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View Full Version : [REL]SKIN: SH5 Type-VIIC - North Atlantic Grime - by TheBeast


TheBeast
06-20-10, 04:33 PM
[REL]SKIN: SH5 Type-VIIC - North Atlantic Grime - by TheBeast - June, 20, 2010

This MOD is JSGME ready!:salute:

PURPOSE:
This MOD changes the SH5 U-Boat Type-VIIC Stock and Albrecht Skins. Eye Candy!:woot:

CREDITS::yeah:
Danevang (http://www.subsim.com/radioroom/showpost.php?p=1308963&postcount=1) - This Skin is using Danevangs: Shadow Maps.
Naights (http://www.subsim.com/radioroom/showthread.php?t=170556&highlight=Rusty+weathered+TVIIC+skin+by+Naights) - This Skin is using a slightly modified version of Naights: Rusty Weathered Deck.
JSGME (http://www.users.on.net/~jscones/software/products-jsgme.html) - FreeWare JoneSoft Generic MOD Enabler
DXTBmp (http://www.softpedia.com/progDownload/DXTBmp-Download-53836.html) - FreeWare Graphics Manipulator used to open DDS files and export image to your Graphics Editor in BMP format.
PaintDotNet (http://www.getpaint.net/download.html) - FreeWare Graphics Editor Application used to create this Skin.
GoblinEditorApp - Used to quickly view image changes on the actual Submarine Model without loading entire game.

GoblinEditorApp::damn:





How to use GoblinEditorApp to quickly view skin changes.
Create your MOD Folder and Sub-Folder structures.
Copy the files for the MOD from existing files to your MOD. e.g. Copy from "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_Structure.dds" to your MOD folder "<Mod_Name>\Data\Textures\TNormal\Tex\Uboat7c_Structure.dds".
Now use JSGME to enable the MOD so it copies all files from your MOD folder back into the game.
Use DXTBmp to Open the MOD'ed file from the games folder structure for editing. e.g. "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_Structure.dds" (This will not change the game files when changes are saved because JSGME has already created a backup of the original file(s) when you enabled your MOD.)
Edit your skin and save changes back to "<Game_Folder>\Data\Textures\TNormal\Tex\Uboat7c_Structure.dds"
Start GoblinEditorApp and load the appropriate Model. e.g. "<Game_Folder>\Data\Submarine\NSS_Uboat7c\NSS_Uboat7c.GR2". Because the edited file is in the games file structure, GoblinEditorApp will display your changes. If you need to make adjustments, xontinue editing and save your changes and simply hit F-9 in GoblinEditorApp to ensure the changes are displayed correctly.
NOTE: GoblinEditorApp only displays the Starter Skin. If you want to make a Conning_7C_01_Albrecht skin, you would edit the Conning_7C_01 starter skin and rename it to Conning_7C_01_albrecht when finished.

NOTE: When finished editing, be sure to save changes to your MOD folder structure. If your do not do this and you disable the MOD in JSGME, you will lose all the changes you did.

KNOWN ISSUES:
GoblinEditorAPP does not display the Conning Tower skin correctly if Conning Tower model is Merged with Hull model. You must load the Conning Tower Model only to view the skin on it.

WARNING: Only you are responsible for any changes you make. If you are not certain about using this method as described above, You should only edit files in your MOD's folder and use JSGME to Enable/Disable the MOD to view changes you have made.

DOWNLOAD LINK
http://www.subsim.com/radioroom/downloads.php?do=file&id=3700 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3700)

Image captured from GoblinEditorApp
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2275

Image Captured from in Game.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2276

reaper7
06-20-10, 04:48 PM
Thanks. Any chance of a pic :yep:

TheBeast
06-20-10, 04:51 PM
Thanks. Any chance of a pic :yep:
Caught me during the upload of this MOD and images.:haha:

reaper7
06-20-10, 05:56 PM
:haha: Guess I was in my trawling mode.

ShoCkwaVe
06-21-10, 12:25 AM
nice..

do you do reQuests?

do U-997

I have yet to find a good U-997 skin

TheBeast
06-22-10, 07:33 AM
Here is the Tarnmatte Anechoic Coating I am currently working on.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2279
An anechoic coating is able to reduce the enemies ability to detect you using Radar and or Sonar. Improving a submarines Stealth by adding avoidance of enemy detection.

