,http://farm5.static.flickr.com/4053/4497071781_55835262ee_o.jpg
the photo seems to be of a type VIIc but you get the idea. I suspect the "A" is similar. and I can't wait till ya get the mod working for the VIIC ( my current boat)

TheDarkWraith
04-06-10, 12:58 PM
as a work around, Modify the flag pole you made to rather be a tube shaped socket welded to the back rail with a dark wooden textured flag pole. its more correct that way any way, I know I just saw a photo of one some place else here in the forums and I saved it. but am at work so can't post it yet. if some one else has seen that photo and knows where it is let me know. I think it was in a thread on deck color, with some rare color photos of the real thing.

great idea :up: Although it makes more work for me :03: Would like to see this picture of it too.

conus00
04-06-10, 01:55 PM
Yes. That did the trick. Alpha was disabled in the dat file.
Tried taking a Pic to upload the results, but I'm on my laptop and the image files are coming out distorted, will take one on my main PC later and post.
Looks excellent now. Just need slower fluttering - maybe tied to speed. :up:

Glad to be of help.
Please check you PM.

-L

Anvart
04-06-10, 02:23 PM
...
I'm working on extracting and rescaling the animations used for the AI flags so they can be used for the player's sub flags animations. ...
All is tried for a long time... and it's very simply using S3d and 3ds Max (for example)...
1) Export (from *.dat use S3D) of sequence of 100 frame-meshes...
2) Batch import into 3ds Max...
3) Scale all frame-meshes in 3ds Max...
4) Batch export from Max...
5) Import in *.dat use S3D.
...
* Or create own model of flag and using modifier Cloth create animation of a flag...
* Then using tool Snapshot create sequence of 100 frame-meshes...
* Then scale all frame-meshes and export from Max
* Import into *.dat (S3D)...

conus00
04-06-10, 03:14 PM
I have tried to play around with reaper7's flag a little bit in Photoshop and here is what I came up with:
http://i281.photobucket.com/albums/kk234/conus00/7A_Flag_1.jpg

@TheGarkWraith if you want to I can email you the file to use with your mod (and create any 2nd flag you want to)

@reaper7 i have your "reaper" flag done same way so I can email you both files if interested
looks like this:
http://i281.photobucket.com/albums/kk234/conus00/7A_Flag_2.jpg

TheDarkWraith
04-06-10, 03:16 PM
I'll take whatever flags you all want to give. I'll include them all in the \Flags folder of the mod. Glad to see you all liking this one :up: Hope to have the SH5 AI flags imported into the mod here soon.

LeBabouin
04-06-10, 03:21 PM
Yes, The AI Flags are more natural - Can the same animations be used

The tip from conus00 on getting Alpha working also works in the Historical Missions. Here's a pic:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/My-Flags-SH5.jpg

:yeah: Hi DW if you want my Images with Alpha channel for this flag Mod your welcome to them (Can redo the Skull and Crossbones instead of the Grim Reaper [My callsign flag])

Well, hum, not the right place for asking but, would I dare, hum, would you share the red one for personal use only ? t's great and I'd be proud to crow with it.

reaper7
04-06-10, 04:26 PM
@reaper7 i have your "reaper" flag done same way so I can email you both files if interested
looks like this:


Yes please send them on, they look great. Have sent ya a PM with a request :03:

ShadowWolf Kell
04-06-10, 04:37 PM
The worn flag definitely looks good.

Now all we need are pennants. :DL

Einsman
04-06-10, 05:01 PM
Excellent work :up:

oscar19681
04-07-10, 07:59 AM
does this mean that we will also see pennants? Because in sh-3 it was called flags & pennants.

TheDarkWraith
04-07-10, 08:07 AM
does this mean that we will also see pennants? Because in sh-3 it was called flags & pennants.

Yes it was. I remember it quite well since I designed it :DL Currently there are many unknowns and much knowledge to learn about this new game engine before I'll even think about adding the pennants. The flags still have problems that need to be sorted out and fixed.

oscar19681
04-07-10, 08:13 AM
Yes it was. I remember it quite well since I designed it :DL Currently there are many unknowns and much knowledge to learn about this new game engine before I'll even think about adding the pennants. The flags still have problems that need to be sorted out and fixed.

but you dont exclude the possiblaty?

TheDarkWraith
04-07-10, 08:41 AM
but you dont exclude the possiblaty?

I'd never do that. Once I figure it out or someone else does then they will be added :DL

reaper7
04-07-10, 06:43 PM
I've created some flags for use in TheDarkWraiths Flag Mod.
These were inspired from Conus00 who supplied me with his textures for creating flags.
While I've recreated my own textures and not used conus00 textures, I would have not gotting mine anywhere as good without his help. :up:

These are mostly based on German Navy flags thru the times.
Also 2 non Germany Navy flags included for fun. :D

(These are not worn versions. Can be done if wanted.)


http://www.subsim.com/radioroom/downloads/all-flags_BT0.jpg

Free for use by all, can be included with Mods (Please Credit where due ;)).

To use, just rename them to correspond to those in TheDarkWraiths Mod and replace.

DOWNLOAD: http://www.subsim.com/radioroom/downloads.php?do=file&id=1714

TheDarkWraith
04-07-10, 06:50 PM
I've created some flags for use in TheDarkWraiths Flag Mod.
These were inspired from Conus00 who supplied me with his textures for creating flags.
While I've recreated my own textures and not used conus00 textures, I would have not gotting mine anywhere as good without his help. :up:

These are mostly based on German Navy flags thru the times.
Also 2 non Germany Navy flags included for fun. :D

(These are not worn versions. Can be done if wanted.)

:yeah: If you want to send them my way I'll include them in the mod. I have to enable the alpha channels for the .dds files in the mod for these to work correctly it appears. I'll do that now and release a new version with this change.

reaper7
04-07-10, 06:54 PM
:yeah: If you want to send them my way I'll include them in the mod. I have to enable the alpha channels for the .dds files in the mod for these to work correctly it appears. I'll do that now and release a new version with this change.

Feel free to use them.
There located here http://www.subsim.com/radioroom/downloads.php?do=file&id=1714

Any luck on the Animation side of things? :up:

TheDarkWraith
04-07-10, 07:02 PM
Feel free to use them.
There located here http://www.subsim.com/radioroom/downloads.php?do=file&id=1714

Any luck on the Animation side of things? :up:

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 :o

TheDarkWraith
04-07-10, 07:49 PM
v0.0.2 released. Changes were enabling the alpha channel of the flags and giving the flags different animations. See post #1 for details. Still currently only available for VIIA player sub.

reaper7
04-08-10, 06:24 AM
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 :o


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. :up:. Good luck with everything, your doing great work.

LeBabouin
04-09-10, 03:44 AM
Hope you guys are not tired of being told thank you, because this mod has turned into a gem thanks to both of you :o
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!

reaper7
04-09-10, 09:29 AM
Hope you guys are not tired of being told thank you, because this mod has turned into a gem thanks to both of you :o
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.:up:

reaper7
04-09-10, 04:35 PM
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/downloads.php?do=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)

http://www.subsim.com/radioroom/downloads/german-flags-worn_YMw.jpg

DW your welcome to these as well :03:.

LeBabouin
04-09-10, 07:51 PM
By Jove, this forum is like Aladdin's magic lamp where you get your wishes granted ! Thank you once more reaper7 :rock: For me, the worn version looks way more real while ingame.

TheBeast
04-20-10, 10:22 AM
**************EDIT****************
Ok, I actually cracked open the DAT for a look. Should have done this first... DOH!:timeout:
You only need to remove the imbed images in the Material chunk or is that being used to resize textures.

TheDarkWraith
04-20-10, 10:35 AM
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?:06:

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.:sunny:
This will also save you the time and hastle of working on all of the flags currently in the stock Flags.dat file.:sunny:

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 :)

TheBeast
04-20-10, 10:52 AM
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.

kylania
04-20-10, 11:48 AM
Wow reaper, those look amazing!

