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kapitan_zur_see
07-21-11, 11:10 AM
KZS HULL WETNESS FOR U-BOATS V1.1
*(Now with mods compatibility issues revised by TheDarkWraith)*


It's been quite some time I've been modding anything and it feels really good to be back on track! :arrgh!:

This mod adds a wetness (water film) behavior on every playable & AI U-boats hulls (and some metallic parts on deck, ie hatch doors etc), or (depending on your choice) to the entire submarine. Gives a shiny and wet look that will react to strong direct light and normal map.

It will appear whilst being on surface only and disappear while submerged (would look unrealistic otherwise). Hull wetness is calculated only for the parts above waterline.


Here's what it looks like on a type VIIC using NOZAURIO'S 7c skin:

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/KZShull3.jpg


http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/KZShull2.jpg


http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/KZShull1.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco2.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco1.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco3.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco4.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco5.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco6.jpg


TheDarkWraith has revised the mod to get rid off any compatibility issues moving my modifications to the subs *.sim files into some separate *.val files thus effectively preventing it to mess with previous mods *.sim files and the risk to loose previously implemented new functionalities from other mods.
Many thanks to him


DOWNLOAD HULL + Conning tower and deck compatibility revised by TheDarkWraith
http://www.gamefront.com/files/20704563/KZS+Hull+wetness+for+U-Boats+%2B+co+tower+and+deck_revised_by_TheDarkWrai th.7z

this mod works best (REALLY!! must have for it!!) with Nozaurio's skin for 7C:
http://www.subsim.com/radioroom/showthread.php?t=182873&highlight=nozaurio

INSTALLATION
============
Install and uninstall with JSGME. There shouldn't be any compatibility issues with any mod that I can think of.

0rpheus
07-21-11, 11:37 AM
This looks great, but one question: when I add this mod over OM v0_0_1 & Depth Keeping Fix mod, will it only replace the shader and not alter the files in other ways? I guess what I mean is will it overwrite the fixes already applied in other mods, or will it keep them and just add the new shaders?

If it does overwrite those fixes, what order should it be installed?

Thanks - looking forward to trying it out! :D

kapitan_zur_see
07-21-11, 11:43 AM
you're right to ask about that. I've added a compatibility note in the main post where I discuss it. The shader alone won't do anything. See above, it will keep fixes from Magnum_Opus, NewUIs_TDC_6_5_1_ByTheDarkWraith (asking currently if there's *.sim changes in his new 6.6.0, but shouldn't be a problem) and his FX_Update_0_0_16_2. So you're good to go

0rpheus
07-21-11, 12:30 PM
Perfect! Trying it now and it looks great, good work! :salute:

Stormfly
07-21-11, 01:28 PM
Thank You for this new nice eye kandy !

as i use a special sim file from Stoiam (this file was made for my personal special taste regarding realistic deeper submarine surface dept together with new wave riding movements), so i kindly ask what changes are nessesary for the sim file.

i could also offer a link for this sim file, if youre willing implemting the nessesary changes to it. :salute:

kapitan_zur_see
07-21-11, 02:05 PM
sure thing ;)
PM me a link where I can download the sim file you want me to edit then I'll send it back to you.

For other people, I'd appreciate your best screen shots of the mod, where you like the look, would be nice to see :up:

Magic1111
07-21-11, 02:07 PM
Hi KZS !

Wonderful new MOD, many, many thanks !!!!!:yeah:
But I´have one wish to you, please make it that my wish become true:DL:

Can you please make a compatible version of your wonderful MOD to this MOD from stoianm: http://www.subsim.com/radioroom/showthread.php?t=183306

In this MOD you´ll find two versions, normal & low, I prefer "low", because had in my opinion a perfect LR-Balance !

Is a compatible version possible please ?

Best regards,
Magic:salute:

kapitan_zur_see
07-21-11, 02:12 PM
Good thing you ask. I always wondered what Stoianm really meant in the description... isn't it supposed to be integrated in higher than 6.5.0 TDW UIs according to what stoianm says? If so, it then has to be already inside my mod since it's based on 6.5.1 *.sim files...

Still, I can do that.

Magic1111
07-21-11, 02:20 PM
Good thing you ask. I always wondered what Stoianm really meant in the description... isn't it supposed to be integrated in higher than 6.5.0 TDW UIs according to what stoianm says? If so, it then has to be already inside my mod since it's based on 6.5.1 *.sim files...

Still, I can do that.

Hi KZS !

No, the MOD from stoianm is not integrated in UI 6.6.0 or higher, because he made a standalone MOD of Base from Ui .sim files, but standalone !

And he made two versions, normal & low (as I wrote, I prefer low), in UI would integrated only one version !

So it would be very nice, you made a compatible version of your MOD for both versions of stoianm´s MOD please ! :yeah:

Best regards,
Magic

kapitan_zur_see
07-21-11, 02:44 PM
Done ;)

Please have a look on end of first post

Stormfly
07-21-11, 03:33 PM
pm send...

Magic1111
07-21-11, 04:31 PM
Done ;)

Please have a look on end of first post

Many, many thanks !!! :yeah:

Believe me, you makes me very happy, wonderful mate ! :up::ping::up:

Best regards,
Magic:salute:

kapitan_zur_see
07-21-11, 05:54 PM
To all of those who already downloaded the mod, please do so again and get rid of the previous one!!
I forgot to add a texture file, not critical but still useful for some subtle effect (and may causes problems, who knows)

Stormfly, I've PMed you the modified custom version, mistake already taken care of for yours...

Sorry about that lads!!! :damn:

Stormfly
07-21-11, 06:57 PM
hi Kapitan,

just installed the special version i got.