Tarnmat:
Radar profile reduced by 25%
Improved Alberich:
Sonar ability to detect you reduced by 25%

The General
06-22-10, 09:46 AM
This is a very nice looking skin The Beast, probably my favourite ever :up:

Zedi
06-22-10, 10:52 AM
I wanna THANK YOU for this mod. I'm pretty picky on graphics mods, but this one is damn good and add like 200% realism to the game. Is bookmarked and on my "must have" mod list :)

I don't wanna push it, but I wonder.. is it possible to build a skin that alter in time? I mean, after I come out from the docs I have a shiny new paint on ma boat, but few weeks or months later, I got a very rusty and dirty one. It would be very realistic and awesome to see how your boat longer it stays on the sea, uglier it gets :D

Thank you again!

naights
06-22-10, 12:46 PM
Hi:

W-clear, I have some problems with the tiling (conning tower), I mean the mapping of texture is not very well done (Ubisoft dont now what is thinking), detailed textures are trully hard to mix them, even stock texture have some serious problems.

Going to put some images, because my English is very limited and cant explain correctly:

Here is one texture I designed, apparently no problems.

http://img37.imageshack.us/img37/9647/79083341.jpg (http://img37.imageshack.us/i/79083341.jpg/)

This is the other side, the texture starts repeating in "bad" place (not the best one), as you can see he overplaces some part of the texture too... :06:

http://img227.imageshack.us/img227/9795/44713032.jpg (http://img227.imageshack.us/i/44713032.jpg/)

"Good" normal mapping for example will be in medium of the conning tower, something like this

http://img685.imageshack.us/img685/9710/47215220.jpg (http://img685.imageshack.us/i/47215220.jpg/)

Any ideas? :shifty:

Thx

TheBeast
06-23-10, 12:26 AM
Hi:

W-clear, I have some problems with the tiling (conning tower), I mean the mapping of texture is not very well done (Ubisoft dont now what is thinking), detailed textures are trully hard to mix them, even stock texture have some serious problems.

Going to put some images, because my English is very limited and cant explain correctly:

Here is one texture I designed, apparently no problems.Looks good too.

This is the other side, the texture starts repeating in "bad" place (not the best one), as you can see he overplaces some part of the texture too... :06:

Good" normal mapping for example will be in medium of the conning tower, something like this.
Using Goblin Editor is a fast way to see changes but because many graphics effects are missing, you should only use it as a object location refference. To see actual render, view in game.
The Starboard side or Right side is the first side rendered but since the towers have additional structure on the Port side or left side. Your skins should be modeled to match the Port side. This may also help with the texture overlap problem.

ShoCkwaVe
06-23-10, 03:22 AM
is there any easy way to convert model formats from .gr2 to .3ds or .obj ?

I have not looked into recent S3ditor/Pack 3d type tools lately
that open & export models for sh5

I prefur to use LithUnwrap for UV & Texturing
& Lightwave or Milk for modeling

why does ubisoft enjoy to over complicate things :shifty:

tonschk
06-23-10, 04:59 AM
Rusty and dirty :yeah: , I love this skin :rock:, thank you :salute:

.

TheBeast
06-23-10, 06:20 AM
Added more weathered FX and working on Bump Maps but making progress.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2299
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2298
I think I may be saving changes the wrong way because the weathered FX dont show well when overcast. Manybe adding bump maps for weathered fx would help.

EDIT: I was saving wrong. I wast saving the DDS in DXT1 and should have been DXT5..:oops: Looks much better when saving the DDS in DXT5.

TheBeast
06-23-10, 06:29 AM
is there any easy way to convert model formats from .gr2 to .3ds or .obj ?

I have not looked into recent S3ditor/Pack 3d type tools lately
that open & export models for sh5

I prefur to use LithUnwrap for UV & Texturing
& Lightwave or Milk for modeling

why does ubisoft enjoy to over complicate things :shifty:

You want to ask Privateer (http://www.subsim.com/radioroom/showthread.php?t=166641) about this.

TheBeast
06-23-10, 06:46 AM
Rusty and dirty :yeah: , I love this skin :rock:, thank you :salute:.

