View Full Version : [WIP]SKIN: SH5 Tarnmatte Anechoic Coating
TheBeast
06-24-10, 08:30 AM
[REL]SKIN: SH5 Type-VIIC -Tarnmate Anechoic Coating - by TheBeast - June, 24, 2010
Current Status: RELEASE
This POST is for people that want to provide feedback, suggestions and any graphics editing advise. I am a nub when it comes to editing/creating graphics.
This MOD is JSGME ready!:salute:
PURPOSE:
This MOD will change the SH5 U-Boat Type-VIIC Stock Commissioning and Albrecht Skins. Eye Candy!:woot:
Parts of the Conning Tower will be a Tarnmatte type texture.
The Deck will be a weathered wood grain texture with slightly weathered metal deck plates.
The Body will be a Alberich type texture.
End result: Tarnmatte Anechoic Coating with weathered effect.
CREDITS::yeah:
- Danevang (http://www.subsim.com/radioroom/showpost.php?p=1308963&postcount=1) - This Skin is using Danevangs: Shadow Maps.
- 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 your image or Alpha to your Graphics Editor in BMP format.
- Paint.Net (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.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2341
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2307
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2309
-=[ For additional views click here (http://www.subsim.com/radioroom/album.php?albumid=322) ]=-
Download Link:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3701 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3701)
Change History:
6-25-2010 - Revisited rust FX changing Hue/Brightness in a few places
6-26-2010 - Added a little more rust to hand rail where they are welded to the tower.
6-28-2010 - Created Bump Maps for the Body, Structure and Tower.
6-29-2010 - Updated Download with up to date changes.
Echolot
06-24-10, 09:47 AM
:woot:Wow. Respect, TheBeast, this is VERY nice skin. I'm in love with it.
Is the mod folders name too long? Every time I start the ModEnabler it's in the list of nonactivated mods. :hmmm:
Nice job.
Gruß.
Echol:sunny:t.
TheBeast
06-24-10, 09:50 AM
:woot:Wow. Respect, TheBeast, this is VERY nice skin. I'm in love with it.
Is the mod folders name too long? Every time I start the ModEnabler it's in the list of nonactivated mods. :hmmm:
Nice job.
Gruß.
Echol:sunny:t.
It may be that I used "[]" brackets in the name. Try renaming the folder.
Echolot
06-24-10, 09:54 AM
It ma be that I used "[]" brackets in the name. Try renaming the folder.
:up:.
SteelViking
06-24-10, 09:54 AM
Yeah, I like it, classy looking. As far as advice goes, you could apply a bump map to it to give some depth to the weathered look that you already have. Just a thought. Good luck:up:
TheBeast
06-24-10, 10:11 AM
Yeah, I like it, classy looking. As far as advice goes, you could apply a bump map to it to give some depth to the weathered look that you already have. Just a thought. Good luck:up:
Like I said, I am a total nub at this. I have been playing with the *_N.dds files but not really making any progress. If I recall from several years ago, Isn't there a tool to make bump map images.:06:
I did make a template layer that maps all the vent holes. Maybe I can copy that layer to the bump map to be used as refference.
conus00
06-24-10, 10:26 AM
Skin looks great! The only thing which is bothering me a little is that, to my knowledge, no German submarine has ever be painted red under the waterline.
TheBeast
06-24-10, 10:32 AM
Skin looks great! The only thing which is bothering me a little is that, to my knowledge, no German submarine has ever be painted red under the waterline.
I may have gone artsy on that but red does show as a dark gray in black in white photo's.
It would be very easy to replace that color as the red is its own layer. I did everything in Layers, THe red below whater line, the dirty white band between the red and darker top of saddle tanks, the top of the saddle tanks, the rust effect, etc.
When I finish, I plan to include the templates in the download.
Rare Color Photo
http://www.vesikko.fi/data/kuvat/big/vesikko_bow_03.jpg
Same Boat in Black and White...
http://img15.imageshack.us/img15/6396/u31encaleschelorientmon.jpg
SteelViking
06-24-10, 11:38 AM
Like I said, I am a total nub at this. I have been playing with the *_N.dds files but not really making any progress. If I recall from several years ago, Isn't there a tool to make bump map images.:06:
I did make a template layer that maps all the vent holes. Maybe I can copy that layer to the bump map to be used as refference.
Actually, files with the _N.dds are called ocular occlusion maps. I am talking about simply adding a bump map to the texture itself using PS, GIMP, etc. It seems to me that it would make it look a little bit better. I have used them a couple times to make things appear to have a 3d surface. Of course, doing it via the occlusion map would be even better.
naights
06-24-10, 02:32 PM
Hi:
The easiest way to do that (basic) is converting actual texture to grayscale and then play with contrast and brightness, so in photoshop will be something like this:
- Open texture
- Duplicate Layer (background)
- Manual Grayscale = Edit>Fill>50% gray
- Image>Adjustements>Brightness/contrast
- Play with values
To do "N"ormal map (_"N".dds) files, the easiest way to do that with photoshop/Gimp is the Nvidia plugin to make the grayscale/diffuse layers in normal map layers (nvidia normal map filter), there are other external tools like crazybump, but most of them are not freeware.
If you use Nvidia plugin, be sure to check this:
Height Source = Average RGB
Alpha Filed set to 1.0
4 samples
Filter checked
Add Height to Normal Map
Play with SCALE Value
If you want for example add more depth manually (more detail) you can try something like this:
- Duplicate actual layer (normal map layer)
- Add Gaussian blur (filter>blur>gaussian blur) with small value, something like from 0.2 to 0.7
- Change Blending mode to Overlay
If you want much more detail, simply duplicate layer and play again with blur oo duplicate again to increase more detail.
Nvidia plugin download
http://developer.nvidia.com/object/photoshop_dds_plugins.html
Bye !!
SteelViking
06-24-10, 02:43 PM
Hey, thanks naights, I was wandering if there was a plugin that would allow GIMP to create _N.dds maps.:up:
Capt Jack Harkness
06-24-10, 03:01 PM
Nice skin :) Just as a note of nomenclature, though, Tarnmatte was an anti-radar coating and Alberich was the anechoic stuff. Tarnmatte was only really used on snorkel heads, as they were the biggest radar reflector when at periscope depth. It also was made of rubber and rust, so I imagine it had a reddish appearance.
http://www.uboataces.com/images/snorkel_head.jpg
ref: http://www.uboataces.com/sonar-coating.shtml
Alberich, on the other hand, was black rubber that was tiled all over the boat and probably looked a bit like this:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/u11.jpg
To do a weathered alberich skin, I would do some peeled off tiles and some rust in the gaps, much like a lot of the Soviet SSNs of the 80's.
Anyhow, nice job and keep up the good work!
TheBeast
06-24-10, 03:01 PM
Excellent Info!:know::up: Thanks for the input. I will check it out.
Hi:
The easiest way to do that (basic) is converting actual texture to grayscale and then play with contrast and brightness, so in photoshop will be something like this:
- Open texture
- Duplicate Layer (background)
- Manual Grayscale = Edit>Fill>50% gray
- Image>Adjustements>Brightness/contrast
- Play with values
To do "N"ormal map (_"N".dds) files, the easiest way to do that with photoshop/Gimp is the Nvidia plugin to make the grayscale/diffuse layers in normal map layers (nvidia normal map filter), there are other external tools like crazybump, but most of them are not freeware.
If you use Nvidia plugin, be sure to check this:
Height Source = Average RGB
Alpha Filed set to 1.0
4 samples
Filter checked
Add Height to Normal Map
Play with SCALE Value
If you want for example add more depth manually (more detail) you can try something like this:
- Duplicate actual layer (normal map layer)
- Add Gaussian blur (filter>blur>gaussian blur) with small value, something like from 0.2 to 0.7
- Change Blending mode to Overlay
If you want much more detail, simply duplicate layer and play again with blur oo duplicate again to increase more detail.
Nvidia plugin download
http://developer.nvidia.com/object/photoshop_dds_plugins.html
Bye !!
TheBeast
06-24-10, 03:34 PM
Nice skin :) Just as a note of nomenclature, though, Tarnmatte was an anti-radar coating and Alberich was the anechoic stuff. Tarnmatte was only really used on snorkel heads, as they were the biggest radar reflector when at periscope depth. It also was made of rubber and rust, so I imagine it had a reddish appearance.
ref: http://www.uboataces.com/sonar-coating.shtml
Alberich, on the other hand, was black rubber that was tiled all over the boat and probably looked a bit like this:
To do a weathered alberich skin, i would do some peeled off tiles and some rust in the gaps, much like a lot of the Soviet SSNs of the 80's.