Do you use NVIDIA ?... i use ATI and it could be that it need some higher settings for it, as you see below, the effects are only barely visible, also if looking from the side its mostly not noticeable.

http://www.pictureupload.de/originals/pictures/220711015002_wet1.jpg

http://www.pictureupload.de/originals/pictures/220711015539_wet2.jpg

regarding frames, it seams to run better than before :o

kapitan_zur_see
07-21-11, 07:12 PM
Now that's interesting...

No, I uses ATI, just like you do. I can see the effect is running, there's some subtle reflections there... Maybe the specific *.sim files you made me work with? doubt it though...

You sure you tested it on every angles (left/right, up and down)? It is very dependant on both sun and camera angles, it does not appear like a lot! Often at dawn or dusk times, it would appears when camera is at the right angle, and is very close to the water (camera not being over the sub, but rather pointing upward, not downward, except during certain times when sun is high in the sky)

Try again with the camera closer to the ocean, and also order a full 360 turn and keep camera moving around this way to find a good position regarding sun angle).

The effect is not there to produce a chrome polished finish to the sub ;)

On your two pictures at least, the camera angle vs sun position is not correct for the effect to show up. Camera should be closer to the water on first pictures. On the second one, it is simply impossible to show anything, it's too much above hull.

Lowering camera is the key to see it often, reflections are calculated so your eyes catches them at the opposite angle the light source hits the reflective material, remember your physics at school ;)

http://www.gelighting.com/na/home_lighting/gela/students/images/experiment/reflection_graphic.gif

As a matter of fact, watch my screenshots, you'll see they're often taken at the same angles... that's why.
Don't worry, you don't see the effect all the time, I kind of tweaked it to make it not overly intrusive and getting annoying.


I'd love however feedbacks from other users to confirm or infirm this bug, should it be the case!

Stormfly
07-21-11, 07:16 PM
ups... skip the both posts above, disabled "ANTILAG"... now its showing complete different :hmmm:

...testing more !

Stormfly
07-21-11, 07:28 PM
puhh it wasnt "ANITLAG"... just installed NOZAURIO'S SKIN again and now it`s looking awesome :yeah:

kapitan_zur_see
07-21-11, 07:35 PM
:D that's quite a process lol!

But that's really interesting stuff! I myself do have Nozaurio's skin installed also and they sure works exceedingly great with my mod, especially 7C texture, and it really does his work justice!

Don't know if his works changes anything to 7a, and 7b textures... Whatever though, I'll have to mention that in first post!

Thanks for the feedback! greatly appreciated! :up:

Stormfly
07-21-11, 07:55 PM
also, screenshots dont tell to much about it, if you see it while moving... OMG :D

Magic1111
07-22-11, 04:04 AM
To all of those who already downloaded the mod, please do so again and get rid of the previous one!!
I forgot to add a texture file, not critical but still useful for some subtle effect (and may causes problems, who knows)

Stormfly, I've PMed you the modified custom version, mistake already taken care of for yours...

Sorry about that lads!!! :damn:

Hi KZS !

Many thanks for fix this! :yeah:

Best regards,
Magic

kapitan_zur_see
07-22-11, 08:35 AM
Currently working ow on some idea. If anything, I'd like to be able to render the rest of the whole sub entirely wet when it's raining in game. Now I hope I'll find some kind of weather state conditional trigger...

Any help welcome!

Here what it could look like on coning tower and deckgun:

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/COtower.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/COtowerIN.jpg

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/deckgun.jpg

Stormfly
07-22-11, 09:04 AM
i just was about to ask about that, maybe also depending on sea state ?

kapitan_zur_see
07-22-11, 09:37 AM
indeed! might be even easier than rain... there has to be some sea state controller somewhere to link the effect somehow...

Sepp von Ch.
07-22-11, 11:08 AM
Really very nice job! Thank you kapitan_zur_see!:salute:

vickers03
07-22-11, 12:31 PM
how about wetness inside the boat (moisture):hmmm:

kapitan_zur_see
07-22-11, 01:18 PM
Currently play testing this. Works some times good, some times not...

Works on conning tower room, not much on control room. Reason for that is that my modified wetness shader only make wetness visible above waterline. As it happens to be, waterline is bound to the 3d model coordinates. Everything above y(height)=0 will be rendered moist. Everything below that will have no effect. Control room 3d model when you open it in goblin for ex is almost entirely under y=0, same goes for neighbor rooms on the same level. Only conning tower room has everything above 0 so everything would be rendered moist there. However the effect is not very subtle (not at all!).

Problem is, one can use only one instance of the shader (I modified an already implemented shader that was abandoned during development and turned off), can't do new custom ones and call them in (there's probably a way but that starts to be really complex with hard coded stuff probably). So if I modify the shader to accommodate for the interior particularities, everything will be lost on the outside (hull wetness) and be rendered weird (at the very best). I'm still currently trying out.

But don't expect much, as it doesn't look so good. Could be, but would mostly require a new shader built from scratch with that in mind.

I'll see if I can add some stuff to the shader responsible for water splashes or water flooding when damaged and see if I can pour in new pixel shading to do alongside them. But that would be only under damage situation.

Magic1111
07-22-11, 04:41 PM
Hi Folks !

For me the MOD works perfect ! :yeah:

Many thanks to KZS ! :up:

Here are two screenshots:

http://img94.imageshack.us/img94/6757/sh5img20110722231854.jpg (http://imageshack.us/photo/my-images/94/sh5img20110722231854.jpg/)

http://img231.imageshack.us/img231/3521/sh5img20110722231914.jpg (http://imageshack.us/photo/my-images/231/sh5img20110722231914.jpg/)


Best regards,
Magic:salute:

tonschk
07-22-11, 05:00 PM
:rock: The gloss/shine metal give a nice touch of realism, :up: thank you kapitan_zur_see

http://i194.photobucket.com/albums/z58/tonschk/il-2-sturmovik-birds-of-prey-200905.jpg

Stormfly
07-22-11, 06:20 PM
:o speech... where are ya.. wtf ?

kapitan_zur_see
07-22-11, 08:00 PM
Sorry lads, away from the computer for the weekend ;)
Got the iPhone only...