I will save the template(s) to the download to make it easy for people to adjust the FX they want or they can use the templates for making their own new skin.
I used PainDotNet because it supports layers and it is freeware, so anyone can get it.

urfisch
06-23-10, 10:11 AM
looks nicely weathered! congrats...

tonschk
06-23-10, 11:54 AM
I will save the template(s) to the download to make it easy for people to adjust the FX they want or they can use the templates for making their own new skin.
I used PainDotNet because it supports layers and it is freeware, so anyone can get it.

:rock: Thank you :up:


.

TheBeast
06-24-10, 03:22 AM
Type-VIIC Tarnmatte Coating - Weathered:(The Salty Sea Dog)

Almost finished!:DL

- Added new wood deck plating texture and new deck in Conning Tower.
- Added darker texture to deck watch area of Conning Tower. Sub was to visible from above at Periscope Depth.

Weather FX are almost done.
- I still need to do Rust FX to the entire Conning Tower.
- Add more Rust FX to the sides of the hull along the top edge where it mets the deck.:|\\
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2308
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2307

Zedi
06-24-10, 03:52 AM
Damn nice, can't wait for it.

Here is my boat with this skin on.. I sooo love it !

http://farm2.static.flickr.com/1133/4729303769_c5419b1027_b.jpg

So there is no way to alter a skin in time? Would be awesome to get out from the dock with a freshly painted sub, few weeks later it gets more and more rusty :DL

TheBeast
06-24-10, 04:26 AM
So there is no way to alter a skin in time? Would be awesome to get out from the dock with a freshly painted sub, few weeks later it gets more and more rusty :DL

I don't think the mechanics to evolve the skin over time exist in the game. From many of the reads I've done, It is something that has been desired for a very long time. First post about it I found was in the SH3 Forums. I don't understand why Ubi has never follow up on things like this.:timeout:

tonschk
06-24-10, 05:31 AM
Damn nice,

http://farm2.static.flickr.com/1133/4729303769_c5419b1027_b.jpg


Nice looking wearout sub :DL, Excellent :rock:

.

TheBeast
06-24-10, 06:18 AM
nice..

do you do reQuests?

do U-997

I have yet to find a good U-997 skin
Can you provide picture of actual Sub?:06: Can you provide Pictures of and Weathered FX types to apply to it, etc.:06:

I need visual information...:ping:

rsvette12
06-25-10, 12:14 PM
Looking very nice, thanks. :salute:

Rich

reaper7
08-06-10, 05:21 PM
Just wondering if you released your Template pack yet TheBeast, as I've started playing around with the textures to create my own fantasy skin and find it very hard to tell what part of the texture correlates to the part of the sub its applied too.

Just a quick test to see if I was editing the default texture:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/SharkMouth.jpg

Vorkapitan
08-06-10, 05:31 PM
Beast!

My wife says that skin should make me feel at home! :har::har:

Well I gotta tell ya pilgrim, I feel like I been onna sub like that...
Are you sure u never sailed on a sub like that...looks real. :ping: :arrgh!:

TheBeast
08-07-10, 08:39 AM
Just wondering if you released your Template pack yet TheBeast, as I've started playing around with the textures to create my own fantasy skin and find it very hard to tell what part of the texture correlates to the part of the sub its applied too.



Yes, The Type-VIIC template is available with the Tarmatte(Weathered) skin I made. It is a PaintDotNet(Freeware) PSD template so anyone can use it.

TheBeast
08-22-10, 07:40 PM
So there is no way to alter a skin in time? Would be awesome to get out from the dock with a freshly painted sub, few weeks later it gets more and more rusty :DL

There may be a way to do it by linkiing weathered effects to the fuel levels. The lower you get on fuel the more weathered your boat gets. Not really sure how it would be implemented...

Zedi
08-23-10, 05:47 AM
There may be a way to do it by linkiing weathered effects to the fuel levels. The lower you get on fuel the more weathered your boat gets. Not really sure how it would be implemented...