Anyhow, nice job and keep up the good work!
Thank you for the advice and info.:salute: I don't think they would remove the Albreich Coating when applying Tarnmatte to Snorkel.
I actually read these refference a couple weeks ago. This article was my muse to make this skin. I had also read some other articles I found talking about the process of applying anechoic coatings and how some WWII German U-boat Chief Engineers requested the straps used to hold the rubber mats in place during the application process, not be removed from around the engine room and aft.
Sometimes during WWII, even U.S. Subs strapped rubber mats to the aft top deck to reduce noise output. Not sure about Sonar Absorbing ability.
Since I didn't have any textures or color photo's to go by, this is what I came up with. I did try to get that pealled away material look. Follow along the weld halfway from the waterline to the main deck near the bow.
Bottom line to this and the beginning of this epic adventure is... I was looking in the GR2 files for the FuMo-61 and FuMo-65 Radar Antenna and found this:
Coatings Info directly from data\Objects\Sensors\Uboat_Sensors.GR2 ( <-- merge Uboat_Sensors.SIM):
AntiSensorCoating @ Alberich Radar = 0 Sonar = -15 TextureSuffix = _albrecht
AntiSensorCoating @ Alberich_Improved Radar = 0 Sonar = -25 TextureSuffix = _albrecht
AntiSensorCoating @ Tarnmatte Radar = -25 Sonar = -25 TextureSuffix = _albrecht
AntiSensorCoating @ Tarnmatte_Improved Radar = -35 Sonar = -35 TextureSuffix = _albrecht
All four coatings are using the same Skin. The TextureSuffix would have to be edited in the .SIM if you wanted to have these coatings available in game as upgrades or they would all look the same and only the stat boost changes.
NOTE: data\Objects\Sensors\UBoot_Sensors.GR2 has a bunch of upgrades not available in game, including the Snorkle Mast. I was going to fix the bugs in data\UPCData\UPCUnitsData\Equipment.upc and data\UPCData\UPCUnitsData\UpgradePacks.upc when I got sidetracked on this. To much fun to be discovered...:rock:
naights
06-24-10, 07:43 PM
Hi:
Testing some new things, 2048 textures (1024 stock) and total new normal/bump maps, in goblin editor looks like this.
http://img31.imageshack.us/img31/6365/70897463.jpg (http://img31.imageshack.us/i/70897463.jpg/)
Note:
From my testings, I recommed low values for normal map, then paint the zones that you dont want to add "3d surface", for example most of the planar zones, with soft rounded brush with very low opacity and #8080ff color (more paint = minor 3d surface).
Going to test new things.
Bye !!
Krauter
06-24-10, 07:51 PM
Just a question, what program did you use to make these skins? I too would like to start making my own skins but am a little put off on how to do it (I have absolutely NO experience)
Sailor Steve
06-24-10, 08:10 PM
:rotfl2:
When I first saw it my old worn-out eyes thought it said "Teammate Alcoholic Coating!"
Now that that's out of the way, it looks great, whatever it's called! :rock::yeah:
naights
06-24-10, 08:11 PM
Hi:
Just a question, what program did you use to make these skins? I too would like to start making my own skins but am a little put off on how to do it (I have absolutely NO experience)
Image/Graphics editing program, like Gimp, Photoshop, Fireworks, Paint Shop Pro or any similar.
Bye !!
TheBeast
06-25-10, 06:47 AM
Here is my latest progress. Basically added more rust.:yeah:
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2314
New update posted. See my FileFront for Download
Just don't turn it into a wreck :DL
TheBeast
06-25-10, 07:08 AM
Just don't turn it into a wreck :DL
LOL:har:
I use to only make Clean skins like it just roll out of Dry Dock. So many people complained, this is my 2nd weathered skin ever. Trying to think of a name for it... Maybe "The Merchant Raider" or "The Salty Sea Dog"
... or maybe the ghost ship. I think ur first skin is just perfect as it is. This is a bit way to rusty, is gives u the feeling of an unsecure boat that is about to sink :DL
I personally love ma boat black thats why I always used the Albreicht camo. I would love to see a black skin with some rust on :P You know, something aggressive looking that bring the fear with it.. u get a heart attack just when u see it :D And when u see it diving with full steam heading toward you... u just jump off the ship :haha:
TheBeast
06-25-10, 08:24 AM
... or maybe the ghost ship. I think ur first skin is just perfect as it is. This is a bit way to rusty, is gives u the feeling of an unsecure boat that is about to sink :DL
I personally love ma boat black thats why I always used the Albreicht camo. I would love to see a black skin with some rust on :P You know, something aggressive looking that bring the fear with it.. u get a heart attack just when u see it :D And when u see it diving with full steam heading toward you... u just jump off the ship :haha:
Now that I've made a template it should be easy to make any skin and adjust how much if any rust is present.
rsvette12
06-25-10, 12:16 PM
Looks super Sir, thank you. :salute:
Rich
rsvette12
06-26-10, 08:45 AM
Looks great, quick question is possible to add tower emblems to this beauty, thank you. :yeah:
Rich
TheBeast
06-26-10, 09:09 AM
Looks great, quick question is possible to add tower emblems to this beauty, thank you. :yeah:
Rich
If you have a custom tower emblem you want on your boat. Just place your emblem texture in the Data\Textures\TNormal\tex\emblems folder. (Use exiting Emblems for texture dimensions example.)
Then edit the Data\UPCDataGE\UPCUnitsData\Equipment.upc file and changes the filename of a existing emblem.
Example of Equipment.upc change:
Before
[Equipment 48]
ID=EqpEmblem2
NameDisplayable= U-1164
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\U-1164.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
After
[Equipment 48]
ID=EqpEmblem2
NameDisplayable= U-1164
FunctionalType= EqFTypeCoating
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D=data\Textures\TNormal\tex\emble ms\My_New_Emblem.dds
Hitpoints= 10000
DamageDescription1= NULL, 0, 1, 0, 1, 1, invulnerable, 0, 0, NULL, 0, 1, 1
Then edit the Data\UPCDataGE\UPCUnitsData\UpgradePacks.upc file, find the emblem describe in the Equipment.upc and changes the name, infor and notes for your emblem.
Example of UpgradePacks.upc:
Before
[UpgradePack 46]
ID= UpackEmblem2
NameDisplayable=Joker (U-1164)
Info=
Notes=
FunctionalType= UpFTypeEmblem
UpgradePackSlotType= UboatEmblems
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 100
IDLinkUpgradePackElements= EqpEmblem2
TrackingID=901
After
[UpgradePack 46]
ID= UpackEmblem2
NameDisplayable=Name of your new emblem here
Info=Information about your emblem here
Notes=Any Notes here
FunctionalType= UpFTypeEmblem
UpgradePackSlotType= UboatEmblems
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=1939-09-01, NULL, 100
IDLinkUpgradePackElements= EqpEmblem2
TrackingID=901
Now the Emblem is available for any boat as a Upgrade!:woot:
coronas
06-26-10, 12:43 PM
To do a weathered alberich skin, I would do some peeled off tiles and some rust in the gaps, much like a lot of the Soviet SSNs of the 80's.
Anyhow, nice job and keep up the good work!
Something like HMS Tireless, I think.
http://i.telegraph.co.uk/telegraph/multimedia/archive/01612/hms-turbulent-pa_1612487c.jpg
http://i.telegraph.co.uk/telegraph/multimedia/archive/01612/hms-turbulent-pa_1612487c.jpg
http://i.dailymail.co.uk/i/pix/2008/06/13/article-1026012-013A3C4E0000044D-590_468x286.jpg
http://i.dailymail.co.uk/i/pix/2008/06/13/article-1026012-013A3C4E0000044D-590_468x286.jpg
TheBeast
06-26-10, 01:46 PM
Something like this structure. The skin is actually darker but have illumination turned up to show some detail.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2315
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2316
Here is a skin from actual photo used as texture. I think I am going with this texture for Structure and Tower for improved alberich skin.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2317
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2318
Sailor Steve
06-26-10, 02:13 PM
Something like HMS Tireless, I think.
It's remarkable how shiny the coating is when wet and how dull the drying parts are in the second picture.