Love the screenshots, Magic1111, many thanks!

Nice pic tonschk! Taken from Wings of Prey isn't it? This Game looks real good!
I could probably apply the mod to airplanes... Not that You'll really have any chance of seeing much of it ingame lol:DL

tonschk
07-22-11, 10:46 PM
Thank you :DL kapitan_zur_see :rock:, I have a suggestion, if is too complicated to adjust the change the hull from wet to dry (and dry to wet) , another possibility can be to give a overall permanent wet/gloss look of the entire hull, in my opinion this possibility is better than the stock full matt/dry hull




I am trying to enable the wet Hull Mod , at the moment the hull is still dry :damn:

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-07-23_065917-1.jpg

kapitan_zur_see
07-23-11, 07:49 AM
The effect is there, I can see some part of it. Your camera position is simply far too much above the sub for the effect to occur... Get your camera just a little above water (as if it was on it nearly). Look at the succesfull screen shots, they're All taken this way. You must be slightly under the hull or at same level most of the time and only then will you be able to find correct camera angle vs sun position. Physics are physics ;-)

Try to mimic our screenshots

tonschk
07-23-11, 07:57 AM
Thank you :DL, I will check it again wright now :salute:

tonschk
07-23-11, 09:20 AM
Not wet yet, may be because I dont use the mega opus Mod and/or I still use the stock user interface, who knows ? :damn:

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-07-23_150426-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-07-23_150531-1.jpg

kapitan_zur_see
07-23-11, 12:18 PM
Try it when the sun is rather low on the horizon. At dusk/dawn, or evening or morning time. Avoid right in the afternoon, when the sun is high

vlad29
07-23-11, 05:25 PM
Hi, Kapitan! I have some missunderstanding - to install mod 'on top' means to install before MO and NewUI (on the top of the mod-list) or after (to overwrite/replace the files)? Sorry for stupid question, I'm not too much experienced in english:oops: I've tried both variants, didn't mention any difference:ping:

kapitan_zur_see
07-23-11, 06:30 PM
It means to install last, after All these mods, bot before or you'll see nothing ;)

tonschk
07-23-11, 07:59 PM
I think the wet is not there, but I am not sure :hmmm:

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-07-24_014348-1.jpg
http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-07-24_014351-1.jpg

kapitan_zur_see
07-23-11, 09:28 PM
Are you running the game on the highest setting? Shouldn't the sun cast god rays and gives a bloom effect? Could be the answer...

tonschk
07-23-11, 09:43 PM
Hello, :DL thank you for the help, I have a ASUS EAH5870 V2 with all the graphic settings at highest resolution, the sun is just a bit covered by the clouds, I will post my enabled Mods, thank you

tonschk
07-23-11, 10:21 PM
Hello there :DL, do you think the lack of magnum opus or the lack of the User interface modifications can be the reason your wet hull Mod is not working ?



http://i194.photobucket.com/albums/z58/tonschk/enabledmods.png

kapitan_zur_see
07-24-11, 07:11 PM
probably not...
Soon as I get back to the computer, I'll send you a little modified test version. Gotta have to find something where you just can't miss the effect. So we'll know for sure :hmmm:

Stormfly
07-24-11, 07:16 PM
single mission PQ-17 (7c type sub) is working 100%, sub have allready the right heading, you just need to look on the port side (left:O:) of the sub, 90 deg.

kapitan_zur_see
07-24-11, 07:19 PM
ahh great!!
Thanks stormfly :up:

tonschk
07-24-11, 10:23 PM
probably not...
Soon as I get back to the computer, I'll send you a little modified test version. Gotta have to find something where you just can't miss the effect. So we'll know for sure :hmmm:


Thank you very much for your help :DL, I think the metal surface of the U-Boat with a wet or gloss/shiny effect give a much more " alive " inmersion feeling , do you think is possible for you in the future to release a optional version of this wet hull Mod with the whole exterior surface of the U-boat showing a permanent gloss/shiny effect ?, I just used the word permanent because I understand that can be difficult to connect this wet effect sincronised with the weather and other atmospheric conditions, thank you again :yeah:

Adriatico
07-25-11, 04:23 AM
Great work Kaptain zur sea...
:o
http://img546.imageshack.us/img546/9849/weth.jpg

We finally got wet sub hull...
This mod must be included in every future mega mod.
( ...or at least integrated in MagnumOpus and Stoian's Pich&Roll)

If there are any other versions of wet hull... keep us informed.
:up:

kapitan_zur_see
07-25-11, 10:17 AM
Thank you very much for your help :DL, I think the metal surface of the U-Boat with a wet or gloss/shiny effect give a much more " alive " inmersion feeling , do you think is possible for you in the future to release a optional version of this wet hull Mod with the whole exterior surface of the U-boat showing a permanent gloss/shiny effect ?, I just used the word permanent because I understand that can be difficult to connect this wet effect sincronised with the weather and other atmospheric conditions, thank you again :yeah:

Sometimes, wishes come true :know:
Done the optional entire sub wetness. Go and check first post. The revised shader I've done seems to be stable whereas it used to cause lots of flickering and transparency troubles on the conning tower on initial testing. I've left the deck gun for now, as it makes it appearing a bit too "plastic looking" in my opinion.