Sounds logical, I suppose you will have to create multiple skins starting from the fresh paint up to the rusty one, than link it to the fuel level so it will change at every 10/20%. Heh.. now this would be an absolutely awesome mod :up:

reaper7
08-23-10, 02:13 PM
Sounds logical, I suppose you will have to create multiple skins starting from the fresh paint up to the rusty one, than link it to the fuel level so it will change at every 10/20%. Heh.. now this would be an absolutely awesome mod :up:


I agree - would give loads of potential if it can be done. We could link beards to grow at every 10% as well :DL.
And food reserves to go down with fuel levels as well. :yeah:

SteelViking
08-23-10, 02:44 PM
I agree - would give loads of potential if it can be done. We could link beards to grow at every 10% as well :DL.
And food reserves to go down with fuel levels as well. :yeah:

If someone figures out how to do this, I could also make several levels of interior rust/dirt/wear to work with it.

Zedi
08-23-10, 03:03 PM
I agree - would give loads of potential if it can be done. We could link beards to grow at every 10% as well :DL.
And food reserves to go down with fuel levels as well. :yeah:

omg, this could be more than awesome and should break the mighty boredom aboard the sub. If somebody figures out how to do that, SteelViking maybe can work on his interior mod also and make things that can change in time. Brilliant idea, now lets see how and who can this make it happen....

TheBeast
08-23-10, 09:34 PM
If someone figures out how to do this, I could also make several levels of interior rust/dirt/wear to work with it.

I was just reading in the SHIII forums. Someone already figured out how to make the food stuffs go away over time and it is linked to fuel levels. I am certain this MOD can be imported into SH5.

Weathered effects could be some type of lensing flare effect that changes with fuel level or something like the chalk board in TDW's Multi-UI's. That way you just have the one skin with multiple layers.

SteelViking
08-23-10, 10:05 PM
I was just reading in the SHIII forums. Someone already figured out how to make the food stuffs go away over time and it is linked to fuel levels. I am certain this MOD can be imported into SH5.

Weathered effects could be some type of lensing flare effect that changes with fuel level or something like the chalk board in TDW's Multi-UI's. That way you just have the one skin with multiple layers.

Can you locate the mod that was for SHIII? We can at least dissect it in S3D and see if what they did is possible in SH5. It should be possible. We have pretty much all the controllers from SHIII in SH5, plus even more new ones.

Also, could someone post a link to just the Chalk Board mod please?

TheBeast
08-24-10, 05:41 PM
Can you locate the mod that was for SHIII? We can at least dissect it in S3D and see if what they did is possible in SH5. It should be possible. We have pretty much all the controllers from SHIII in SH5, plus even more new ones.

I can not find the stand alone MOD. I think it is part of GWX Gold...

Madox58
08-24-10, 05:45 PM
I don't believe GWX 3 included that.
If it did?
I am not aware of it.
:hmmm:

BIGREG
08-24-10, 06:31 PM
http://www.divingduck.de/ :03:

Zedi
08-25-10, 04:48 AM
Seems like is gwx4. This is the video extracted from divingduck.de with the food vanishing: http://www.youtube.com/watch?v=-BXjA9cl0o4 Seems like it was released about 1 year ago .. [09-22-2009]

Just looking at the videos on that page .. I'm stunned. I find it very hard to believe that SH3 got moded so hardcore, the interior looks way better than what we have now in SH5 and is worked in every level of detail, is like a completely different game. Ubi don't deserve these awesome community of moders, I just can't find the right words to express my appreciations in front of these people who made all these things for free, just because they love this sim. Again.. shame on Ubi.. they just collect the money and leave others to finish their products.

TheBeast
08-25-10, 03:36 PM
Seems like is gwx4. This is the video extracted from divingduck.de with the food vanishing: http://www.youtube.com/watch?v=-BXjA9cl0o4 Seems like it was released about 1 year ago .. [09-22-2009]

Just looking at the videos on that page .. I'm stunned. I find it very hard to believe that SH3 got moded so hardcore, the interior looks way better than what we have now in SH5 and is worked in every level of detail, is like a completely different game. Ubi don't deserve these awesome community of moders, I just can't find the right words to express my appreciations in front of these people who made all these things for free, just because they love this sim. Again.. shame on Ubi.. they just collect the money and leave others to finish their products.