Capt Jack Harkness
06-26-10, 03:56 PM
Something like this structure. The skin is actually darker but have illumination turned up to show some detail.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2315
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2316
Here is a skin from actual photo used as texture. I think I am going with this texture for Structure and Tower for improved alberich skin.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2317
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2318
Not too far off, I think. Here's a pic of U-1105 "Black Panther," one of the few subs equipped with Alberich, alongside a standard type VIIC. The skin was much more black than what you have so far:
http://i375.photobucket.com/albums/oo193/Scharnhorst158/Save-21.jpg
The rubber sheets were also much bigger (as illustrated in the drydock pick of U-11 I posted earlier), and if you're looking for total accuracy, the tiled texture would wrap the whole boat, even below the waterline. I believe the bottom paint was a dark grey or black of some sort on top of the sheets. The coating would also have covered up the rivets that are in the bump map. I sent ya a pm with more info.
Oh, and U-1105 was built after a better adhesive was found, so it's possible none of the sheets peeled off during it's lifespan.
TheBeast
06-26-10, 04:05 PM
On U-1105 the coating looks like much larger sections.
SteelViking
06-26-10, 04:10 PM
I really like the look of the one where you used the photo for the texture, good going on adapting that one to work.:yeah:
TheBeast
06-26-10, 06:35 PM
I really like the look of the one where you used the photo for the texture, good going on adapting that one to work.:yeah:
Thanks!
I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.:haha:
TheDarkWraith
06-26-10, 06:38 PM
Thanks!
I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.:haha:
could of fooled me! Looks like you're doing excellent work there with those skins :yeah:
SteelViking
06-26-10, 07:02 PM
Thanks!
I am such a noob at doing this. I still can not figure out how to do the bump maps. Msybe if there was a Bump Map Tutorial for nub Dummy's.:haha:
Yeah, honestly, your skins look high quality already man.:up:
What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
TheBeast
06-26-10, 07:09 PM
could of fooled me! Looks like you're doing excellent work there with those skins :yeah:
Thanks!
I started making skins in Jan, 2010 using vanilla MS Paint. Jankyser Liked a couple skins I did and when he found out I was using paint, he sent me Adobe Photoshop Elements 5.0 and transferd the License to me. Things got a lot easier. Currently I have been using PaintDotNet. It is a lightweight application that supports layers and does most of what I need and it is FreeWare. So any templates I make can be used by anyone that wants to download the App.
The funny thing is, the default vanilla Paint from the OS is a full blown Graphics Editor that is crippled in the OS registry. At least it was from Win95-WinXP. Not sure about anything after that. I know this to be a fact.
I was hoping I might be able to get one of you guys to help me do the bump maps giving the textures a little depth.
rsvette12
06-26-10, 07:24 PM
Thanks for the explanation on emblems, appreciate it, great work. :yeah:
Rich
TheBeast
06-26-10, 07:31 PM
Yeah, honestly, your skins look high quality already man.:up:
What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
I have been using PaintDotNet for all the SH5 skins I have been doing. I may change to GIMP if it support other feature that will help improve things.
Thanks for the explanation on emblems, appreciate it, great work. :yeah:
Rich
Hopefully I explained it well enough to make things easy for you?:06:
TheBeast
06-26-10, 07:51 PM
Here is the Improved Alberich skin without bump maps.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2319
Sailor Steve
06-26-10, 08:13 PM
That one is lovely! :rock:
Capt Jack Harkness
06-26-10, 08:27 PM
Here's a model someone made of an Alberich-coated Type XXIII:
http://essmc.org.au/Members%20Models/seamil/submarines/min%20chongs%20type%2023%20uboat/min%20chongs%20type%2023%20uboat%202%20large.jpg
http://essmc.org.au/Members%20Models/seamil/submarines/min%20chongs%20type%2023%20uboat/min%20chongs%20type%2023%20uboat%208%20large.jpg
http://essmc.org.au/Members%20Models/seamil/submarines/min%20chongs%20type%2023%20uboat/min%20chongs%20type%2023%20uboat%2010%20large.jpg
http://essmc.org.au/Members%20Models/seamil/submarines/min%20chongs%20type%2023%20uboat/min%20chongs%20type%2023%20uboat%205%20large.jpg
http://essmc.org.au/Members%20Models/seamil/submarines/min%20chongs%20type%2023%20uboat/min%20chongs%20type%2023%20uboat%204.jpg
I don't think any of these shots are the right quality or orientation for direct use as textures, but perhaps they'll help as a reference.
TheBeast
06-28-10, 07:24 AM
Yeah, honestly, your skins look high quality already man.:up:
What image editing software are you using. If you are using GIMP, I could pretty much tell you anything you wanted to know.
OK, have been learning a little about Bump Maps. When editing the *_N.dds, changes made with a lighter shade appear as depressions on the skin texture and of course changes made with a darker shade appear to be raised surfaces on the skin texture when rendered on the model.
By doing a gradient fill for a Single Alberich Tile location on the skin, you can make that tile appear to be tilted when it is rendered.
This will really help when doing the Tarnmatte Bump Maps on the few place the Tarnmatte texture will be applied. It looked like they stapped some very course burlap material to the surfaces.
From what I have been reading, Tarnmatte "normally" was applied to the Snorkle and Periscope Heads. I am not sure if I can edit those textures in game. I did find a few Photo's showing Conning Towers that had some Tarnmatte material applied but really, not to much.
So I will keep Alberich Coating for Hull as planned and most of the Tower. I really do not think they would remove Alberich for just a few tiny patches of Tarnmatte. That is why I named this skin "Tarnmatte Anrchoic Coating". Plus, I originally based the name on the Equipment Upgrade Pack defined in the Uboat_Sensors.sim that reduces the enemiy's ability to detect you by 25% for both Radar and Sonar.
Alberich Boats was only black .)
btw,here is a good story from one of this boats,it is a type VII,U-480 :cool:
http://www.youtube.com/watch?v=mkZFXNbkz2w
SteelViking
06-28-10, 08:22 AM
In GIMP, (it is what I use so it is all I know) there is a bump map tool. With it, you can make _N.dds images very quickly. If you simply take the background color of an _N.dds file and make a blank image with it the same size as the texture you are using, you can then tell it to create a bump map with that texture (in your case, a sub skin). So, the _N.dds file will match up perfectly with your texture, and you get the 3d effects. Of course, in the tool itself there are some adjustments that can be made, and you have to get them right in order for it to work. Anyway, you may want to get GIMP just to check out that feature. It's totally free.
TheBeast
06-28-10, 10:26 AM
In GIMP, (it is what I use so it is all I know) there is a bump map tool. With it, you can make _N.dds images very quickly. If you simply take the background color of an _N.dds file and make a blank image with it the same size as the texture you are using, you can then tell it to create a bump map with that texture (in your case, a sub skin). So, the _N.dds file will match up perfectly with your texture, and you get the 3d effects. Of course, in the tool itself there are some adjustments that can be made, and you have to get them right in order for it to work. Anyway, you may want to get GIMP just to check out that feature. It's totally free.
I just tried GIMP 2.6.9
I really like that feature for creating the Bump Map. Thing is, I don't want to bump map every skin. I would rather figure out how to change the color pallete to the Purple/Violet used in the *_N.DDS so I only have to do it that one time for each Sub Model.
I have Graphic FX such as welding, rust, dirt, oil and other FX, each on their on layer in my Templates, so that when I don't need that specific effect I can just Hide it before saving changes. I just have to remember to Undo the Flatten Image Layers after each save.
So my question is: How do I change the Color Pallete to Purple/Violet to create the *_N.DDS Bump Map?:06:
SteelViking
06-28-10, 11:08 AM
There is a sample tool in GIMP, it looks like a little eye dropper on the tool bar. Use that to get the background color in any _N.dds file, and then use it to bucket fill a new image that is the same size as what you are working on. If you bump map that newly made image, GIMP will color it correctly for you.
TheBeast
06-28-10, 11:42 AM
There is a sample tool in GIMP, it looks like a little eye dropper on the tool bar. Use that to get the background color in any _N.dds file, and then use it to bucket fill a new image that is the same size as what you are working on. If you bump map that newly made image, GIMP will color it correctly for you.
So. are you saying that the Bump Map tool will Bump Map all image layers?:06:
Or, since the Background layer is set to purple it will change the image layer color pallette to match the background?:06:
SteelViking
06-28-10, 11:51 AM
The tool will take all layers in an image into account. No the bump map will not cause any color matching that know of. Although, I am not 100% sure what you are asking. You are not trying to combine the _N.dds and the image file manually are you?
TheBeast
06-28-10, 12:31 PM
The tool will take all layers in an image into account. No the bump map will not cause any color matching that know of. Although, I am not 100% sure what you are asking. You are not trying to combine the _N.dds and the image file manually are you?
I think I fingured it out.:salute: I was thinking it took more effort and would be a little more complitcated but it isn't.