TheDarkWraith
04-20-10, 11:52 AM
Wow reaper, those look amazing!

they look excellent in game also :yeah:

tonschk
04-20-10, 12:32 PM
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

http://img94.imageshack.us/img94/1600/fop.png (http://img94.imageshack.us/i/fop.png/)

TheDarkWraith
04-20-10, 12:38 PM
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.

kylania
04-20-10, 01:20 PM
they look excellent in game also :yeah:

Still need to install this. :oops: You should totally add a Flag On/Off toggle button to your UI mod!

TheDarkWraith
04-20-10, 01:23 PM
Still need to install this. :oops: 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.

henrik7000
04-23-10, 10:55 AM
hi I'm new here how you install SH5 German Flags V2.0

Adel2009
04-24-10, 07:59 AM
Where the reference to loading?

TheBeast
04-27-10, 04:25 PM
Everything is working and looking fantastic but I can not find a Flag:o
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1935

TheDarkWraith
04-27-10, 04:47 PM
Everything is working and looking fantastic but I can not find a Flag:o
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=1935

I only did one sub so far....

TheBeast
04-27-10, 07:02 PM
hi I'm new here how you install SH5 German Flags V2.0
Read Message Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1346859&postcount=1) of this thread.

Close Silent Hunter 5 if running.
Download JSGME Generic MOD Enabler and place JSGME.exe in your Silent Hunt 5 folder. (Where SH5.EXE is located)
Create a MOD folder inside the Silent Hunter 5 folder.
Open the SubFlags_0_0_2_byTheDarkWraith.7z file and Extract it to the MOD folder. (Silent Hunter 5\MODS\SubFlags_0_0_2_byTheDarkWraith\data\blah_bl ah_blah)
Launch JSGME.exe and Enable the new MOD.
Start SH5.exe

SeaWolf U-57
04-28-10, 03:38 AM
Standing cap in hand "Please Mr TheDarkWraith sir sorry to trouble you" grovel, grovel, grovel "
I know you are busy and all but would it be possible for you to sometime soon to finish off the flags for the VIIC subs towers".
I like the versions you release better then others (SH3 versions) Thanks :oops:

kriller2
04-28-10, 05:05 AM
Nice work TDW, your work is appreciated. Im allso using your interface-mod :yeah:

TheDarkWraith
04-28-10, 07:23 AM
Standing cap in hand "Please Mr TheDarkWraith sir sorry to trouble you" grovel, grovel, grovel "
I know you are busy and all but would it be possible for you to sometime soon to finish off the flags for the VIIC subs towers".
I like the versions you release better then others (SH3 versions) Thanks :oops:

I made the ones for SH3 :03: What was wrong with them? :hmmm: Just giving you a hard time......I have full intent to finish the flags as soon as I'm done with the major things in the UI that need to be implemented.

SeaWolf U-57
04-28-10, 07:39 AM
I made the ones for SH3 :03: What was wrong with them? :hmmm: Just giving you a hard time......I have full intent to finish the flags as soon as I'm done with the major things in the UI that need to be implemented.


Ha Sorry not very clear .. I meant your SH3 flags where best (RB).
And not the other versions with the up/down crap. :up:

I just like the flags fluttering on the rear of the conning tower as with the SH5 VIIA.
don't matter about the other stuff (I know you like to do the best you can).
but sometimes simple is also good. :yeah:

Thanks in advance :salute:

Anvart
04-28-10, 10:00 AM
:rotfl2:

oscar19681
04-28-10, 08:04 PM
What we need is pennants.

Adel2009
04-29-10, 01:18 AM
And how to make a flag on U-VIIC? Help, please!

GRENADER
04-29-10, 02:17 AM
And how to make a flag on U-VIIC? Help, please!
+ VIIB.

TheDarkWraith
04-29-10, 05:31 AM
And how to make a flag on U-VIIC? Help, please!

+ VIIB.

well if any of you are good with 3DS Max and know how to batch import and export I can send you the keyframes for the flags and you can resize them for me. I just haven't had the time to do it yet (and I haven't figured out how to batch import/export in max). There are 100 keyframes that need to be resized. Once these are resized and I reimport them into the files then I'll work on the remaining subs. These 100 keyframes are from the SH5 AI's flags - the more natural, realistic movement.

HuskerNlincoln
05-11-10, 01:23 PM
Afternoon all:

First off hats off to all the great modders out here. I have been playing this series since SH3 and love it, personally I like SH5 except for a few things, like the explosions. They are too fast for me, I miss the lifeboats and debris, and all the ships sink the same way.

However I love this mod and when installing I activate with the JSGME, I get the flagpole, but no flags. I have been installing wonderful mods for years, but cant seem to get the flags to show.

Any helpful suggestions would be appreciated.

Keep it up, modders, in a few months time with your work this will be the best of the series:salute:

reaper7
05-11-10, 01:40 PM
Afternoon all:

First off hats off to all the great modders out here. I have been playing this series since SH3 and love it, personally I like SH5 except for a few things, like the explosions. They are too fast for me, I miss the lifeboats and debris, and all the ships sink the same way.

However I love this mod and when installing I activate with the JSGME, I get the flagpole, but no flags. I have been installing wonderful mods for years, but cant seem to get the flags to show.

Any helpful suggestions would be appreciated.

Keep it up, modders, in a few months time with your work this will be the best of the series:salute:

Only works with the VII-A type.

Krauter
05-17-10, 06:23 PM
How do I get the flags to show? I am running a 7A..

Sepp von Ch.
06-17-10, 06:35 PM
Firstly thank you very much TheDarkWraith for this great mod for the VIIA sub.:up:
Any news about this sub flags mod for the VIIB and C sub please?

ShoCkwaVe
06-20-10, 04:03 PM
very nice.. TY :up:

I wanted this way back in sh3 & always wondered why I never saw it..

Now make us flags for all the subs/connings :D

pretty preeeees

thorn69
06-20-10, 06:43 PM
This works great but I would like to be able to raise and lower it manually. Perhaps you could create a third scope but instead of actually having a third scope it raises and lowers the flag? Just need to assign some raise/lower keys for it and make sure it doesn't play any periscope raising/lowering sound.

I would also love to be able to use my port/starboard running lights and see them being used on on other ships - especially at night. Friendly warships should only use them in friendly ports while merchants should use them all the time. Obviously enemy warships should use them in their ports. A script could be made that forces merchants and warships to turn off running lights if they detect they are under attack. This could be set on a timer that triggers them to turn them back on after so many game hours of not being attacked. This script would just be the opposite of how DDs and merchants turn ON search lights when they are under attack.

Additionally I would love to see some different color channel markers/buoys made for the harbors as well. GWX did an excellent job of putting them in SHIII. Can't wait for them to be put in SH5!

OldFrenchy
06-24-10, 08:21 PM
Can you get me some peanuts, while you are at it? :o

TheDarkWraith
07-16-10, 08:13 PM
finishing up work on VIIB.

@BIGREG and SteelViking - can you guys find me the texture used by the conning tower so that I can fix the flag staff? It needs a light map added to it also or something to make it look like the rest of the conning tower

http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=2519

SteelViking
07-16-10, 10:21 PM
Looking.......

SteelViking
07-16-10, 10:33 PM
is it data\Textures\TNormal\tex\7B_0x.dds?

Just found it, the texture file that controls the flag staff for that conning tower on the B is: Conning_7B_01.dds

I am looking for the exact location of the flag staff in the texture now........

SteelViking
07-16-10, 10:39 PM
Crud, looks like the the flag staff uses several little locations throughout the texture file, it might be better to use the shadow map for it since it is probably in one piece there. I will start looking for it there......

TheDarkWraith
07-16-10, 10:52 PM
Crud, looks like the the flag staff uses several little locations throughout the texture file, it might be better to use the shadow map for it since it is probably in one piece there. I will start looking for it there......

how are you seeing the UV maps? Goblin?