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/hullco2.jpg



Now you'll notice (for either option), that there's a tremendous quality difference between the effect on stock vanilla textures and the effect on nozaurio's 7c skin (as seen on pics). So I'll either have to try and convince Nozaurio to extend is superb work (especially on bump maps, which are of key importance for this mod whereas this particularly dedicated and detailed work of him was previously unnoticed with stock lightning w/o wetness) to other types of 7 uboat. Or do that myself... Because it really improves things a lot!

Störtebeker
07-25-11, 12:26 PM
Looking great!
But JSGME is showing a conflict with the "U-Boat Historical Specifications Mod for
TDW Mods 1.7". Are the two compatible? If they are, in which order should they be activated?

Stormfly
07-25-11, 12:49 PM
...do i need a new "special version" for my sim file or can i go ahead as before ?

kapitan_zur_see
07-25-11, 01:20 PM
Looking great!
But JSGME is showing a conflict with the "U-Boat Historical Specifications Mod for
TDW Mods 1.7". Are the two compatible? If they are, in which order should they be activated?

Go ahead, install after, since I used almost latest TDW Uis, TDW Irai and Magnum opus when designing the mod, I believe those historical specs were already inside (at least it has to be in magnum opus). You shouldn't feel any differences.

...do i need a new "special version" for my sim file or can i go ahead as before ?

Wait for the special version indeed, I should PM it to you pretty soon

DerMo
07-25-11, 03:31 PM
Can i use your mod without having TDW UI and Magnus Opus?
I only have IRAI 030.

EDIT:
AAAARRRGGG, just seen your first post..
Echt zu schade!!Na ja..

Adriatico
07-25-11, 03:32 PM
Best wishes for your work and research...
:o
http://img849.imageshack.us/img849/3102/wet1.jpg

It's getting really wet here...:up:

Magic1111
07-25-11, 03:35 PM
Hi KZS !

I want to have the new version from post #1 too (with Conning tower and deck) , can you please update my "Special" Version too (.sim Files) ? :D

Many thx in advance,

Magic:salute:

vlad29
07-25-11, 03:52 PM
It means to install last, after All these mods, bot before or you'll see nothing ;)

Thanks, fellow! Ufter remixing my mod-soup I can see the results of Your work - in motion wet metal parts periodically shining but at very sharp angles when looking on U-boat towards the sun. And that looks rather good and very realistic then the constant sun reflection from metal I've beeing expecting from the mod (in acc. with screenshots). At least the U-boat is not polished like a "Dreamliner" or "Eclipse", isn't it:DL? So the effect is very natural, thank You for this mod:yeah::salute:

tonschk
07-25-11, 10:13 PM
Sometimes, wishes come true :know:
Done the optional entire sub wetness. Go and check first post. The revised shader I've done seems to be stable whereas it used to cause lots of flickering and transparency troubles on the conning tower on initial testing. I've left the deck gun for now, as it makes it appearing a bit too "plastic looking" in my opinion.

:woot: Thank you very much :DL, I will download right now :rock:

kapitan_zur_see
07-26-11, 05:18 AM
Hi KZS !

I want to have the new version from post #1 too (with Conning tower and deck) , can you please update my "Special" Version too (.sim Files) ? :D

Many thx in advance,

Magic:salute:

Done, Magic1111 :salute:
Have a look at the end of first post
have fun ;)

THE_MASK
07-26-11, 05:26 AM
That is one cool mod :cool:

kapitan_zur_see
07-26-11, 06:13 AM
thanks sober! :03:

couple of pics I took while playing:

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4605

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4606

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4604

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4607

Magic1111
07-26-11, 06:44 AM
Done, Magic1111 :salute:
Have a look at the end of first post
have fun ;)

Wonderful, many thanks !!!! :rock::rock::rock:

Best regards,
Magic:salute:

0rpheus
07-26-11, 08:31 AM
Congrats on getting the conning tower working! Downloaded and installed and it looks awesome - great work and thanks KSZ :D :salute:

Stormfly
07-26-11, 08:45 AM
...wetness is also visible on the conning tower bridge :up:
http://www.fotos-hochladen.net/uploads/cubridgeintrefl7gr3n8m6ld.jpg


got my customized special version, manny THX for your extra efforts (special sub surface dept / special pitch & roll) :yeah:
http://www.fotos-hochladen.net/uploads/cutowerreflecti7tlsqk2i3u.jpg

kapitan_zur_see
07-26-11, 09:57 AM
those are great pics! :yeah:

kapitan_zur_see
07-27-11, 05:47 AM
any news on your problem, tonschk?

tonschk
07-27-11, 06:23 AM
:DL Hello kapitan_zur_see , apparentlythe DVD player on my PC is not working ,yesterday I tried to reinstall the SH5 game with both the older standard SH5 DVD and also with my new SH5 DVD collectors edition without success, the DVD player is making strange noises , today I will swap the SATA DVD player from another computer, I think is something wrong with the DVD player , later I will tell you the result , thank you again :salute:


I also deleted and cleaned the " C " disk and the registry from all " Silent Hunter 5" " SH5 " and UBISOFT files

kapitan_zur_see
07-27-11, 06:36 AM
the DVD player as probably died out of too much humidity exposure. Too much rain in London... don't try and say the contrary, I know the place, been there several times :O:

kapitan_zur_see
08-22-11, 12:47 PM
Great news for me, as TheDarkWraith has revised the mod to get rid off any compatibility issues (moving my modifications to the subs *.sim files into some separate *.val files thus effectively preventing it to mess with previous mods *.sim files).

So you shouldn't worry about losing functionalities previously implemented by any other mods.

Also, TDW will be ultimately adding the mod to his next iterations of NewUI and FX_Update.

I wishes to thank him a lot for his kind help. :up:

tonschk
08-22-11, 01:12 PM
:DL Very Good :up: this wet hull mod is very necessary to get the moistly feeling :yeah: Well done

Echolot
08-22-11, 01:21 PM
I want to thank you, KZS and TDW.