STEPS:
1. Open Uboat7c_structure_N.DDS using DXTBmp utility.
2. Export the *_N.DDS image from DXTBmp directly into GIMP.
3. Use DXTBmp to open the Skin Texture we are working with Uboat7c_structure.dds
4. Export the Uboat7c_structure.dds image from DXTBmp directly into GIMP as another image.
5. Select the Uboat7c_structure_N.DDS image in GIMP.
6. Select "Filters -> MAP -> Bump Map" tool.
7. Select the Skin texture in top right corner for source of bump map.
8. Adjust settings to prefference.
9. Save new Bump Map in GIMP.
10. In DXTBmp Select Reload After Edit.
11. Save changes to disk. DONE!
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2339
TheDarkWraith
06-28-10, 01:06 PM
looking good :yeah:
coronas
06-28-10, 01:41 PM
http://img33.imageshack.us/img33/5218/alberitchtex1c.jpg
I do an Alberich texture; I don´t know if can be usefull for your excellent work so feel free to use, modify, change, etc.
It´s a .jpg, you can changing to .dds with Painnet.
SteelViking
06-28-10, 02:25 PM
Heck yeah! You got it man:yeah: That looks amazing. However, if you get the right combo of plug-ins for GIMP, you will not have to do any exporting or importing, as GIMP would be able to open and save in any format needed. So, it can get even simpler.:up:
naights
06-28-10, 02:40 PM
I think I fingured it out.:salute: I was thinking it took more effort and would be a little more complitcated but it isn't.
STEPS:
1. Open Uboat7c_structure_N.DDS using DXTBmp utility.
2. Export the *_N.DDS image from DXTBmp directly into GIMP.
3. Use DXTBmp to open the Skin Texture we are working with Uboat7c_structure.dds
4. Export the Uboat7c_structure.dds image from DXTBmp directly into GIMP as another image.
5. Select the Uboat7c_structure_N.DDS image in GIMP.
6. Select "Filters -> MAP -> Bump Map" tool.
7. Select the Skin texture in top right corner for source of bump map.
8. Adjust settings to prefference.
9. Save new Bump Map in GIMP.
10. In DXTBmp Select Reload After Edit.
11. Save changes to disk. DONE!
Too much amount of effect, looks like a rock, you need to darken most of the bump map and highlight "only" the parts you want to affect, for example scratches, holes or something like that.
Take in mind, thats normal map alters too the direction of the surface and that the intensity of the light/reflects affects general "effect", so you need to find good values between 2 maps.
For example, take this as reference:
Normal diffuse:
http://img695.imageshack.us/img695/3020/metal2x.jpg (http://img695.imageshack.us/i/metal2x.jpg/)
Low information
http://img84.imageshack.us/img84/2082/metal4.jpg (http://img84.imageshack.us/i/metal4.jpg/)
High information
http://img411.imageshack.us/img411/5357/metal3.jpg (http://img411.imageshack.us/i/metal3.jpg/)
Bad, too much amount, planar zones need to be planar.
http://img257.imageshack.us/img257/4732/metal1d.jpg (http://img257.imageshack.us/i/metal1d.jpg/)
Normal
http://img14.imageshack.us/img14/9875/metal5.jpg (http://img14.imageshack.us/i/metal5.jpg/)
Bye !!
SteelViking
06-28-10, 02:44 PM
Naights has a point, you could tone down the bump affect a little for that skin.
TheBeast
06-28-10, 02:44 PM
Too much amount of effect, looks like a rock, you need to darken most of the bump map and highlight "only" the parts you want to affect, for example scratches, holes or something like that.
Holy crap you are good. The original texture source I posted below was from a algy cover concrete sea wall.:salute:
SteelViking
06-28-10, 03:17 PM
Oh, I just remembered, another useful tool in GIMP when making bump maps, is the Gaussian blur. After I get the map to look how I want it/am getting the affect I am looking for, apply a Gaussian blur around factor 0.4-0.6 and see if you don't like it even more. I have used this tool extensively to remove pixelation from the bump maps for the subs interior. Just thought I would let you know.:salute:
TheBeast
06-28-10, 04:25 PM
The Gaussian Effect did the trick, dampening the sharp edges and smoothing out the regular surfaces.
This skin look way better now with Bump Maps. Got rid of the glossy effect.
Also raise the Form marks from the Alberich Application Process, show the larger material sheets.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2341
The Body, Structure, Deck are pretty much done. Need to do the Tarmatte textures on upper tower and bump map the tower and it will be complete for version 1.0
SteelViking
06-28-10, 04:46 PM
Nice job. I am glad that worked for you.
7thSeal
06-28-10, 05:39 PM
Man thats looking really nice, will you also have it available for those who use the upgraded tower? :)
TheBeast
06-28-10, 05:40 PM
I've been spending most of my free time the past few days going over the Equipment.upc and UpgradePacks.upc and UBoat_Sensors.sim files.
I was just going to add the Improve Alberich, Tarnmatte and Improved Tarnmatte coating upgrades because these upgrades actully do something for the sub but found several other items that were not complete during the process. Turning my MOD into a bug fix of sorts.
There are several items defined in the UBoat_Sensors.sim that are not even configured in the Equipment.upc or UpgradePacks.upc files. The above mentioned Coatings being a example of three items not configured.
Then I keep getting side tracked when finding out things like, the round directional radio antenna located on the Conning Tower Foreward Starboard side is suppose to extend/retrack/rotate. The Communication Antenna on the Port Side is suppose to extend/retrack a little higher then the Attack Periscope. The FuMo-30/61/65 Radar Antenna are suppose to extend/retract/rotate as well.
BIGREG made a post that he figured out how to Raise/Lower the Round Directional Radio Antenna. I PM'd him asking to download his changes. He tried to tell me how to do it and his english isn't to good and I don't speak french. So I am taking a break from this for a for a while and wait for some adittional info.
TheBeast
06-28-10, 05:42 PM
Man thats looking really nice, will you also have it available for those who use the upgraded tower? :)
Yes. The improved tower is almost identical to the first tower in regard to texture locations.
SteelViking
06-28-10, 06:24 PM
Yeah, actually reaper7 and BIGREG have been talking about getting all the antennae to work realistically(Reaper7 doing the coding for commands, and BIGREG to do the animation controllers).
Anyway, TheBeast, I know a good deal about image editing and graphics work, but I don't know a whole lot about Goblin/gr2 files. So, since you always post pictures from some 3d editing software(I assume Goblin) I figured I would ask you this. Do you know any way to change texture assignments? In other words, how do you assign certain textures to certain objects? I figure it has to be in the gr2 files. I mean, I know the basics of Goblin: how to set it up, how to open/merge different files for rooms, and how to do simple controller changes, but that's about it.
I really wish I could find out, because I am pretty much stalled on doing anything else in the subs interior until I do. So, any help you (or anyone else for that matter) could give would be greatly appreciated.
TheBeast
06-28-10, 06:45 PM
Yeah, actually reaper7 and BIGREG have been talking about getting all the antennae to work realistically(Reaper7 doing the coding for commands, and BIGREG to do the animation controllers).
Anyway, TheBeast, I know a good deal about image editing and graphics work, but I don't know a whole lot about Goblin/gr2 files. So, since you always post pictures from some 3d editing software(I assume Goblin) I figured I would ask you this. Do you know any way to change texture assignments? In other words, how do you assign certain textures to certain objects? I figure it has to be in the gr2 files. I mean, I know the basics of Goblin: how to set it up, how to open/merge different files for rooms, and how to do simple controller changes, but that's about it.
I really wish I could find out, because I am pretty much stalled on doing anything else in the subs interior until I do. So, any help you (or anyone else for that matter) could give would be greatly appreciated.
From the way I understand it, we are unable to edit the .Gr2 files but I think the texture assignments are in one of the .FX or .SIM files that you merge after loading the .GR2 file.
You may want to ping PRIVATEER and find out what he has to say. He know a lot about GoblinEditor.
SteelViking
06-28-10, 06:51 PM
Interesting, thanks for the tip. I will send him a PM, and see if I can figure it out with his help.:salute:
Capt Jack Harkness
06-28-10, 08:05 PM
http://img33.imageshack.us/img33/5218/alberitchtex1c.jpg
I do an Alberich texture; I don´t know if can be usefull for your excellent work so feel free to use, modify, change, etc.
It´s a .jpg, you can changing to .dds with Painnet.
This looks awesome as a base for Alberich!
coronas
06-29-10, 03:10 AM
This looks awesome as a base for Alberich!
Thanks, Capt!