SteelViking
07-16-10, 11:05 PM
Yeah, I use goblin to see stuff on the fly.

The shadow map for that conning tower is: UBoat7B_O01.dds I am trying to pinpoint the flag staff now.......

TheDarkWraith
07-16-10, 11:08 PM
Yeah, I use goblin to see stuff on the fly.

The shadow map for that conning tower is: UBoat7B_O01.dds I am trying to pinpoint the flag staff now.......

how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.

SteelViking
07-16-10, 11:48 PM
how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.

Oh, no, I don't know how to view the actual UV maps with Goblin, I just have a method of finding stuff in a texture file using goblin. By the way, the flag staff is the object in the shadow map at: 552-298 thats in pixels

Are you asking how to get the conning tower to show in goblin?

TheBeast
07-16-10, 11:51 PM
how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.
Have you tried changing availablility dates in the UPC files?

To Start out I found this omission:
data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge
[UserPlayerUnit 1.UnitPartSlot 1]
ID=VIIBConningSlot
NameDisplayable=ConningSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIIBConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1940-05-01, VIIBTower0
IDLinkUnitPartIntervalDefault2= 1940-05-01, NULL, VIIBTower1
IDLinkUnitPartIntervalDefault3= 1940-05-01, NULL, VIIBTower2;<--Missing Entry not sure about start date
ExternalNodeName3D= Z01

You may want to look at the Equipement.upc and UpgradePacks.upc to ensure it is available for use as upgrade pack.

TheDarkWraith
07-16-10, 11:52 PM
Oh, no, I don't know how to view the actual UV maps with Goblin, I just have a method of finding stuff in a texture file using goblin. By the way, the flag staff is the object in the shadow map at: 552-298 thats in pixels

Are you asking how to get the conning tower to show in goblin?

no, I can use Goblin. Was just wondering how you were able to view the actual UV maps. Granny viewer shows UV maps but haven't figured out how to isolate a particular set of vertexes with it yet

TheDarkWraith
07-17-10, 12:26 AM
Have you tried changing availablility dates in the UPC files?

To Start out I found this omission:
data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge
[UserPlayerUnit 1.UnitPartSlot 1]
ID=VIIBConningSlot
NameDisplayable=ConningSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIIBConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1940-05-01, VIIBTower0
IDLinkUnitPartIntervalDefault2= 1940-05-01, NULL, VIIBTower1
IDLinkUnitPartIntervalDefault3= 1940-05-01, NULL, VIIBTower2;<--Missing Entry not sure about start date
ExternalNodeName3D= Z01

You may want to look at the Equipement.upc and UpgradePacks.upc to ensure it is available for use as upgrade pack.

adding missing entry didn't work.....BUT making the second entry say VIIBTower2 worked :up:

TheBeast
07-17-10, 12:30 AM
adding missing entry didn't work.....BUT making the second entry say VIIBTower2 worked :up:
Yes, it didnt work because of the Ovelapping Start/End Dates.VIIBTower1 does not have end date so it will never change to VIIBTower2.

TheDarkWraith
07-17-10, 12:34 AM
Yes, it didnt work because of the Ovelapping Start/End Dates.VIIBTower1 does not have end date so it will never change to VIIBTower2.

I gave the second entry an end date (1 year later) and the new third entry the start date of the second's end date and still didn't work.

SteelViking
07-17-10, 12:35 AM
no, I can use Goblin. Was just wondering how you were able to view the actual UV maps. Granny viewer shows UV maps but haven't figured out how to isolate a particular set of vertexes with it yet

Oh no, when I asked if you were trying to get the conning tower to render in goblin, is was trying to get clarification of what you meant by "Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game."

Sorry if it seemed like I was insinuating anything by it. I did not realize you actually meant in game. Can you tell I am a little tired right now:doh:?

TheDarkWraith
07-17-10, 12:42 AM
Oh no, when I asked if you were trying to get the conning tower to render in goblin, is was trying to get clarification of what you meant by "Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game."

Sorry if it seemed like I was insinuating anything by it. I did not realize you actually meant in game. Can you tell I am a little tired right now:doh:?

no worries :up:

sub flags for VIIB is complete. I'll be releasing v0.0.3 of the flags mod here shortly. I'll work on the VIIC tomorrow.
http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=2520

SteelViking
07-17-10, 12:50 AM
I can't really tell by that screeny, were you able to get the flag staff to look how you wanted?

TheBeast
07-17-10, 12:51 AM
Dang, you are quick!:rock:

I eagerly await the VIIC MOD as that is the boat I favor at this time.:D

I gave the second entry an end date (1 year later) and the new third entry the start date of the second's end date and still didn't work.
What was the in game date at the time you were trying to get the 3rd tower and was it after the defined end date for the VIIBTower1 end date?

TheDarkWraith
07-17-10, 12:52 AM
I can't really tell by that screeny, were you able to get the flag staff to look how you wanted?

nope. Still the ugly dull grey color. I have it using the same texture as the conn but because it's missing a light map (or normal map) it isn't shaded correctly. And since it's not part of the .GR2 file I can't add a light map (or normal map) to it.

TheDarkWraith
07-17-10, 12:53 AM
Dang, you are quick!:rock:

I eagerly await the VIIC MOD as that is the boat I favor at this time.:D

ok, maybe I'll stay up a little while longer and do the VIIC :DL

SteelViking
07-17-10, 01:00 AM
nope. Still the ugly dull grey color. I have it using the same texture as the conn but because it's missing a light map (or normal map) it isn't shaded correctly. And since it's not part of the .GR2 file I can't add a light map (or normal map) to it.

Well, you can edit the shadow map of it to make it brighter colored or to add tints to it.

Like I said, Uboat7B_O01.dds is the shadow map for that conning tower, and the flag staff is the object in it at 552-292.

TheBeast
07-17-10, 01:03 AM
ok, maybe I'll stay up a little while longer and do the VIIC :DL

You know, if you had done the first tower and just documented how to do this MOD, I am certain there are many people that would have been willing to replicate the change for all Uboat Types saving you mass time.

Give a man a fish, he eats tonight. Teach a man to catch the fish and he eats every night.

TheDarkWraith
07-17-10, 01:17 AM
You know, if you had done the first tower and just documented how to do this MOD, I am certain there are many people that would have been willing to replicate the change for all Uboat Types saving you mass time.

Give a man a fish, he eats tonight. Teach a man to catch the fish and he eats every night.

easier said than done. First you have to use Goblin to find the conning tower ID....then you have to create a new hex file (if it's missing an .fx file), then you have to add nodes to that file (or the existing .fx file). Then you have to add new nodes to my sub_flags.dat file for the new sub. You also have to add entries to the sub's .eqp file. Then after that you have to adjust the position of the flagstaff until it's where it needs to be (most time consuming part since you can't load it up into a 3D modeler program). I know what I'm doing so adding nodes is a snap but to someone unfamiliar with the files it would be a daunting task and I don't have the time to sit down and teach someone what I know :DL

TheDarkWraith
07-17-10, 01:20 AM
Well, you can edit the shadow map of it to make it brighter colored or to add tints to it.

Like I said, Uboat7B_O01.dds is the shadow map for that conning tower, and the flag staff is the object in it at 552-292.

I can't use that texture as there's no way to get the ID of it. If I could access it's 16 digit hex ID I'd have no problems. But since it's embedded in that freakin .GR2 file with no access to it I'm screwed and thus have to make/use my own textures in the mod.

TheDarkWraith
07-17-10, 01:34 AM
both Turms of the VIIC complete. Although users will never see the 2nd turn in the screenie below as the devs disabled it. Shame, it's HUGE and it's a pretty neat site to view in game.
http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=2521

now I can package up and release v0.0.3

SteelViking
07-17-10, 01:39 AM
I can't use that texture as there's no way to get the ID of it. If I could access it's 16 digit hex ID I'd have no problems. But since it's embedded in that freakin .GR2 file with no access to it I'm screwed and thus have to make/use my own textures in the mod.