:salute:

Regards.

Echol:smug:t.

mia389
08-22-11, 01:45 PM
This is great news! The more mods combined the better :up:

Magic1111
08-22-11, 04:36 PM
Great news for me, as TheDarkWraith has revised the mod to get rid off any compatibility issues (moving my modifications to the subs *.sim files into some separate *.val files thus effectively preventing it to mess with previous mods *.sim files).

So you shouldn't worry about losing functionalities previously implemented by any other mods.

Also, TDW will be ultimately adding the mod to his next iterations of NewUI and FX_Update.

I wishes to thank him a lot for his kind help. :up:

Very good news !!! :yeah:

Illyustrator
08-23-11, 06:34 AM
Hi, kapitan_zur_see.
It is the Boat integral part! Without it there is no effect of water elements.:salute:
(It is well visible only by dark Boats. It is a pity).

sononelson
08-23-11, 07:15 AM
I would like to introduce myself, I'm amazed at the amount of mods there are for SH5 shows there is some very talented people out there.:up:

kapitan_zur_see
08-23-11, 03:07 PM
I would like to introduce myself, I'm amazed at the amount of mods there are for SH5 shows there is some very talented people out there.:up:

Thanks Sononelson! :ping: and welcome in subsim.com

vlad29
08-23-11, 03:31 PM
Thanks a lot Kapitan!
Now no conflicts are spotted when applying this mod in JSGME:yeah::salute:

Admiral Von Gerlach
08-23-11, 10:16 PM
This is a superb addition to the realism of the sim, thank you very much for working on this, the boat he looks so realistic now it is amazing.

Vorkapitan
08-23-11, 10:24 PM
Kapitan,

Is the deck gun supposed to have the "wet" look in ver. 1.1?

Stormfly
08-24-11, 06:54 AM
would be a good idea, because its a part which is more often wet as the cunning tower is.

Poacher886
08-24-11, 04:16 PM
Downloaded this Mod and installed. My V11a looks superb, i take my hat off to this excellent little mod, totaly convincing.!!:salute:

kapitan_zur_see
08-24-11, 05:33 PM
No the deckgun's not wet in v1.1, but I'm testing this. Since there's a lot of small parts, angles and roundness to it, it's gonna shine probably a lot more in much more angles than hull and coning tower. Gives it a bit of a "plastic look" sometimes, feeling a bit odd under good weather. Maybe I'll put that as an optional install. Nearly everything ingame that is close to the sea can have this effect applied, Even some parts of the sub interior, like walls and etc. albeit it often doesn't produce very good results...

I wish I could tie this effect to some weather state controller... this way I could for example renders the watch men clothes all wet during raining situations or huge sea states. Alas, it seems impossible for the moment

For your record, here's how it looks in goblin:

http://i673.photobucket.com/albums/vv94/AlanLJ/SH5%20modding/deckgun.jpg

tonschk
08-24-11, 06:45 PM
I am not sure ? :hmmm: but apparently on the side of the sub the brown ballast tanks dont have the wet effect applied ,?


thanks sober! :03:

couple of pics I took while playing:

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4605

http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4606
http://www.subsim.com/radioroom/picture.php?albumid=521&pictureid=4607

kapitan_zur_see
08-24-11, 07:05 PM
It does, but it is showing up less easily than the rest (mainly whilst looking the sub from above usually). Can't do much about it

Nebulus1974
08-24-11, 09:06 PM
Muy bueno:salute:

Admiral Von Gerlach
08-25-11, 10:22 PM
A truly magnificent mod being a visual nut myself, i love such details as this, thanks again for this great work.

tonschk
08-31-11, 06:01 PM
The Wet/Gloss effect on the ballast tanks appear and disappear quikly , but actually the mod is working :DL :yeah: , do you think is possible to get a permanent Wet/Gloss on the ballast tANKS ?

http://i194.photobucket.com/albums/z58/tonschk/SH5Img2011-08-31_232622-1.jpg

0rpheus
09-02-11, 02:15 PM
Kapitan - this isn't directly related to the hull wetness mod, but after seeing what you did with this, it made me wonder if you can also implement something else.

When playing in the winter months, I've noticed a rather cool 'ice' effect on merchants and warships - makes them look frosted over from the cold. First time I saw it I thought how cool it was (no pun intended, lol) and I wondered if it would be possible to implement the same effect on a surfaced uboat?

Just a thought, no idea if it's even possible... any thoughts? :D

TheDarkWraith
09-02-11, 02:26 PM
Kapitan - this isn't directly related to the hull wetness mod, but after seeing what you did with this, it made me wonder if you can also implement something else.

When playing in the winter months, I've noticed a rather cool 'ice' effect on merchants and warships - makes them look frosted over from the cold. First time I saw it I thought how cool it was (no pun intended, lol) and I wondered if it would be possible to implement the same effect on a surfaced uboat?

Just a thought, no idea if it's even possible... any thoughts? :D

ice is defined via a .dds file for a unit. The sub's must be missing this .dds file then

0rpheus
09-02-11, 02:46 PM
ice is defined via a .dds file for a unit. The sub's must be missing this .dds file then

Hmm, is it possible to add it, do you think, or are those files specifically for the merchant/warships?

TheDarkWraith
09-02-11, 02:51 PM
Hmm, is it possible to add it, do you think, or are those files specifically for the merchant/warships?

not sure. Haven't looked into anything dealing with it except for how the game showed ice on some ships.

Look in \data\Textures\TNormal\tex and the files ending in _ice are responsible for adding this ice to the ships. If you view them with image editor you'll see how the ice is defined.

tonschk
09-02-11, 03:01 PM
Kapitan - this isn't directly related to the hull wetness mod, but after seeing what you did with this, it made me wonder if you can also implement something else.