I don't know the pattern of Alberich instalation, so I follow the British' modern style.
:salute:
Capt Jack Harkness
06-29-10, 03:48 AM
Well it was installed as pictured in my earlier post of U11:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/u11.jpg
But the metal bands you see dividing the sheets of Oppanol were only left on until the adhesive cured, so in the end I don't think the seams were really visible at all. Here are two pics of U-1105 "Black Panther" to give you a look at Alberich after installation:
http://channel.nationalgeographic.com/staticfiles/NGC/StaticFiles/Images/Show/39xx/394x/3948_stealth-sub-03_04700300.JPG
http://i375.photobucket.com/albums/oo193/Scharnhorst158/Save-21.jpg
Note the difference in size and shape of the limber holes vs the standard type VIIC.
Once the sheets come off, however, I think they had pretty standard Helgrau paint underneath, so there wouldn't necessarily be a panel of rust where a sheet peeled off, but I don't know, photos of Alberich-equipped boats are more scarce than the boats themselves. One other note: By the time U-480 was built, the adhesive had been improved so the coating may not have peeled at all (U-11 had that problem in '41 and it was supposedly fixed by '43 when U-480 was built).
coronas
06-29-10, 04:59 AM
I did battered. After weeks at sea, fighting and exposing to the elements, it´s easy take some damage and rust over Alberich.
http://img195.imageshack.us/img195/7821/alberich2bpattern.jpg
Another pattern less battered.
TheBeast
06-29-10, 08:22 AM
Looking closely at these pics I do see form marks on the boat, both vertical and horizontal marks. Yes the limber holes are different but I can't do anything about that.
Also, if a panel began to peal away, the crew would most likely cut the loose area off attempting to preserve as much of the panel as possible. So missing partial panels, to me, would be more realistic then several entire huge panels being removed. Also note in these pictures that this is regular Alberich coating, not the Improved Alberich Coasting. From the reads I have done, the improved Alberich was much smaller sheets then they used originally.
Also, this is a game and there are some limitations. I can not make the boat look as though it has been eating twinkies every day for the last 2 years or changes the size or placement of the venting holes etc.
The one thing I am interested in that apears in the one photo is the Hinged Snorkle currently in the lowered position.
Well it was installed as pictured in my earlier post of U11:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/u11.jpg
But the metal bands you see dividing the sheets of Oppanol were only left on until the adhesive cured, so in the end I don't think the seams were really visible at all. Here are two pics of U-1105 "Black Panther" to give you a look at Alberich after installation:
http://channel.nationalgeographic.com/staticfiles/NGC/StaticFiles/Images/Show/39xx/394x/3948_stealth-sub-03_04700300.JPG
http://i375.photobucket.com/albums/oo193/Scharnhorst158/Save-21.jpg
Note the difference in size and shape of the limber holes vs the standard type VIIC.
Once the sheets come off, however, I think they had pretty standard Helgrau paint underneath, so there wouldn't necessarily be a panel of rust where a sheet peeled off, but I don't know, photos of Alberich-equipped boats are more scarce than the boats themselves. One other note: By the time U-480 was built, the adhesive had been improved so the coating may not have peeled at all (U-11 had that problem in '41 and it was supposedly fixed by '43 when U-480 was built).
Capt Jack Harkness
06-29-10, 02:41 PM
So the holes are something the game cuts out of the texture? If so, wouldnt it be possible to at least put the rectangular gaps in the rubber around the original limber holes and bump map them for some depth? I think that very well might be how the boat was actually done.
TheBeast
06-29-10, 02:58 PM
So the holes are something the game cuts out of the texture? If so, wouldnt it be possible to at least put the rectangular gaps in the rubber around the original limber holes and bump map them for some depth? I think that very well might be how the boat was actually done.
I was thinking the same thing. I will try that on a new Alberich skin "not weather" and see what the effects looks like.
Alos, you wouldn't happen to have a good picture of a Tarnmat Coating on something other then a snorkle would you?:06:
I want to add a few sheets of Tarnmatte on the tower of this current skin but all WWII photo's I find are not very good and I can not use sketche as they really dont show what it looked like.:hmmm:
Capt Jack Harkness
06-29-10, 04:56 PM
No promises, but I'll see what I can do. :salute:
Capt Jack Harkness
06-29-10, 05:30 PM
Unfortunately this is the best I can do:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/tarnmatte.jpg
From all the sources I've read, it was exclusively applied to snorkels. If you wanna make a non-historically accurate skin, though, that's cool. As a note on color, the base rubber (BUNA) is black like the Oppanol that Alberich is made of, but it also had iron-oxide (rust) in the mix so it may have been some shade of red. The pic above seems to hint that it was not black. Oh, and the texture is quite three-dimensional, so it will require extensive bump mapping to be accurate.
TheBeast
06-29-10, 05:48 PM
Unfortunately this is the best I can do:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/tarnmatte.jpg
From all the sources I've read, it was exclusively applied to snorkels. If you wanna make a non-historically accurate skin, though, that's cool. As a note on color, the base rubber (BUNA) is black like the Oppanol that Alberich is made of, but it also had iron-oxide (rust) in the mix so it may have been some shade of red. The pic above seems to hint that it was not black. Oh, and the texture is quite three-dimensional, so it will require extensive bump mapping to be accurate.
I never found any article stating it was exclusively used on snorkles. Almost all the articles I read stated it was mainly used on snorkles.
As a side not. I managed to make the Imp Alberich, Tarnmatte and Imp Tarnmatte available as upgrade packs in port. I am running with the Imp Tarnmatte now and it appears to work. When using External View submerge and I get right next to the boat, I can not here the boat at Minimum or Slow Speed but when I go to Half Speed I start hearing the boat like I did before the upgrade when the boat was at Minimum Speed.
As for changing the Snorkle Texture, not sure if I can since the Tarnmatte also changes the shape.
Capt Jack Harkness
06-29-10, 07:39 PM
Working Alberich? Nice! :salute:
coronas
06-29-10, 07:45 PM
Tarnmatte texture:
http://img268.imageshack.us/img268/9538/tarnmate1.jpg
:salute:
TheBeast
06-29-10, 08:22 PM
Tarnmatte texture:
http://img268.imageshack.us/img268/9538/tarnmate1.jpg
:salute:
Sweet!:up: This is almost exactly what I have been trying to make for the last hour.
TheBeast
06-29-10, 09:36 PM
Here is what I have for the Tower so far. Looks better in game.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2346
SteelViking
06-29-10, 10:12 PM
Hey, looking pretty good. Maybe a little too heavy of a bump map for areas that are not Tarnmatte covered. You could make two separate bump maps, one with the tarnmatte(really heavy) and one without(lighter) and then combine the two to get the desired affect. Just a suggestion.:up:
TheBeast
06-29-10, 10:36 PM
Hey, looking pretty good. Maybe a little too heavy of a bump map for areas that are not Tarnmatte covered. You could make two separate bump maps, one with the tarnmatte(really heavy) and one without(lighter) and then combine the two to get the desired affect. Just a suggestion.:up:
The heavy bumps on the Tarnmatte and the rust on ladder remain. I smoothed all other bumps on the tower a lot.
I packaged up all the latest changes along with the Paint.Net Type-7C Templates I made for the Conning Tower, Deck, Body and Structure. Using the templates you can hide or change any effect or even go for the just got painted look.
I just updated the download a few minutes ago.
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2342
SteelViking
06-29-10, 10:52 PM
Sounds good man:yeah:
The upper part of tower looks like is covered with a carpet now, that's more like a textile texture than anything else. Personally I liked more the first attempts with much rust and stuff, I stick with that :)
aergistal
06-30-10, 03:28 AM
Rust is not so efficient at absorbing radar radiation.
It looks good. Can use even more displacement as seen here:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/tarnmatte.jpg
Nice work!
coronas
06-30-10, 03:33 AM
Good work! :yeah:
TheBeast
06-30-10, 05:44 AM
Rust is not so efficient at absorbing radar radiation.
It looks good. Can use even more displacement as seen here:
http://www.u-historia.com/uhistoria/tecnico/electronica/antisonar/img/tarnmatte.jpg
Nice work!
You know the term "Iron Oxide" listed in the Tarnmatte materials list...
Tarnmatte (http://www.uboataces.com/sonar-coating.shtml)
This was a radar absorbing material used to coat snorkel heads to shield them from allied radar. It consisted of a compound of synthetic rubber and iron oxide and was claimed to have 90 percent effectiveness in reducing radar signature.