Ah I see, that's a bummer.:damn:

I am curious now though, how is the rest of the conning tower being given a shadow map if that file is not being used? It seems like it would still require one, and which ever one it is using could then be altered how you need it. Have you posted a link to this newest version yet? I could be messing around with that while you work on other things.

TheDarkWraith
07-17-10, 01:45 AM
Ah I see, that's a bummer.:damn:

I am curious now though, how is the rest of the conning tower being given a shadow map if that file is not being used? It seems like it would still require one, and which ever one it is using could then be altered how you need it. Have you posted a link to this newest version yet? I could be messing around with that while you work on other things.

the conning tower's 3D model (and it's texture references) are embedded in that freakin .GR2 file. That's how it's getting it's shadow map references, normal maps, etc. View it's .gr2 file in granny viewer and you'll see what's all embedded in that .gr2 file.

TheDarkWraith
07-17-10, 01:50 AM
v0.0.3 released. See post #1 for details.
This version adds flags to the VIIb and VIIc player subs :D

TheBeast
07-17-10, 01:55 AM
v0.0.3 released. See post #1 for details.
This version adds flags to the VIIb and VIIc player subs :D
Thank you very much!!!

::The villgers drink, dance around the fire and have Marry!:salute:::

SteelViking
07-17-10, 01:57 AM
v0.0.3 released. See post #1 for details.
This version adds flags to the VIIb and VIIc player subs :D

Thanks for the update TDW!:yeah:

Now if I could just get some exhaust when I go into reverse:hmmm:.........:haha:

TheDarkWraith
07-17-10, 02:01 AM
Thanks for the update TDW!:yeah:

Now if I could just get some exhaust when I go into reverse:hmmm:.........:haha:

yeah I would love it also...problem is they changed the way one controller works and that change screws everything up for me :damn: Who knows, someday I might have a eureka moment as I'm sifting through the files and make a new discovery or see something that I missed :DL

That reminds me that I need to release another version of the exhaust mod with your mipmapped .dds files.

SteelViking
07-17-10, 02:15 AM
yeah I would love it also...problem is they changed the way one controller works and that change screws everything up for me :damn: Who knows, someday I might have a eureka moment as I'm sifting through the files and make a new discovery or see something that I missed :DL

That reminds me that I need to release another version of the exhaust mod with your mipmapped .dds files.

Darn, I didn't realize it was a controller problem that was stopping you. I am pretty confident that you will figure it out eventually. The stuff you do is incredible.:yep:

I completely forgot about doing those .dds files. Yeah, I decompressed them too, so they should be more friendly to lower end computers. I have found that any animation in game that acts choppy is much better if the textures involved are decompressed(deckwave, fire, explosions, etc.)

Edit: BTW I looked at granny viewer, and now I understand exactly what you were meaning about the GR2 embedding. I am sorry I was not more help. However, only the flag staffs that you had to add should look dull right?

TheBeast
07-17-10, 02:27 AM
W A H O O ! :woot:

My Type-VIIC now has a flag. I have been waiting for a long time to see this.
Again, Thank You!
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2522

TheDarkWraith
07-17-10, 02:32 AM
Edit: BTW I looked at granny viewer, and now I understand exactly what you were meaning about the GR2 embedding. I am sorry I was not more help. However, only the flag staffs that you had to add should look dull right?

yep. I'd love to be able to put some kind of shadow/normal map on the flags but haven't found a way to do it yet.

SteelViking
07-17-10, 02:54 AM
yep. I'd love to be able to put some kind of shadow/normal map on the flags but haven't found a way to do it yet.

Speaking of shadows, I just took a look, and I can't see the flags casting any shadows in game.......Can you tell I am kind of in to shadows:haha:

TheBeast
07-17-10, 03:00 AM
Speaking of shadows, I just took a look, and I can't see the flags casting any shadows in game.......Can you tell I am kind of in to shadows:haha:
Aren't the shadow's configured in the GR2 FX or SIM file along with caustics?

NOTE: Would adding a animated shadow be a FPS hit?

SteelViking
07-17-10, 03:37 AM
Aren't the shadow's configured in the GR2 FX or SIM file along with caustics?

NOTE: Would adding a animated shadow be a FPS hit?

Yes, it would be a small fps hit, as it would be one more thing for the game to render. Should not be very big at all though.

tipiak00
07-17-10, 03:43 AM
Yeah!! thanks DW !!!

Sepp von Ch.
07-17-10, 12:13 PM
W A H O O ! :woot:

My Type-VIIC now has a flag. I have been waiting for a long time to see this.
Again, Thank You!


Yesss!

Thank you VERY much TDW! my VIIB looks a little better!:yeah:

Madox58
07-17-10, 12:22 PM
yep. I'd love to be able to put some kind of shadow/normal map on the flags but haven't found a way to do it yet.

You need to UV map the base object for AO type maps.
Base textures and Normals use the same UV map so createing a Normal texture and assigning it in the files is simple.
The AO is a new UV channel that needs added.
then Burn the AO texture and assign it.

As for shadows on the water and Sub itself?
This seems to be only do able with a GR2 file?
I lost my test rig before I could fully test possible fixes.

TheDarkWraith
07-17-10, 10:19 PM
making flags for the AI subs now :DL

EDIT:

VIIA AI sub complete.......but something's missing:
http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=2527

Where's the crew??

reaper7
07-18-10, 09:54 AM
making flags for the AI subs now :DL

EDIT:

VIIA AI sub complete.......but something's missing:

Where's the crew??

Will it be possible to assign different flags to the AI subs possibly a random asignment. :DL

TheDarkWraith
07-18-10, 10:01 AM
Will it be possible to assign different flags to the AI subs possibly a random asignment. :DL

if we had something like SHCommander then yes but currently no. I might have to write something in C# or Python for this :hmmm:

SteelViking
07-18-10, 11:04 AM
TDW, are you trying to add crew to the AI sub conning towers? It would be awesome if you were able to accomplish that.

TheDarkWraith
07-18-10, 11:11 AM
TDW, are you trying to add crew to the AI sub conning towers? It would be awesome if you were able to accomplish that.

well they are ghost ships currently which doesn't look realistic does it?

SteelViking
07-18-10, 11:34 AM
well they are ghost ships currently which doesn't look realistic does it?

As long as you put a pirate flag on them I suppose it would still make sence:har:

In all seriousness though, even after you rescript the AI subs, if every time I spot a friendly(or if I get close enough to an enemy) it would be a big realism killer if the thing looked abandoned. Is it even possible to add them though?

TheDarkWraith
07-18-10, 11:41 AM
In all seriousness though, even after you rescript the AI subs, if every time I spot a friendly(or if I get close enough to an enemy) it would be a big realism killer if the thing looked abandoned. Is it even possible to add them though?

don't know, going to try though :DL

reaper7
07-18-10, 12:21 PM
don't know, going to try though :DL


Here's wishing you good luck with this, hope you succeed. :salute:

SteelViking
07-18-10, 12:28 PM
Here's wishing you good luck with this, hope you succeed. :salute:

Seconded!

Royale-Adio
07-18-10, 02:20 PM
Thanks to your mod, I was able to put on my custom flag!

http://img411.imageshack.us/img411/9772/flagc.jpg (http://img411.imageshack.us/i/flagc.jpg/)

Meldric
07-19-10, 12:59 AM
Thank you very much, TDW!
:)

zekicoli
07-19-10, 10:38 AM
where can ı download it?

BerntBalchen
07-31-10, 05:50 PM
Go to the start of the post to find link for download.