You can make the skin change over time using the same method used for the food stuffs disappearing but reverse the dial so it adds layers to the skin as fuel is used up.
Each layer could be Transparent(Oppacity) and as layers are added the effect becomes more and more visable as each layer is added. Maybe add four(4) additional layers on top of the starting skin. This would require adding 4 new Nodes to the Submarine Hull and Tower GR2 files.
Look at how Ducimus adds his T01A and T02B skins in TMO as a example.
Not sure how this would work if someone gets the damage model to show sub damage.

reaper7
08-25-10, 04:14 PM
Seems like is gwx4. This is the video extracted from divingduck.de with the food vanishing: http://www.youtube.com/watch?v=-BXjA9cl0o4 Seems like it was released about 1 year ago .. [09-22-2009]

Just looking at the videos on that page .. I'm stunned. I find it very hard to believe that SH3 got moded so hardcore, the interior looks way better than what we have now in SH5 and is worked in every level of detail, is like a completely different game. Ubi don't deserve these awesome community of moders, I just can't find the right words to express my appreciations in front of these people who made all these things for free, just because they love this sim. Again.. shame on Ubi.. they just collect the money and leave others to finish their products.

:o Wow can't belive thats SH4. I never realised it was that modded, shame they never released GWX4.
If they did SH5 would have died already. This utube vid says it all http://www.youtube.com/watch?v=qbZcSRgpT-s&feature=related

skwasjer
08-26-10, 04:36 PM
State machine class guys, you can build in timers and other conditions with it and simply hide objects along the way. In SH4 it is also possible to animate textures (warp/move etc) with texture animation import support in S3D. See the smoke on the coffee mug in the office....

SteelViking
08-26-10, 05:21 PM
State machine class guys, you can build in timers and other conditions with it and simply hide objects along the way. In SH4 it is also possible to animate textures (warp/move etc) with texture animation import support in S3D. See the smoke on the coffee mug in the office....

There is a texture animation controller available in Goblin, however, no one has really figured out how to use it yet. I would guess that it could be used to make this effect just the same. Will S3D be able to do this in the update for SH5?

skwasjer
08-26-10, 07:14 PM
Only for DAT-files using SH4 technique. I don't know if the controller you are referring to is the same one. If it is you can't use it in goblin because you need to import uv coordinates per each frame. Basically, in such an animation the mesh is static, as is the material, while the UV mapping interpolated on a timeline.

To simply swap texures use SMC or TextureChanger controller though the latter may not work (think it's from SH3 and unimplemented in SH4). To hide/show objects, start animations, play sounds etc, use SMC or other controller depending on effect/conditions needed.

nozaurio
10-10-10, 07:38 PM
TheBeast Greetings.

:)Download and install this excellent mod and I noticed I had some of the textures with the name Conning_7C_02_albrecht_bak.dds, which is the texture of the guard tower, I took the liberty to use his original textures of the old tower to the hull of submarine.

Add fasteners as the original submarine, of course, still much work ...

I am posting some shots of my work, yours included and if you will permit me, I'll keep working on these textures, of course, always with his credits include ...

:up:Thanks and congratulations for this good job ...

:-?Sorry for my poor English, I am using a translator for correction of my spelling errors ...

http://i113.photobucket.com/albums/n213/Gizomat/sh52010-10-1018-49-15-67RED.jpg

http://i113.photobucket.com/albums/n213/Gizomat/sh52010-10-1018-50-43-46RED.jpg

http://i113.photobucket.com/albums/n213/Gizomat/sh52010-10-1018-50-05-80RED.jpg

http://i113.photobucket.com/albums/n213/Gizomat/sh52010-10-1018-51-19-56RED.jpg

http://i113.photobucket.com/albums/n213/Gizomat/sh52010-10-1018-52-02-81RED.jpg

TheBeast
10-10-10, 09:35 PM
Anyone can use my work how ever they like.

nozaurio
10-10-10, 09:56 PM
:up:Thanks...

Greetings...

almg
10-29-11, 09:14 AM
Thanks for that skin :up:

Alban

dangt67
04-02-12, 06:04 PM
great mod, Thanks!!

TheBeast
08-25-12, 10:18 AM
I re-uploaded this skin again.

See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1424004&postcount=1) for D/L link.

Magic1111
08-26-12, 04:53 AM
I re-uploaded this skin again.

See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1424004&postcount=1) for D/L link.

Thx for this!!! :yeah::up::yeah:

chopra
09-18-12, 11:21 AM
Really good job :P
Thx

Captain73
11-14-12, 03:40 PM
:salute:
Excellent work!:yeah:
In the future it will be possible to see for type VIIA and type VIIB?