Well guess what that material is... Tarnmatte was made from rust suspended in a rubber compound... Alberich and Tarnmatte are very simular in that Alberich coating contained Air pockets to dampen sound, Tarnmatte had Rust pockets to dampen or reflect the radar return away from the source Radar. Most likely reflecting the radar return signal straight up.
Wikipedia: Oxide (http://en.wikipedia.org/wiki/Oxide)
An oxide is a chemical compound (http://www.subsim.com/wiki/Chemical_compound) containing at least one oxygen (http://www.subsim.com/wiki/Oxygen) atom as well as at least one other element. Most of the Earth's crust (http://www.subsim.com/wiki/Earth%27s_crust) consists of oxides. Oxides result when elements are oxidized by oxygen in air (http://www.subsim.com/wiki/Air). Combustion of hydrocarbons (http://www.subsim.com/wiki/Hydrocarbon) affords the two principal oxides of carbon (http://www.subsim.com/wiki/Carbon), carbon monoxide (http://www.subsim.com/wiki/Carbon_monoxide) and carbon dioxide (http://www.subsim.com/wiki/Carbon_dioxide). Even materials that are considered to be pure elements often contain a coating of oxides. For example, aluminium foil (http://www.subsim.com/wiki/Aluminium_foil) has a thin skin of Al2O3 (http://www.subsim.com/wiki/Alumina) that protects the foil from further corrosion (http://www.subsim.com/wiki/Corrosion).
http://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Rust_screw.jpg/220px-Rust_screw.jpg
Oxides, such as iron(III) oxide (http://www.subsim.com/wiki/Iron(III)_oxide) or rust (http://www.subsim.com/wiki/Rust), which consists of hydrated iron(III) oxides (http://www.subsim.com/wiki/Iron(III)_oxide) Fe2O3·nH2O and iron(III) oxide-hydroxide (http://www.subsim.com/wiki/Iron(III)_oxide-hydroxide) (FeO(OH), Fe(OH)3), form when oxygen combines with other elements.
I suspect that if the Tarnmatte creation process included some type of controlled polorazation (magnetic alignment). Having each subsequent layer polorized to different angles. The Tarnmatte efectiveness would have been increased even more then the 90% signature reduction it was claimed to have.
As for giving more depth perception to the the Tarnmatte Texture: The game has limits to what can be done. If I try to raise the texture more it will just turn black.
aergistal
06-30-10, 06:29 AM
You know the term "Iron Oxide" listed in the Tarnmatte materials list...
Well guess what that material is... Tarnmatte was made from rust...
Rust is hydrated ferric oxide. You quoted it yourself from wikipedia. It doesn't say they used rust :shifty:
Iron Oxides (http://en.wikipedia.org/wiki/Iron_oxides)
TheBeast
06-30-10, 06:56 AM
Rust is hydrated ferric oxide. You quoted it yourself from wikipedia. It doesn't say they used rust :shifty:
Iron Oxides (http://en.wikipedia.org/wiki/Iron_oxides)
They used a refined form of rust. Iron Oxide is Rust (http://en.wikipedia.org/wiki/Rust). Rust is the simple term used to describe Iron Oxides or describe the process of iron returning to its natural state.
aergistal
06-30-10, 07:10 AM
They used a refined form of rust. Iron Oxide is rust.
There is no such thing as a refined form of rust. The term rust is colloquial.
The forumla of rust is Fe2O3.nH2O. When the H2O is bored and leaves for a better place, the thing that remains is Fe2O3 - red iron oxide, the thing you refer as rust.
I'm curious too about the manufacturing process of tarnmatte. I didn't find a lot on the subject.
TheBeast
06-30-10, 07:22 AM
There is no such thing as a refined form of rust. The term rust is colloquial.
The forumla of rust is Fe2O3.nH2O. When the H2O is bored and leaves for a better place, the thing that remains is Fe2O3 - red iron oxide, the thing you refer as rust.
I'm curious too about the manufacturing process of tarnmatte. I didn't find a lot on the subject.
Refined Iron Oxide would be the process of taking the chunks of rust and breaking it down to a fine powder and removing any impurities so it can be applied to something (in this case Tarnmatte) in a evenly distributed layer and helping to prevent large amounts of any further oxidation.
I also, did not find much if any information on the manufacturing process. I suspect that since it is primarily used in military applications, this information was squelched.
TheBeast
06-30-10, 07:39 AM
Oxidation of different types of metal can be used for amazing applications.
i.e. Take your typical soda-pop can. The protective surface use to seal the metal surface is oxidation. A acid is applied to the surface disolving the oxidation and depositing a condensed version of that oxidation to the metals surface creating a protective layer(Anodizing (http://en.wikipedia.org/wiki/Anodizing)). (Alodine (http://www.chemical-supermarket.com/product.php?productid=364))
aergistal
06-30-10, 08:11 AM
I see what you mean by refined now. Yet oxide does not equal rust. Rust is just a common term and is misleading.
My bet is on magnetite Fe3O4 (iron (II,III) oxide).
Conclusions
[...]Magnetite proved the best absorber of electromagnetic waves in the single frequency that was tested. Hematite* had some microwave absorbing properties but not as good as magnetite.Synthesis and Characterisation of Radar Absorbing Nanocomposites
http://www.met.kth.se/utbildning/4H1064_2006host/1.%20Radar%202006.pdf
*Hematite is the red iron oxide.
TheBeast
06-30-10, 08:32 AM
I see what you mean by refined now. Yet oxide does not equal rust. Rust is just a common term and is misleading.
My bet is on magnetite Fe3O4 (iron (II,III) oxide).
Synthesis and Characterisation of Radar Absorbing Nanocomposites
http://www.met.kth.se/utbildning/4H1064_2006host/1.%20Radar%202006.pdf
*Hematite is the red iron oxide.
I agree but we are getting in to that secret squirle, spy-vs-spy area and information on the subject fades away.
Heck, some recipe's for baking coockies are top secret.:har:
NOTE: I changed my opinion on using Magnetite. Magnetite would self align but it would align to opposing magnetic poles, basically cancling itself out inhibiting the ability to polorize the layer pole alignment all in the same direction. Although, if the layer was exposed to a even stronger magnetic field during the curing process, it may be possible to get a fairly good +/+ -/- pole alignment. This would also force the magnetite to evenly distribute as apposing poles attrack to each other and same pole repulse each other. So I may not change my opinion after all but I just don't know enough on the sugject to really make a determination either way.
aergistal
06-30-10, 08:43 AM
I agree but we are getting in to that secret squirle, spy-vs-spy area and information on the subject fades away.
Heck, some recipe's for baking coockies are top secret.:har:
Not to mention the fact that my beer has oxidated while I was in the process of looking for information :har:It is now Stealth Beer!!
SteelViking
06-30-10, 09:44 AM
:har: For a second, I thought I was back in chemistry class.
7thSeal
06-30-10, 09:17 PM
Gave it a try and really like how its shaping up, makes me feel like my sub has seen many days/nights of hunting. :yep:
http://img249.imageshack.us/img249/5488/sh52010063021071118.jpg (http://img249.imageshack.us/i/sh52010063021071118.jpg/)
http://img411.imageshack.us/img411/4062/sh52010063021054937.jpg (http://img411.imageshack.us/i/sh52010063021054937.jpg/)
TheBeast
06-30-10, 09:55 PM
Gave it a try and really like how its shaping up, makes me feel like my sub has seen many days/nights of hunting. :yep:
I see you removed some of the effects using the temples.
Where the Template I made of any use to you?
Do you think they would be useful for someone lerning how to edit /create new images?
thanks!
7thSeal
07-01-10, 05:47 AM
I see you removed some of the effects using the temples.
Where the Template I made of any use to you?
Do you think they would be useful for someone lerning how to edit /create new images?
thanks!
You're asking the wrong person because I'm by no means a modder. :haha:
I just wanted the rusty look and used the structure and conning files which you already had in the folder I downloaded. If I was to add the Template you speak of then you'd have to explain to me how to do it but no worries.. I love the rusted look. :yep:
rsvette12
07-01-10, 09:19 AM
Looks great, also luv you have added tower emblems, well done, like to see this released when finished. :salute:
Rich
Royale-Adio
07-02-10, 07:42 AM
Could you also make this one for the VIIB?
TheBeast
07-02-10, 01:17 PM
Could you also make this one for the VIIB?
I am currently working on a new fairly clean Alberich skin for the Type-VIIC/41
I am also documenting how to get a sensor upgrade from Uboat_Sensors.sim to list as a Upgrade Pack. Then to actually be displayed on the boat if the Upgrade Pack is installed on the boat. If you are interested, please see, read, use, add too my new [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showthread.php?p=1433856#post1433856) post.