Another thing at night one side of the flag is bright like daytime. Sorry if this is reported before. :)

TheDarkWraith
08-03-10, 07:30 PM
all the AI subs are complete and the VIIC41 is also complete. Only subs left to do are the 2A and Undine.

VIIC41:
http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=2768

v0.0.5 released. See post #1 for details :|\\

Krauter
08-04-10, 01:45 PM
So does this mean we get sub flags from VIIA to VIIC41

TheDarkWraith
08-04-10, 01:53 PM
So does this mean we get sub flags from VIIA to VIIC41

yep :yep:

Sepp von Ch.
08-04-10, 01:53 PM
Many thanks TDW!:up:

Krauter
08-04-10, 02:07 PM
Excellent.. now I just have to figure out how to enable them.. I'm not very sure how they work nor as to how I select the flag I want

TheDarkWraith
08-04-10, 02:47 PM
Excellent.. now I just have to figure out how to enable them.. I'm not very sure how they work nor as to how I select the flag I want

\Silent Hunter 5\MODS\SubFlags_0_0_5_byTheDarkWraith\Documentatio n\SubFlags_0_0_5_byTheDarkWraith.txt tells you everything you need to know :yep:

BerntBalchen
08-04-10, 07:16 PM
Did you fiks the daylight on one side of the flag during night time?

TheDarkWraith
08-04-10, 07:37 PM
Did you fiks the daylight on one side of the flag during night time?

oops, nope. Totally forgot about looking into that. I will look into it. Thanks for the reminder :up:

BerntBalchen
08-05-10, 03:26 PM
Thanks oh great one. :)

TheDarkWraith
10-10-10, 10:06 AM
v0.0.6 released. See post #1 for details :|\\

SashaKA001
10-10-10, 10:23 AM
Thank you TheDarkWraith, and even how to do that would be two moisture were national and pirate. Or, in this version will be two flags.

DavyJonesFootlocker
10-10-10, 10:24 AM
Thanks!:yeah:

TheDarkWraith
10-10-10, 10:29 AM
Thank you TheDarkWraith, and even how to do that would be two moisture were national and pirate. Or, in this version will be two flags.

since v0.0.1 you have the ability to display flag 1 and/or flag 2. You can also customize both flags to whatever you want them to show. See the included documentation for how to do this :DL

SashaKA001
10-10-10, 11:19 AM
since v0.0.1 you have the ability to display flag 1 and/or flag 2. You can also customize both flags to whatever you want them to show. See the included documentation for how to do this :DL


THANK YOU!!!:yeah::yeah::yeah:
http://i3.imageban.ru/out/2010/10/10/6b1293e4365476b1654cfbdd68f172d6.jpg (http://imageban.ru)

BerntBalchen
10-12-10, 05:56 PM
Thanks a million 'oh dark one for the fix of the light on the flag night time. :)

reaper7
10-13-10, 12:49 PM
THANK YOU!!!:yeah::yeah::yeah:
http://i3.imageban.ru/out/2010/10/10/6b1293e4365476b1654cfbdd68f172d6.jpg (http://imageban.ru)


:D Aaah somebody's using my custom Reaper7 Flag :D.

Can you spot where I get the reaper7 callsign from. Look at the flag closely, clue is in the name. :03:

SashaKA001
10-13-10, 01:21 PM
:D Aaah somebody's using my custom Reaper7 Flag :D.

Can you spot where I get the reaper7 callsign from. Look at the flag closely, clue is in the name. :03:

I do something wrong, what about?:oops: If that sorry,:oops: remade, I just like it.:yeah:

TheDarkWraith
10-13-10, 01:23 PM
I do something wrong, what about?:oops: If that sorry,:oops: remade, I just like it.:yeah:

nothing wrong. He's happy someone is using his flag :up:

reaper7
10-13-10, 02:44 PM
I do something wrong, what about?:oops: If that sorry,:oops: remade, I just like it.:yeah:

nothing wrong. He's happy someone is using his flag :up:


^^^ As TDW said, glad someone likes and is using my flag. :up: Sorry if I gave the wrong impression in my post. You were the first screenshot I seen with my signature flag in it. And I was delighted to see it in use. Hope you like it. :)

Anyway my reaper7 signature in the flag is derived from the Grim Reaper (reaper) and the syth is the (7) hence reaper7.
Although I've since made a new custom avatar for reaper7 which can be seen below in my SH5 Signature.

:yeah:

SashaKA001
10-13-10, 02:47 PM
^^^ As TDW said, glad someone likes and is using my flag. :up: Sorry if I gave the wrong impression in my post. You were the first screenshot I seen with my signature flag in it. And I was delighted to see it in use. Hope you like it. :)

Anyway my reaper7 signature in the flag is derived from the Grim Reaper (reaper) and the syth is the (7) hence reaper7.

:yeah:

THANK YOU for flags reaper7:oops::oops::oops:
And all thanks for what you do.

Captain Can
12-24-10, 10:42 AM
bump for a really cool mod. i discovered this while searching around the forum and i installed this before my last patrol. these flags are really cool!:yeah:

TheDarkWraith
12-24-10, 10:49 AM
bump for a really cool mod. i discovered this while searching around the forum and i installed this before my last patrol. these flags are really cool!:yeah:

You'll probably like the sub exhaust one also then ;)

ingsoc84
01-18-11, 08:59 PM
Thansk so much..boy..this game just keeps getting better and better.thanks guys for all the hard work..you have made this game an absolutely joy to play..and its one of the few games I play these days!

ingsoc84
01-20-11, 04:09 AM
Thought this mod would be easy to enable..but for the life of me I cant get it to work..I downloaded the mod...downloaded it to my desktop..then I extracted the mod to my desktop..and see the "mods" folder...I can right click and paste it in the ubisilenthunter5 area..HOWEVER..since the JGSME creates a generic "mods" folder..I cant simply copy and past the flag "mod" folder to the area unless I rename the mod to "mod1"..okay..so..I dropped this mod1 file into the Jgsme "mod" folder..and tried to enable with jgsme..it extracts.however.I still see nothing..Im not a complete idiot..I think..but I just cant see the flag..any help step by step..appreciated..thanks!

ingsoc84
01-20-11, 04:10 AM
bump for a really cool mod. i discovered this while searching around the forum and i installed this before my last patrol. these flags are really cool!:yeah:


Can you help with installiation of this mod? I usually have no problem whatsoever using jgsme to install any mod..for me..however..I cant seem to get this to work..thanks

mobucks
01-20-11, 04:54 AM
the folder yo want to put in the JGME MODS folder is INSIDE the MODS folder that came with the flag mod. try that and good luck

ingsoc84
01-20-11, 05:26 AM
the folder yo want to put in the JGME MODS folder is INSIDE the MODS folder that came with the flag mod. try that and good luck


Thanks for the help...tried that..no luck..still no flag..darn....when I open the "MODS" folder (which is found withing the subflags folder)..there is the folder "subflags_0_0_6bythedarkwrath"...I took that folder..and "extracted it" to the JGSME "mods" folder contained within SH5..then enabled the subflags..still..no flag...there are only two mods I have problems with..both by DarkWrath..seems strange..this shoudl not be so hard...

Rongel
01-20-11, 05:39 AM
I can also try to explain, this is how I did it :DL. When I extract the downloaded zip-file it creates folder called "SubFlags_0_0_6_byTheDarkWraith". Now click it open and there's Flags and Mods folders. Open Mods folder and you should see "SubFlags_0_0_6_byTheDarkWraith" -folder. Copy this folder to your own Mods folder and apply with JSGME. Should work!

Nufsed
01-20-11, 06:05 AM
hopefully in time this will morph into having that ability or even better. I'm still learning the ins and outs of the game and what one can do/can't do with it. Every little project I do I learn more about how the game engine works :DL Plus by releasing these projects others can look at my files and see what I did and either a) fix something I did wrong, b) find a better way to do it, or c) learn something from it and create something of their own.