When playing in the winter months, I've noticed a rather cool 'ice' effect on merchants and warships - makes them look frosted over from the cold. First time I saw it I thought how cool it was (no pun intended, lol) and I wondered if it would be possible to implement the same effect on a surfaced uboat?

Just a thought, no idea if it's even possible... any thoughts? :D

I remember time ago (over a year ago) I think perhaps was Tomi making a mod to show the U-Boat with frozen ice on it, but was for SH4 if I remember properly :hmmm:

0rpheus
09-02-11, 03:18 PM
not sure. Haven't looked into anything dealing with it except for how the game showed ice on some ships.

Look in \data\Textures\TNormal\tex and the files ending in _ice are responsible for adding this ice to the ships. If you view them with image editor you'll see how the ice is defined.

Will this work in a normal image viewer or will I need a special program? My talents lie exclusively as a writer - I'm appalling at graphics so I very much doubt I'd be any help on this. :( If you wanted scripts for a crew dialogue mod to improve the crew 'story', or in fact stories in general then I'm your man - but stuff like this I should leave to the experts! :D

edit: of course I'm happy to help out with any testing required. :)

kapitan_zur_see
09-02-11, 07:27 PM
Sorry lads, been away for a while... Regarding that ice stuff, NOW that's a great idea!!! I Love it!! Many thanks pals! Just as I was out of modding ideas... I'm going to work on that as soon as I get Back after the weekend. That could be quite an eye-candy and immersion thingy!

Will stay in touch for progress! Can't wait to get to it:up:

0rpheus
09-02-11, 07:36 PM
Sorry lads, been away for a while... Regarding that ice stuff, NOW that's a great idea!!! I Love it!! Many thanks pals! Just as I was out of modding ideas... I'm going to work on that as soon as I get Back after the weekend. That could be quite an eye-candy and immersion thingy!

Will stay in touch for progress! Can't wait to get to it:up:

Awesome! :yeah: Can't wait to hear your progress :D

tonschk
09-02-11, 07:37 PM
:DL :D :salute: kapitan_zur_see :yeah: :rock:

kapitan_zur_see
09-02-11, 07:56 PM
Looking at your type VII All wet and icy on a winter grey and overcast morning is going to be quite yummy:D

kapitan_zur_see
09-05-11, 12:04 PM
mmm... :hmmm: Obviously it doesn't work this easily, sadly.

If I try and create an ice texture for the uboat, it simply won't appear ingame. For example, taking Uboat7A_deck.dds, replicate the texture adding some ice on it and renaming it Uboat7A_deck_ice.dds to mimic the file structure for other boats simply don't work and won't show anything.

Apparently, there's some kind of trigger linked to the time period of the year that makes it so the textures switches to their _ice.dds counterpart, but apparently, it won't do so for any textures of any sea object as if it was just checking for the _ice suffix.

Can't find such a trigger anywhere under goblin and GR2 files, I fear it may be hard-coded... TDW, any thoughts maybe? :know:
I'd be interesting in knowing just how the game knows which textures to use for each given 3d model, as it may be there. Hexediting GR2 files maybe...

Madox58
09-05-11, 01:39 PM
Ice appearing on Units is controlled by Ship Render Controller.
There must be a 3D mesh in said Unit to do this.
Examine the Penguin in Granny Viewer (best for detailed information)
or Goblin. (only allows viewing the Mesh itself)

To have Ice on other Units?
We need to add the needed meshes and more.

kapitan_zur_see
09-05-11, 04:17 PM
On most detailed ships, the icing effect comprise two things:


indeed a mesh system in the GR2 file, for example one called _ice_hull_X (hide by default in goblin) that is a simple 3d plan where a transparent texture is applied which depict icicles. Same texture is always used and tile repeated.



The overall textures of the boat are switched to their alternative versions ending with _ice.dds . Basically the same textures but with some ice painted on them. (some boats only have this effect and no icicles)

Can't find any controller in goblin called "Ship Render Ctrl", I supposed you meant by that nodes in the GDS_scene tree? Anyway, can't see any controller you could add/modify (like the granny caustic ctrl for example) that is controlling the switching of winter/non winter version.

Must be hardcoded somewhere I presume.

Madox58
09-05-11, 04:31 PM
Ship Render Controller is running all the time.
You can not mod this controller.

If a Unit has the Mesh for Ice?
It will be rendered at the proper times.

The Game Engine 'sees' certain things when needed.
If they are missing?
Nothing may happen.

Or the whole Model may not be there!!
Take the Bunker for example.
Rename a certain part of it and no Bunker EVER appears and you go directly to the Sub.

Try it once.

kapitan_zur_see
09-05-11, 04:39 PM
mmm... :hmmm: that makes sense. Now there's no way i can think off to know what's this ship render ctrl is calling off ingame and when...

I tried to "fool" him a bit like what I believe you're saying, creating some *_ice.dss winter version of the textures of a VIIa for example, mimicking the textures name structure of the various boats winter version, to see if the game would call them, but alas without result. Maybe the winter textures itself should be added and indexed into the GR2, though neither can i find those winter ice ones into the textures list of the penguin GR2 in granny viewer for example. Although I'm a bit clueless on the entire process on how the textures are summoned from the TNormal directory.

Madox58
09-05-11, 04:51 PM
Part of the Tools package I have been working on since release of SH5
will help solve issues like this when it is completed.

The Engine 'sees' certain meshes and the controllers act on them.
If those meshes are not named properly or do not exist?
The controllers can not act on them.

Now I'll say right now that TDW is as good or better them me with Dats and such.
And I above all others probably respect that fact.

What I DO KNOW better (at this time) then anyone at Subsim is the GR2 format and how the Game Engine uses that information!