Royale-Adio
07-02-10, 05:36 PM
If you are interested, please see, read, use, add too my new [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showthread.php?p=1433856#post1433856) post.
Yeah, I thought about editing the Upgade Packs file too, which is no big deal for me. A solution I didn't think about when I wrote that comment.
Thanks Beast!
Capt Jack Harkness
07-03-10, 03:21 AM
I am currently working on a new fairly clean Alberich skin for the Type-VIIC/41
I am also documenting how to get a sensor upgrade from Uboat_Sensors.sim to list as a Upgrade Pack. Then to actually be displayed on the boat if the Upgrade Pack is installed on the boat. If you are interested, please see, read, use, add too my new [TEC]Adding Upgrade Packs (http://www.subsim.com/radioroom/showthread.php?p=1433856#post1433856) post.
Nice!
TheBeast
07-03-10, 10:18 PM
He is the Alberich skin I just started.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2427
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2429
TheDarkWraith
07-03-10, 10:20 PM
NICE :yeah: What more are you going to do to it?
TheBeast
07-03-10, 11:10 PM
NICE :yeah: What more are you going to do to it?
Conning Tower only has sample texture on it. So not really started yet
The Deck needs some clean up.
Structure is almost done.
Saddle Tanks and lower Body still need some touchup work.
Capt Jack Harkness
07-04-10, 02:04 AM
Is the final skin going to have tiles all the way around or just above the waterline?
TheBeast
07-04-10, 04:27 AM
Is the final skin going to have tiles all the way around or just above the waterline?
I am planning to have it all the way from bottom to the top
Capt Jack Harkness
07-04-10, 06:16 AM
Nice, should look awesome when it's done! :yeah:
TheBeast
07-04-10, 02:16 PM
Nice, should look awesome when it's done! :yeah:
After playing around with the Hull Textures, trying to get the glue seams in place decide not to do it. The Uboat7_Body.dds is very small when compaired to the area that it is tiled to on the hull and ends up looking like a mess.
I did get the glue seams on the Tower but after I completed, I realised I had done it @ 2048 x 2048 x 192 dpi. This made all the glue seams half the thickness when rendered and the detail doesn't show until you get close. I may go back and redo all these seams @ 1024 x 1024 x 96 dpi to increase visual effect.
I did finish the Deck and it looks good but wanted to add glue and sealer effect along the entire outter edge to simulate the rubber mats being glued on to the hull. I think I am just going to skip this because it would take way to long and the way the texture is mapped to the deck, it may cause problems.
http://www.subsim.com/radioroom/picture.php?albumid=326&pictureid=2436
Capt Jack Harkness
07-04-10, 07:48 PM
After playing around with the Hull Textures, trying to get the glue seams in place decide not to do it. The Uboat7_Body.dds is very small when compaired to the area that it is tiled to on the hull and ends up looking like a mess.
So the textures for above and below the waterline are seperate? :o
I did get the glue seams on the Tower but after I completed, I realised I had done it @ 2048 x 2048 x 192 dpi. This made all the glue seams half the thickness when rendered and the detail doesn't show until you get close.
Actually I think the panel lines only being visible up close makes sense, you can't really see them in the pics I posted earlier.
SteelViking
07-05-10, 09:40 AM
Hey The Beast, could you take a look at this thread I have posted a link to:
http://www.subsim.com/radioroom/showthread.php?t=167139
I am not sure what happened to this project, but it has obviously fallen by the way side. I am wandering if you would be interested in trying to do something like this. I would really like to see this effect be incorporated into some realistic looking skins, and I figured that you were the person to talk to.
Oh, and by the way, I have read some of your posts about wanting to leave SH5, and I understand your frustrations. I have seen my fair share of problems in SH5, many of which are not fixable right now:damn:, and I have thought about giving up. However, nothing will get any better without modders, and if you leave, that will be one less to work for a better SH5. So please hang in there man, you have been making some interesting progress in your area of interest. Besides, you've got to admit, we need all the help we can get.
TheBeast
07-05-10, 09:53 AM
So the textures for above and below the waterline are seperate? :o
Yes, the skin is made of several textures. For example, these are the textures I edit for the Type-VIIC
Conning_7C_01.DDS
Conning_7C_02.DDS
Uboat7C_deck.dds
Uboat_body.dds <--This is same texture filename for all Type-VII boats and it is the Hull Saddle Tanks and below the Water Line.
Uboat7C_structure.dds <--This is the Hull above the Water Line excluding the Saddle Tanks.
Then you also have the Normalized textures (_N_) for each texture listed above. The normalized texture is like a film negative and adds a little depth perception effect to the skin when rendered.
Actually I think the panel lines only being visible up close makes sense, you can't really see them in the pics I posted earlier.
I can see your point but at the same time, you may not be able to get close enough to actually see the detail if the detail is to fine. So glue lines, rust and other effects are overdone a little.
TheBeast
07-05-10, 10:20 AM
Hey The Beast, could you take a look at this thread I have posted a link to:
http://www.subsim.com/radioroom/showthread.php?t=167139
I am not sure what happened to this project, but it has obviously fallen by the way side. I am wandering if you would be interested in trying to do something like this. I would really like to see this effect be incorporated into some realistic looking skins, and I figured that you were the person to talk to.
Oh man, I really don't think I could improve on what Ailantd (http://www.subsim.com/radioroom/member.php?u=217141) has done. That guy does some really nice work and I am a noob at this texturing stuff with a couple months experience.:haha: So I pass on this one.:oops: Maybe ask Ailantd (http://www.subsim.com/radioroom/member.php?u=217141) if he plans to finish it.:hmmm:
Oh, and by the way, I have read some of your posts about wanting to leave SH5, and I understand your frustrations. I have seen my fair share of problems in SH5, many of which are not fixable right now:damn:, and I have thought about giving up. However, nothing will get any better without modders, and if you leave, that will be one less to work for a better SH5. So please hang in there man, you have been making some interesting progress in your area of interest. Besides, you've got to admit, we need all the help we can get.
Until Ubi continue's to fix all the bugs, begins removing obsticles and starts unlocking some of the doors, I really don't see any future in SH5.
I go to the UbiSoft Forums and there is no future plans for SH5. Even the Forum Administrator's don't know (and I have gone to the French and German forums looking with Google Translate).
I can tell you this... I will NEVER buy ANY title produced by Ubisoft EVER AGAIN. Even already released titles. Just as with Blizzard. Blizzrd deleted my WOW account 2 times. They said I was a gold farmer and I never gave any gold (over 100g) to anyone, ever but my account had over 40,000 gold. Both times they restored my account and both times I was missing my latest armor sets that you can only get from raiding dungeon's with 20-40 other players depending on the Dugeon. Some times getting a Dugeon Armor Set can take a year or more real life time. Now add in the fact that WOW still to date has bugs that have been there since beta. yeah WTF
And at this point, I consider Ubi below Blizzard standars. Even below whoever it was that did Age of Conan. Atleast the company that released Age of Conan actually started fixing the game after they FIRED the original project manager.
Capt Jack Harkness
07-05-10, 04:52 PM
At least the company that released Age of Conan actually started fixing the game after they FIRED the original project manager.
This would have gone a long way toward giving SH5 players hope if Ubi did the same... But alas, such nay-saying won't accomplish anything.
Whether or not you leave SH5 is up to you, but if you do leave we'll miss you! :salute:
Trevally.
02-09-11, 12:40 PM
Just found this mod again through your sig Beast :up: Great work
Captain Can
03-14-11, 12:16 PM
Amazing skin! :yeah: i feel sorry to discover it so late. :)
Sepp von Ch.
03-14-11, 01:33 PM
Your Alberich skin looks really good TheBeast. You'll finish it soon pls?
TheBeast
03-15-11, 12:07 PM
Your Alberich skin looks really good TheBeast. You'll finish it soon pls?
Are you talking about "The Black Panther" Skin?
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=3786
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=3785
Sepp von Ch.
03-15-11, 01:46 PM
He is the Alberich skin I just started.
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2427
Black Panther?:)
Yes! When will it be?
I like your realistic interpretation of Alberich panels:03:
TheBeast
03-15-11, 02:37 PM
When I uninstalled SH5 last year I lost the template for that skin so I haven't done any work to that skin since that picture.
I uploaded what I have done here at Subsim.
CLICK HERE (http://www.subsim.com/radioroom/downloads.php?do=file&id=3088) for information and download.
Enjoy!:woot:
Sepp von Ch.