Patience, Genius and Generosity, are you sure you are of this World!? :haha:

ReallyDedPoet
01-20-11, 08:10 AM
there is the folder "subflags_0_0_6bythedarkwrath"...I took that folder..and "extracted it" to the JGSME "mods" folder contained within SH5..then enabled the subflags..still..no flag...

Are you doing this ( installing the mod ) while in port? Because this should work. The subflags_0_0_6bythedarkwrath is the one you want in JSGME :yep:

ingsoc84
01-20-11, 04:15 PM
Are you doing this ( installing the mod ) while in port? Because this should work. The subflags_0_0_6bythedarkwrath is the one you want in JSGME :yep:

I can also try to explain, this is how I did it :DL. When I extract the downloaded zip-file it creates folder called "SubFlags_0_0_6_byTheDarkWraith". Now click it open and there's Flags and Mods folders. Open Mods folder and you should see "SubFlags_0_0_6_byTheDarkWraith" -folder. Copy this folder to your own Mods folder and apply with JSGME. Should work!


Hmmm thats what I've been doing..however,,I will try as one suggested to do it while in port..is there something about being in port that facilitates the mods? thanks!

ingsoc84
01-20-11, 04:16 PM
Are you doing this ( installing the mod ) while in port? Because this should work. The subflags_0_0_6bythedarkwrath is the one you want in JSGME :yep:


Great..thanks..no..havnt tried to install while in port.I'll try that soon..thanks a lot..does this facilitate the enabling of the mods?

mobucks
01-20-11, 05:40 PM
indeed, it does!

ReallyDedPoet
01-20-11, 06:02 PM
Great..thanks..no..havnt tried to install while in port.I'll try that soon..thanks a lot..does this facilitate the enabling of the mods?

It's best to install while in port, if not you could get a CTD or they just will not work properly.

ingsoc84
01-25-11, 01:06 AM
Success..thanks to everyone for all the help and sound advice...I finally have a flag..a couple more mods to install..and I'll be even happier....I play this sim almost exclusively now...its really wonderful..and the mods have enhanced the experience exponentially..thanks for all the work!:yeah:

Magic1111
01-25-11, 07:21 AM
Hi TDW !

Would it be in the Future possible, that we can raise and lower the Flag ? :hmmm: (and the rotating DF Antenna too?)

The great Modder "ANVART" has doing that in his MOD for SH3 (for GWX and other SH3 Super-MODs)!

That would be very great to have this in SH5 too ! :yeah:

Best regards,
Magic:salute:

TheDarkWraith
01-25-11, 08:45 AM
Hi TDW !

Would it be in the Future possible, that we can raise and lower the Flag ? :hmmm: (and the rotating DF Antenna too?)

The great Modder "ANVART" has doing that in his MOD for SH3 (for GWX and other SH3 Super-MODs)!

That would be very great to have this in SH5 too ! :yeah:

Best regards,
Magic:salute:

The StateMachine controller doesn't exist as a controller anymore and thus puts a real damper on all the fun and exciting things one can do. At the moment it appears that one will not be able to make them raise/lower on command. They do raise/lower automatically currently though.

Magic1111
01-25-11, 08:50 AM
The StateMachine controller doesn't exist as a controller anymore and thus puts a real damper on all the fun and exciting things one can do. At the moment it appears that one will not be able to make them raise/lower on command. They do raise/lower automatically currently though.

Okay, I understand ! Thanks for Reply TDW ! :salute:

ShoCkwaVe
02-14-11, 05:14 PM
TDW if your still alive & kicking I tried to convert your flagmod v0.0.2
over to sh4 by simply changing names from VIIa to VIIb

however the only change showing up in game was your flagpole
cylinder model that extends from the conning tower the flags didn't
..bummer

any chance of converting it for me.. I MEAN ..us? LOL

regardless thanks for this mod btw.

Sepp von Ch.
04-02-11, 04:23 AM
Is this OK or I miss the texture?
http://s1.postimage.org/2m4vn9xc4/SH5_Img_2011_04_02_10_50_34_resized.jpg (http://postimage.org/image/2m4vn9xc4/)

TheBeast
04-02-11, 04:35 AM
TDW if your still alive & kicking I tried to convert your flagmod v0.0.2
over to sh4 by simply changing names from VIIa to VIIb

however the only change showing up in game was your flagpole
cylinder model that extends from the conning tower the flags didn't
..bummer

any chance of converting it for me.. I MEAN ..us? LOL

regardless thanks for this mod btw.

I think Ducimus and Privateer already did this? I recently read a few posts in SH4 forums about them taking a 100 frame mesh and resizing/scaling it to be used Submarine Conning Towers in SH4.
Typically the smaller flag uses a 25 frame mesh and it is kind of chopy. The 100 frame mesh is a much more fluid animation.

TheDarkWraith
04-02-11, 07:22 AM
Is this OK or I miss the texture?
http://s1.postimage.org/2m4vn9xc4/SH5_Img_2011_04_02_10_50_34_resized.jpg (http://postimage.org/image/2m4vn9xc4/)

it's ok. I can't get the flagpole to render via Granny and thus it gets no lighting/shading effects on it :nope:

Sepp von Ch.
04-02-11, 07:47 AM
No problem. Your subflag mod itself is very good. I just asked.

Adler21
04-12-11, 05:49 PM
Hi guys, thanks for the great mod. Im using SH 5 version 1.1 and I installed ur mod. So my sub is in the port and there is a WHITE FLAG fixed on the bridge. Can I change this white flag to the nazi-flag in post 1: http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=1685 greets and thanks a lot!

Magic1111
04-13-11, 03:05 AM
Hi guys, thanks for the great mod. Im using SH 5 version 1.1 and I installed ur mod. So my sub is in the port and there is a WHITE FLAG fixed on the bridge. Can I change this white flag to the nazi-flag in post 1: http://www.subsim.com/radioroom/picture.php?albumid=248&pictureid=1685 greets and thanks a lot!

Hi !

First welcome aboard ! :salute:

Then I think you must first patch your game to v1.2 ! ;)

SH5 v1.2 is the current version of the game and all MODs here based on this game-version !

Best regards,
Magic

Adler21
04-13-11, 04:09 AM
Hi !

First welcome aboard ! :salute:

Then I think you must first patch your game to v1.2 ! ;)

SH5 v1.2 is the current version of the game and all MODs here based on this game-version !

Best regards,
Magic

are u sure about the patching? maybe the modder says something about that. thanks guys :)

Adler21
04-13-11, 04:55 AM
After patching: nothing happened --> white flag -.- :damn:

Ive installed this mod: http://www.subsim.com/radioroom/showthread.php?t=163847&page=6

Mistake?

greets

Budds
04-13-11, 04:36 PM
From the SubFlags_0_0_6_byTheDarkWraith.txt :

" The .dds files used for the flags can be changed to whatever the user wants. See \SubFlags_0_0_6_byTheDarkWraith\data\Textures\TNor mal\tex' for the files used. As an example, the following .dds file is for VIIA flag 1: 7A_Flag_1.dds.
Breakdown of naming convention:
7A - type of sub
Flag - denotes for flag
_1 - denotes flag 1 (top flag)
_2 - denotes flag 2 (bottom flag)
Flag 1 is the top flag. Flag 2 is the bottom flag."

(And actually its in the First Post as well.)

Somewhere there is a download that has many flags available, and you just have to rename the one you want to use, and place in the proper place. ( Saving, or removing the exisiting one. )

Helps ?
:hmmm:

Adler21
04-14-11, 02:13 AM
The Solution for this Problem:
Uninstall this mod:
http://www.subsim.com/radioroom/showthread.php?t=163847&page=6

(SH3)JOHN LAMARRE
05-27-11, 10:07 PM
HOW U GET TWO FLAGS I USE MOSTLY VIIB

SashaKA001
05-28-11, 03:51 AM
HOW U GET TWO FLAGS I USE MOSTLY VIIB

; Edited by TheDarkWraith
[Equipment 11]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 12]
NodeName=M98
LinkName=Turm7A_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=M99
LinkName=Turm7A_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231

change the red on it 19380101

Tridente
05-28-11, 05:07 AM
I'm sorry but If we can't rid of the flag in patrol it's not real. No U-Boat ever uses a flag in patrol. I supose that only entering or leaving port.