I look only at the GR2 format and how the Engine uses it.
Nothing else.
So my time is concentrated on one of the biggest issues at hand.

kapitan_zur_see
09-05-11, 05:03 PM
As a matter of fact, I'm more interested right now at winter textures switch rather than adding some icicles meshes to start with, seems less complicated... However, It seems both of them would require to go "deeper" into SH5 than obviously what you can do with goblin/granny viewer and fiddling with various files. Seems like it goes too far for my knowledges at present, and I'll have to resort to future tools packages like yours...

Are you hex editing a lot to have an insight into such things as the ship render Ctrl? Things are not obvious when looking at GR2 files, aside for a few headers you can read at the start of them. And I'm definitely no specialist regarding the process of sorting out how things are linked and tied together under an hex edited file. I remember it was easier prior to that granny **** (lame stuff, if you ask me... does nothing but complicate modding tasks)

So far, I've not been in contact with TDW regarding this matter, so I don't know whether he can be of any help.

I've seen that little arguments between you and TDW ;) I'm rather pleased you're both helping and experimenting stuffs in different directions. The more experiences of SH5, the better! Both of you accomplished quite a lot for the SH series. Dat thing is, ultimately, going to be limited and obsolete, given the game uses granny now. A limited workaround, for the time being. Still, it permitted new stuffs to come in the modding scene before someone like you or someone else "breaks" these GR2 files and come up with some tools we can use

Madox58
09-05-11, 05:16 PM
Some parts of the GR2 files must be edited in Hex.
Depending on what you want to do.

As to adding things to those GR2 files?
There are Tools but they are not perfect and require alot of knowledge as to what you want to do.

If I told evreyone right now what to use?
We'd see a wasteland of to early released Mods and threads as to why it does not work.

Time is wasted by mistakes like that!
I don't mind that I'm not popular in SH5 areas.
I care that what I do release is nearly flawless!
(That way I don't have to answer questions down the road)
:haha:

Madox58
09-05-11, 05:20 PM
You could try switching textures in the Roster files as I think about it.
But that will have limited effects.

kapitan_zur_see
09-05-11, 05:29 PM
I perfectly understand your point regarding prematurely released stuffs :know:
You'd be harassed with flames and too much questions at once if things were going awry due to the complexity implied. You'd have to open up your own hot-line!! :haha:

Already had a look at the roster stuff but it is of no use for this matter. For the textures management , it's kinda like a remnant of good ol' SH3 (you can find so much of SH3/SH4 now useless files scattered everywhere it's frightening as to how much the devs were organized :DL !)

Madox58
09-05-11, 05:29 PM
As a side note:

Did you know that only the Tribal LOD GR2 lists the ice.dds file?
:hmmm:

Madox58
09-05-11, 05:37 PM
To be exact.
IF a model (which is a Unit like the Penguin) has that special mesh that you saw?
It will get an iceing effect at the proper time.
Hex the name to something totally different and you'll never see it.
This is a perfect example of where the SH5 Engine expects proper names.

Where SH3 and SH4 used ID's, SH5 has progressed beyond just ID's for
control reasons.

kapitan_zur_see
09-05-11, 05:40 PM
interesting... and confusing to say the least :hmmm:

It is indeed the only GR2 where I cross this ship_N04_ice.dds...
On second hand, is this texture list you can see in granny viewer really to be trusted? I mean, does it have any use at all other than once showing up the textures on the models when the devs were working under granny 3D? Or does it reflects textures showing up ingame? (I would think of A, as obviously it otherwise lacks some textures that are still showing ingame though)

kapitan_zur_see
09-05-11, 05:43 PM
indeed for the mesh thingy. However, since I cannot import one for the time being...

I just don't know if that ship render thing as the ability to expect anything for an icy version of base textures however and then, what name it should have. If I could know that, then that's something I could alter

Madox58
09-05-11, 05:56 PM
I use a Hex Editor called 010 by SweetScape.
It allows scanning files for anything you define.
Very nice tool!

I searched for
_ice_
that will show you what you want!!

When one presumes that GR2 files are controlled under the same conditions that Dat files are?
They are usually proven wrong time and time again.

We need to forget how dats work and wrap our minds around a totally different control process only for the GR2 format.

You must understand that the Engine is a combination of dat and GR2 controllers.
What works on dats does not work on GR2's and vice versa.
We need to develop a whole new mindset for the GR2 files.
If you don't do that?
You'll waste alot of time.

kapitan_zur_see
09-05-11, 06:11 PM
Did that before, yeah. Only shows me some "_Ice_macara_04" etc for example at the beginning of the GR2 file where's there a list of comprehensible ascii strings. That's every nodes showing up on goblin I guess when you open up some GR2 file. That's how the meshes and dummy placeholders are named.

Still, it just seems like some headers/ titles I can't do much with, can't link them to anything inside the rest of the GR2 file where no ascii strings makes sense. You know, like being able to read their values, extrapolate some 3d coordinates and etc... Just can't link them to anything else.

kapitan_zur_see
09-05-11, 06:24 PM
Out of curiosity, did you investigate GR2 files using stuffs from there: http://gr2decode.altervista.org/? I was going to try out some stuff there.

Madox58
09-05-11, 06:36 PM
That is a dead end link Mate.
Although it can get you started?
It will lead you nowhere for SH5.

010 scans every file in a folder and sub folders for a given phrase.
It checks at a level most editors will not.

I consider it a must have in my Tool box.

kapitan_zur_see
09-05-11, 06:58 PM
sure a very interesting function! :)

Doesn't help me figure out things for this matter, but may comes in handy in other times!

Jeez... I just can't decipher any links and stuffs out of those files... I remember I once was able to figure out things a bit more easily in SH4 hex editing stuffs. It was more explanatory (or maybe my memory is tricking me :haha:)

Madox58
09-05-11, 07:19 PM
The stuff at that link only help extract from or create new GR2 files that will not help us much for SH5.