03-15-11, 04:47 PM
Thanks Kapitän TheBeast!:salute:
Can I use this skin "theSKIN_SH5_Typ-VIIC_Panther" for my VIIC/41 U-Boot too or it is only for VIIC?
TheBeast
03-15-11, 04:56 PM
Thanks Kapitän TheBeast!:salute:
Can I use this skin "theSKIN_SH5_Typ-VIIC_Panther" for my VIIC/41 U-Boot too or it is only for VIIC?
Yes, just rename MOD files as needed.
Data\Textures\TNormal\tex
Your mod is very beautiful. Thank you very much.
NZsnowman
11-10-11, 02:16 PM
I am not sure how important this is but I noted that the Alberich texture and the Free-Flooding Vent Patterns is incorrect. I can provide you some correct drawings of both if you want them.
Simon
TheBeast
11-10-11, 06:01 PM
I am not sure how important this is but I noted that the Alberich texture and the Free-Flooding Vent Patterns is incorrect. I can provide you some correct drawings of both if you want them.
Simon
Yes, Reference material is always appreciated.:up:
Regards
TheBeast
NZsnowman
11-10-11, 06:35 PM
You can see my drawing of the Alberich tile here: http://en.wikipedia.org/wiki/Anechoic_tile
Free-Flooding Vent Patterns
Free-Flooding Vent Patterns for U-1105, U-1106, U-1107, U-1304, U-1306 and U-1308 (or Type VIIC/41's with the Alberich coating).
Below are the Free-Flooding vent patterns for the U-boats above. The vent patterns are base on photographs of U-1105. In the images below, they display the standard Free-Flooding vent patterns for a Type VIIC’s (bottom drawings) and the new layout for boats with the Alberich coating (top drawings). The German’s made the vents bigger, and had fewer of them for boats with Alberich coating.
Stern Vents
http://img29.imageshack.us/img29/4342/ventstern.jpg
Bow Vents
http://img703.imageshack.us/img703/9509/ventbow.jpg
Diesel air inlet vents on the main bridge casting.
http://img263.imageshack.us/img263/2153/airinletvent1.jpg
Fig. 1. The standard diesel air inlet vents on the main bridge casting for Type VIIC/41’s.
http://img31.imageshack.us/img31/3746/airinletvent2.jpg
Fig. 2. The shape and size of the diesel air inlet vents on the main bridge casting for Type VIIC/41’s with the Alberich coating.
If you need any more information on this let me know, happy to help.
Simon
TheBeast
11-11-11, 04:47 AM
Thank you for this great refference material.:salute:
You can see my drawing of the Alberich tile here: http://en.wikipedia.org/wiki/Anechoic_tile
Free-Flooding Vent Patterns
Free-Flooding Vent Patterns for U-1105, U-1106, U-1107, U-1304, U-1306 and U-1308 (or Type VIIC/41's with the Alberich coating).
The Skin is for a Type VIIC. I know there are a few differences between VIIC and VIIC/41.
I will see what can be done when making a VIIC/41 Skin.
Below are the Free-Flooding vent patterns for the U-boats above. The vent patterns are base on photographs of U-1105. In the images below, they display the standard Free-Flooding vent patterns for a Type VIIC’s (bottom drawings) and the new layout for boats with the Alberich coating (top drawings). The German’s made the vents bigger, and had fewer of them for boats with Alberich coating.
Stern Vents
http://img29.imageshack.us/img29/4342/ventstern.jpg
Bow Vents
http://img703.imageshack.us/img703/9509/ventbow.jpg
The Side Structure Free-Flooding Vent Holes are actually part of the 3D Model, I do not paint these holes in place. I am unable to move them but I can Paint additional holes.
Diesel air inlet vents on the main bridge casting.
http://img263.imageshack.us/img263/2153/airinletvent1.jpg
Fig. 1. The standard diesel air inlet vents on the main bridge casting for Type VIIC/41’s.
http://img31.imageshack.us/img31/3746/airinletvent2.jpg
Fig. 2. The shape and size of the diesel air inlet vents on the main bridge casting for Type VIIC/41’s with the Alberich coating.
If you need any more information on this let me know, happy to help.
Simon
Pretty sure diesel air inlets are just painted and bump mapped. Moving changing these would be easy.
Regards!
TheBeast
silversurfer
01-16-12, 08:37 AM
This looks good. Thanks for uploading
Herr-Berbunch
01-27-12, 10:37 AM
I'm struggling to find this with the link - I get an invalid file ID message. :cry:
Can anybody help, please?
I'm struggling to find this with the link - I get an invalid file ID message. :cry:
Can anybody help, please?
Me to
Commander Mysenses
01-29-12, 08:48 AM
its part of TheBeasts equipment upgrade mod.
Herr-Berbunch
01-29-12, 01:17 PM
Thanks for that :yeah: This skin looked too good to just disappear.
TheBeast
08-25-12, 10:33 AM
Re-Uploaded this Skin
See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1427175&postcount=1) for more info.
Magic1111
08-26-12, 04:52 AM
Re-Uploaded this Skin
See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1427175&postcount=1) for more info.
Many thx Beast!!! :yeah:
Best regards,
Magic:salute:
Tomek4494
05-22-21, 06:27 AM
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2427
Can somebody reupload this Alberich skin? I can't find it anywhere :(
Can somebody reupload this Alberich skin? I can't find it anywhere :(
SKIN SH5 Type-VIIC Tornmatte Coating Weathered:
https://www.mediafire.com/file/7wi54dyefbxyn3n/SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered.7z/file
SKIN SH5 Type-VIIC North Atlantic Grime Weathered:
https://www.mediafire.com/file/917ue2c5csk9z5p/SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered.7z/file
Tomek4494
05-22-21, 10:48 AM
SKIN SH5 Type-VIIC Tornmatte Coating Weathered:
https://www.mediafire.com/file/7wi54dyefbxyn3n/SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered.7z/file
SKIN SH5 Type-VIIC North Atlantic Grime Weathered:
https://www.mediafire.com/file/917ue2c5csk9z5p/SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered.7z/file
Hmm, these skins are quite different than skin i have posted in the picture.
Hmm, these skins are quite different than skin i have posted in the picture.
https://www.subsim.com/radioroom/downloads.php?do=file&id=3701
Tomek4494
05-22-21, 12:37 PM
U-190 thanks for your attention but your links do not provide Black Panther skin.
I want to download Black Panther skin, but with your links i can download Tarnmatte Weathered skin or North Atlantic Grip skin.
Maybe someone has Black Panther skin by TheBeast and would be so nice and give link to it? I can't believe that such nice skin just disappered in the depths of internet.
Kal_Maximus_U669
05-22-21, 02:39 PM
U-190 thanks for your attention but your links do not provide Black Panther skin.
I want to download Black Panther skin, but with your links i can download Tarnmatte Weathered skin or North Atlantic Grip skin.
Maybe someone has Black Panther skin by TheBeast and would be so nice and give link to it? I can't believe that such nice skin just disappered in the depths of internet.
:Kaleun_Wink: https://www.mediafire.com/file/917ue2c5csk9z5p/SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered.7z/file
:salute:
how nice I am but you will even have the other.
https://www.mediafire.com/file/7wi54dyefbxyn3n/SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered.7z/file
fitzcarraldo
05-22-21, 06:22 PM
SKIN SH5 Type-VIIC Tornmatte Coating Weathered:
https://www.mediafire.com/file/7wi54dyefbxyn3n/SKIN_SH5_Type-VIIC_Tornmatte_Coating_Weathered.7z/file
SKIN SH5 Type-VIIC North Atlantic Grime Weathered:
https://www.mediafire.com/file/917ue2c5csk9z5p/SKIN_SH5_Type-VIIC_North_Atlantic_Grime_Weathered.7z/file
Many thanks U-190!
I´ll try them.
Fitzcarraldo :Kaleun_Salute:
Tomek4494
05-23-21, 11:19 AM
One more time. I would like to download this skin:
http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2427
But with your links i get this skin:
https://i.imgur.com/coRKnNB.jpg
or this skin:
https://i.imgur.com/v1tESTV.jpg
I hope you see the difference now.
Kal_Maximus_U669
05-23-21, 01:11 PM
One more time. I would like to download this skin:
But with your links i get this skin:
https://i.imgur.com/coRKnNB.jpg
or this skin:
https://i.imgur.com/v1tESTV.jpg
I hope you see the difference now.
the links i gave you are the original work of The beast now :yep: i don't know more ... :ping:
According to your requests, a newly baked pie:
https://www.subsim.com/radioroom/showthread.php?t=249519
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.