FallshirmjAEger
06-16-11, 02:16 PM
Is there a way to make only the flag dissapear when submerging? Currently, the staff vanishes as well :06:

TheDarkWraith
06-16-11, 06:32 PM
Is there a way to make only the flag dissapear when submerging? Currently, the staff vanishes as well :06:

which sub(s) does this happen to? It's possible I screwed up :yep:

FallshirmjAEger
06-17-11, 02:16 PM
I'm on the 'British Supplies' mission in the campaign.

http://img40.imageshack.us/img40/7121/987451.jpg (http://imageshack.us/photo/my-images/40/987451.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

Shadriss
06-20-11, 05:10 PM
Seeing this as well, TDW. Still with my first ship in the first campaign. Flag and Pigstick vanish at once... sometimes while I'm still on the surface in rough seas.

TheDarkWraith
06-21-11, 12:42 AM
v0.0.7 released. See post #1 for details :|\\

Magic1111
06-21-11, 02:24 AM
v0.0.7 released. See post #1 for details :|\\

Many thanks for new version TDW !!!!!!!:yeah:

Best regards,
Magic:salute:

FallshirmjAEger
06-21-11, 06:28 AM
Looking forward to giving this a try when I get home :salute:

Sepp von Ch.
06-21-11, 01:32 PM
Thank you TDW for the latest version.

FallshirmjAEger
06-21-11, 03:15 PM
Is it possible to add an ambient flag sound to this mod for the next version?

I dug out one i used for an old Dod conversion you could use.

http://www.mediafire.com/file/dczc0vbz2lx4chq/flag_sound.zip

TheDarkWraith
06-21-11, 03:57 PM
Is it possible to add an ambient flag sound to this mod for the next version?

I dug out one i used for an old Dod conversion you could use.

http://www.mediafire.com/file/dczc0vbz2lx4chq/flag_sound.zip

I am always reluctant to include new sounds. Reason being there is only one Sh.sdl file. You can't make new ones (additional .sdl files) so if I include a new sound that will break any mod that modified the sh.sdl file :shifty: Yes I have a .dll that can 'play' new sounds without the need for the game but this doesn't fall under the purpose of that .dll.

TheDarkWraith
06-21-11, 06:11 PM
v0.0.8 released. See post #1 for details :|\\

Magic1111
06-22-11, 01:42 AM
v0.0.8 released. See post #1 for details :|\\

Again thanks for new version !!!! :rock::rock::rock:

Best regards,
Magic:salute:

hsj45
06-23-11, 03:40 PM
Wheres the link to get new ver. :hmmm:

Sepp von Ch.
06-23-11, 03:53 PM
@ hsj45: At the end of the first post...

http://www.gamefront.com/files/20467...eDarkWraith_7z


@TDW: I will use your vers. 0.0.7 because I have conflicts with more mods than just your FX mod.

hsj45
06-23-11, 04:20 PM
0.0.8 ver. Its not there at end of last post page it say file not there when i push the link at gamefront to download it.:hmmm:

Magic1111
06-23-11, 04:28 PM
0.0.8 ver. Its not there at end of last post page it say file not there when i push the link at gamefront to download it.:hmmm:

I think at the moment Gamefront is down, read here: http://www.subsim.com/radioroom/showthread.php?t=184831

Try again later !

hsj45
06-23-11, 04:35 PM
Thanks for the info Magic1111 ill try it later hope it works those flags look neat to put on subs.:yeah:

Obelix
06-23-11, 05:24 PM
I think at the moment Gamefront is down, read here: http://www.subsim.com/radioroom/showthread.php?t=184831

Try again later !

If down, it is too selective:DL. NewUIs_TDC_6_5_1_ [...] DarkWraith.7z and some others that I have reviewed available. SubFlags not available. I suspect that in the next hour will be a new version.

hsj45
06-23-11, 08:57 PM
How to get the 2nd flag installed i got the first one installed german flag but how to get the bottom skull installed.:arrgh!:

Targor Avelany
06-23-11, 09:05 PM
How to get the 2nd flag installed i got the first one installed german flag but how to get the bottom skull installed.:arrgh!:

from the quote in the first post:

The mod defaults to the top flag enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SubFlags_0_0_8_byTheDarkWraith\data\Submarine\NS S_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheDarkWraith':

hsj45
06-23-11, 09:52 PM
I got it to work both flags thanks for the info Targor Avelany.:yeah::rock::salute::D:yep::up::DL:)

FallshirmjAEger
06-26-11, 04:25 AM
I found another bug with the type VIIB upgraded conning towers:

http://img857.imageshack.us/img857/8099/9874552.jpg (http://img857.imageshack.us/i/9874552.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

The new tower I added to my boat already has the flag staff, so there is some model overlapping.

TheDarkWraith
06-26-11, 09:06 AM
I found another bug with the type VIIB upgraded conning towers:

http://img857.imageshack.us/img857/8099/9874552.jpg (http://img857.imageshack.us/i/9874552.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)

The new tower I added to my boat already has the flag staff, so there is some model overlapping.

1. Can't see the picture
2. You can disable the flag staff in the .eqp file :up:

KarlSteiner
08-22-11, 09:26 AM
Hi DarkWraith,

thousand thanks for my flag on my boat.

God job! :arrgh!:

Best rgards

:sunny::salute:Karl

Admiral Von Gerlach
08-23-11, 10:30 PM
It is true that the flags were raised on leaving and returning to port, except for special events...but it was a matter of pride for Kapitain and Crew both for this to happen and much more real for the boat here in the sim for this to be possible.Some Captains used to have the custom of doing the flag up on those events and also allowed special men to do the raising who had distinguished themselves in duty or in action.... which was a special reward much enjoyed by the men. So it is very nice to be able thank to you for us to have this now..

Danke!

Dieselglock
08-27-11, 12:22 PM
Hello,

Maybe I am dense:oops:, but where do I put the alternate flags. And is there a way of opening the flag files so that I can see which flag is what.

TheDarkWraith
08-27-11, 01:23 PM
Hello,

Maybe I am dense:oops:, but where do I put the alternate flags. And is there a way of opening the flag files so that I can see which flag is what.

alternate flags go in \data\Textures\TNormal\tex. They have to have the correct filename though so just ensure that.

You see what flag is what by the filename of the flag. Open the flag with an image editor to 'see' it.

Dieselglock
08-27-11, 01:32 PM
Thanks again TDW

Halface
10-18-11, 11:13 AM
Magnum_Opus_0_0_1
Magnum_Opus_Patch_2
IRAI_0_0_30_ByTheDarkWraith
IRAI_0_0_30_No_Aircraft_Spotting_At_Depth
FX_Update_0_0_19_ByTheDarkWraith
NewUIs_TDC_6_8_0_ByTheDarkWraith
NewUIs_TDC_6_8_0_ERM_Reaper7_NightVision_Black_Ski n
NewUIs_TDC_6_8_0_New_radio_messages_German
TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
EnahncedFunnelSmoke1.2_SH5
nVidia missing lights
Critical hits 1.1 Torpedos
Critical hits v 1.2
Equipment_Upgrades_Fix_1_2_byTheBeast
OPEN HORIZONS II_full v1.4
OHII v1.4 patch1
OHII - Cerberus ship patch
OH II Campaign Radio Messages v4
TDW_Mines_Subnets_Detectable_in_hydro (OH II v1.4)
More_crew_commands_dialog_v1.04
Kriegsmarine Grid Map for MO and TDW UIs by stoianm
Dynamic Environment SH5-V2.1
Dynamic Environment SH5 Basemod (realistic version) V2.1
Dynamic Environment SH5 BrighterNights V2.1
Dynamic Environment SH5 Atlantic Floor V2.1
Dynamic Environment SH5 Sleet For Winter Campaigns V2.1
Dynamic Environment SH5 Sounds V2.1
Dynamic Environment SH5 Undersea (temperate and polar) V2.1
Dynamic Environment SH5 Waves (hurricane version) V2.1
Dynamic Environmental SH5 Realistic Colors V2.1
Dynamic Environmental SH5 Shallow Waters V2.1
Dynamic Environment SH5 Shallow Waters V2.1 Patch
Trevally Harbour & Kiel Canal Pilot v2.8
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
Grossdeutscher Rundfunk
Trevally Automated Scripts v0.6
NewUIs_TDC_6_8_0_ByTheDarkWraith_Patch_1
SubFlags_0_0_8_byTheDarkWraith