Until one grasps the full works in the GR2 files and how SH5 uses that?
One will waste ALOT of time!!
I've done that since SH5 came out so I know what I am talking about.

There are a limited number of Legal Tools out there that work for SH5.
By Legal I mean Tools We have no need to fear useing.
But they have limited use if you do not understand how to use them.
There is no guide on thier useage for our needs at this time.

I am a mere few days away from solveing the final part of the problem.

kapitan_zur_see
09-06-11, 03:45 AM
Then I shall wait and resort to you :know:
That's great news anyway! can't wait to see what you come up with!

0rpheus
09-06-11, 01:13 PM
Fingers crossed for you chaps! :yeah:

Paco
07-09-12, 01:53 AM
Hi,

Looks great, but I'm always getting CTD's if activated. :/\\!!

Greets,
Paco.

firezard
08-01-12, 10:02 AM
Nice job and awesome!:salute:

libindi
08-01-12, 10:23 PM
hi,is its possible to only make the hull LOOK wet?

TheBeast
08-16-12, 10:24 PM
@ kapitan_zur_see

I am currently working on a new 3D Deck Splash FX MOD that also make use of the submarine HULL VAL files.

Would you mind if I use your WaterFilm setting so I can make a version of my mod that would be compatible with your mod?:06:


Regards!:salute:
TheBeast

kapitan_zur_see
08-27-12, 09:12 AM
Sorry lad! It's been quite a time since I've been here!

Yes, of course, feel free to add my mod! Sorry for the late reply :salute:

NiKuTa
11-10-12, 11:36 AM
Not again gamefront :(. Could anyone put this file on some other side?

Mod looks amazing. Pls :)

NiKuTa
11-16-12, 10:35 AM
PLs. i cant DL this mod from gamefront.

gap
11-16-12, 11:16 AM
PLs. i cant DL this mod from gamefront.

kapitan_zur_see should be still around: last activity 7 Nov 2012.

Hopefully it will not take too long for him to upload his mod to another server ;)

Torpedo
11-16-12, 01:13 PM
kapitan_zur_see should be still around: last activity 7 Nov 2012.

Hopefully it will not take too long for him to upload his mod to another server ;)

This is the link:

https://rapidshare.com/files/2158918889/KZS%20Hull%20wetness%20for%20U-Boats%20co%20tower%20and%20deck.7z

Torpedo

NiKuTa
11-16-12, 04:21 PM
THx a lot :salute:

denny927
01-08-13, 02:59 AM
thanks for rapidshare link:yeah:

Webster
01-08-13, 01:08 PM
my thoughts would be it should have a timed off feature to this effect so as to remove the wetness after drying time such as 20-30 minutes surfaced

this looks very good but also very strange to never be dry if your riding on the surface.

just wondering if the effect could be limited to a preset time after you surfaced

Dagoland
02-21-13, 06:48 PM
Excellent mod, the realism that gives the shine of metal, as if you were wet is amazing.
Lastma that I can not prove that the link is down

Like I really liked the pictures.

regards:up:

Castorp24
03-25-13, 07:45 PM
Congratulations for the mod, I love it. To all the commanders who live in a country which is banned by Gamefront: I used a program called Hotspot Shield, apparently it fakes your IP or whatever, and makes it possible for you to download from Gamefront. It worked for me...

maebek
05-06-13, 02:44 PM
the download link does not work you could spend another link

thx

volodya61
05-06-13, 02:58 PM
the download link does not work you could spend another link

thx

Welcome aboard :salute:

http://www.subsim.com/radioroom/showpost.php?p=2052233&postcount=1940

maebek
05-06-13, 05:11 PM
Welcome aboard :salute:

http://www.subsim.com/radioroom/showpost.php?p=2052233&postcount=1940

very thx:up:

volodya61
05-06-13, 05:27 PM
very thx:up:

We are here to help each other :up:

theraygan
06-01-14, 12:45 PM
the Rapidhsrae link is down, anyona can upload it again

thanks

Torpedo
06-02-14, 12:14 PM
Hi theraygan!
the link for "KZS Hull wetness for U-Boats" :

http://www.mediafire.com/download/7p69a2m5rg0uzx5/KZS_Hull_wetness_for_U-Boats.7z

the link for "KZS Hull wetness for U-Boats co tower and deck" :

http://www.mediafire.com/download/md3nbczq27whwbp/KZS_Hull_wetness_for_U-Boats_co_tower_and_deck.7z

Bye Torpedo

theraygan
06-03-14, 06:25 AM
Hi theraygan!
the link for "KZS Hull wetness for U-Boats" :

http://www.mediafire.com/download/7p69a2m5rg0uzx5/KZS_Hull_wetness_for_U-Boats.7z

the link for "KZS Hull wetness for U-Boats co tower and deck" :

http://www.mediafire.com/download/md3nbczq27whwbp/KZS_Hull_wetness_for_U-Boats_co_tower_and_deck.7z

Bye Torpedo

Thanks TORPEDO!

7Infanterie19
06-03-14, 10:25 AM
If you are using TDW's UIs and are not on a Steam version of SH5, IIRC, you won't need the wetness mod add-on, because it's now a part of TDW's UIs. :hmmm:

FallshirmjAEger
11-14-15, 05:35 PM
Been using this mod for a while alongside the Environmetal Mod V11...

It seems both mods use the .val files :( & recently noticed only the conning tower had the 'wetness' effect. However, been playing around with the s3d editor to merge the two files & works so far on the VIIA.

Is there an easy workaround or will I have to amend every file? :(

NeonsStyle
02-14-20, 08:12 AM
Broken link