meh i dont have the flags

TheDarkWraith
10-18-11, 11:26 AM
No flags? Okay then let's invoke troubleshooting #101. Disable all mods except for the flags mod and see if you have flags or not. Have you done that? If so, result was?

Halface
10-18-11, 11:59 AM
Result was started a new career and flags present .....with only the flag mod running


so i could add my mod soup back...start a new campaign then see if the flags shows ?



hmmm added my mod soup back...started a new campaign and the flags are there ...hmmm...so big ? start over or just forget about the flags for now lol

kylania
10-18-11, 12:34 PM
Isn't subflags part of MO anyway?

Halface
10-18-11, 12:41 PM
i dunno but as mention it works when i start over....so now its to think starting

TheDarkWraith
10-18-11, 12:42 PM
Isn't subflags part of MO anyway?

come to think of it it is but I disabled all the flags in the .eqp files. One just has to re-enable the flags wanted in the .eqp files. Good call :up:

Halface
10-19-11, 06:34 PM
Well i started again new campaign and got the flag odd my old campagin dont have but iits not the end of the world

glad TDW found out the enable disable thingy in MO hehe


is it posiable to mod SH5 to run like a SH# campaign.....modders are doing a great job...but playing SH5 campagin kinda makes me feel iam on a path if that makes any sense

TheBeast
11-12-11, 01:15 AM
@ TDW

PM sent with info about 3D Model and MeshAnimationData updates.

Regards!
TheBeast

Prine
11-12-11, 01:52 PM
hi:DL

lynx
11-19-11, 11:02 PM
Thank you TDW for this mod; subflags, toward lack, in the reality all the submarines had flags in WWII.

homsikpanda
01-11-12, 10:29 PM
it's not working and i'm not sure why, but i think it's coz of the sub/tower i'm using?
i'm using the viic type ii tower... if i read correctly it's not supported?
or is it? i'm not really sure D:

TheDarkWraith
01-11-12, 11:07 PM
it's not working and i'm not sure why, but i think it's coz of the sub/tower i'm using?
i'm using the viic type ii tower... if i read correctly it's not supported?
or is it? i'm not really sure D:

I made the flags for all conning towers.

open up \data\Submarine\sub type\sub type.eqp file and see if these entries are there or not:

[Equipment 14]
NodeName=M97
LinkName=Turm_flagstaff
; if no flags are enabled you can disable the flagstaff by setting the start date to 19451230.
; if a flag is enabled then ensure the flagstaff is visible by setting the start date to 19380101
StartDate=19380101
EndDate=19451231

[Equipment 15]
NodeName=M98
LinkName=Turm7C_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 16]
NodeName=M99
LinkName=Turm7C_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230
EndDate=19451231

homsikpanda
01-11-12, 11:40 PM
umm... =/ i'm not sure what sub i have xD
how do i check... i just restarted mare nostrum if that helps at all?

TheDarkWraith
01-12-12, 12:21 AM
umm... =/ i'm not sure what sub i have xD
how do i check... i just restarted mare nostrum if that helps at all?

either a VIIA or VIIB. Check them all. Those entries should be in every sub's .eqp file. If they're not then something overwrote those files.

homsikpanda
01-12-12, 08:37 PM
found them, except they are equipment 11, 12 and 13, instead of 14,15, and 16 like you posted

i double checked every file, and turned on both flags and the trum, still nothing D:

Sepp von Ch.
01-29-12, 12:25 PM
Version 0.08 overwrite Sh.sdl file from OMII.

Is there please a compatible version or can someone please upload version 0.0.7?

vlad29
01-29-12, 02:44 PM
Version 0.08 overwrite Sh.sdl file from OMII.

Is there please a compatible version or can someone please upload version 0.0.7?

+1
Confirming this. CTD when enabling OHII+Subflags008 mods together:yep:.

TheDarkWraith
01-29-12, 08:53 PM
Version 0.08 overwrite Sh.sdl file from OMII.

Is there please a compatible version or can someone please upload version 0.0.7?

use my SDL editor app to merge them :yep:

Sepp von Ch.
01-30-12, 03:26 AM
For me is better, when you (please!) upload the previous version 0.06 or 0.07.

Malhard
04-27-12, 11:49 AM
Hello dear friends!
First i like to apologize for my bad english.
I am brazilian and I am still learning your language.

By this difficulty I have a big problem, can not enabled the second flag (bottom skull flag).

I really tried but nothing happens. Someone would have changed the file? Could do an upload for me with both flags enabled?

Thank you so much guys and excuse my ignorance.

col_Kurtz
04-27-12, 03:14 PM
Hello dear friends!
First i like to apologize for my bad english.
I am brazilian and I am still learning your language.

By this difficulty I have a big problem, can not enabled the second flag (bottom skull flag).

I really tried but nothing happens. Someone would have changed the file? Could do an upload for me with both flags enabled?

Thank you so much guys and excuse my ignorance.
Hi.

I looked into folder:
D:\Games\Silent Hunter 5\SHV MODS\SubFlags_0_0_8_byTheDarkWraith\Documentation\ Documentation.txt
The mod defaults to the top flag enabled only. To enable/disable flags you'll need to edit the sub's .eqp file (can be opened with Notepad). Here is an example for the VIIA (this file can be found in '\SubFlags_0_0_8_byTheDarkWraith\data\Submarine\NS S_Uboat7a\NSS_Uboat7a.eqp'). My changes start with the notation of '; Edited by TheDarkWraith':

And below there is only one flag enabled by starting date (my U-boot now is VIIb):
[Equipment 12]
NodeName=M98
LinkName=Turm7B_Flag_1
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is top flag)
; make the start date equal 19380101 to enable the flag
StartDate=19380101
EndDate=19451231

[Equipment 13]
NodeName=M99
LinkName=Turm7B_Flag_2
; make the start date equal 1 less then end date to disable flag. For this a start date of 19451230 would disable the flag (this is bottom flag)
; make the start date equal 19380101 to enable the flag
StartDate=19451230 should be the same date as above: 19380101. In other words this flag is available only 1 day after the war ;) 30 Dec 1945 - 31 Dec 1945 ;)
EndDate=19451231

All files are in:
D:\Games\Silent Hunter 5\SHV MODS\SubFlags_0_0_8_byTheDarkWraith\data\Submarine
Your boats are without AI - not playable. So get into any folder called same as your currently U-boot NSS_Uboat7a or ...7b.

If your U-boot is VIIa you should find out these entries in NSS_Uboat7a.eqp
I`ll try enable only skullbone flag :arrgh!:

Malhard
04-27-12, 03:32 PM
Hooo now I understand.
Should I disable the mod, make the change, and activate the mod again. Correct?

Thanks for attention Kurtz.

col_Kurtz
04-27-12, 04:01 PM
Hooo now I understand.
Should I disable the mod, make the change, and activate the mod again. Correct?

Thanks for attention Kurtz.

Yes. That`s correct:up:

:salute: