View Full Version : A story of U-boat decks & uniforms
So, first of all, the version of the mod uniform I'm using, a few details revised, and the rank of lieutenant rightly given to the second officer (the one covered in medals) - We'd have to find a way to give the shoulder pads to the navigator, the one who's always bent over the map :
https://www.mediafire.com/file/vp6qtlmyogr67p1/Pascal-sh5-Crew-Uniforms_version1.zip/file
Next, I'm having fun restoring the design of the bridges, as seen in period photos; it's an evolving thing ... - in the VIIA mod, there are modified texture files for guns and flak
Of course, the files in these 3 mods (VIIA, VIIB and VIIC) will conflict with various mods you've already installed. I juggle with all the very talented mods on this site ... I take a plug here, remove another there ... in short, I tinker.
http://dar-eva.com/sh5.125.jpg
VIIA:
https://www.mediafire.com/file/fkwggxqlfqaz04y/Pascal_sh5_deck_VIIA_version1.zip/file
VIIB:
https://www.mediafire.com/file/4teckgyc7j2u3bo/Pascal_sh5_deck_VIIB_version1.zip/file
VIIC:
https://www.mediafire.com/file/hyyhyr1pqqhpg6j/Pascal-sh5_deck_VIIC_version1.zip/file
Kal_Maximus_U669
05-26-24, 12:35 PM
I thank you for your excellent work on the bridges which allows me a greater variation throughout the war..I really like it...for the uniforms it's "nice" also same thing..
now there is just the emblem problem see here..:ping:
https://image.noelshack.com/fichiers/2024/21/7/1716744785-sh5img-2024-05-26-19-17-56.png
Kal_Maximus_U669
05-26-24, 02:49 PM
For this emblem problem...it must be due to the fact that I tested with my campaign in the open sea I think that perhaps we should start a new career from the bunker no???
When do you say...?
So, first of all, the version of the mod uniform I'm using, a few details revised, and the rank of lieutenant rightly given to the second officer (the one covered in medals) - We'd have to find a way to give the shoulder pads to the navigator, the one who's always bent over the map :
https://www.mediafire.com/file/vp6qtlmyogr67p1/Pascal-sh5-Crew-Uniforms_version1.zip/file
Next, I'm having fun restoring the design of the bridges, as seen in period photos; it's an evolving thing ... - in the VIIA mod, there are modified texture files for guns and flak
Of course, the files in these 3 mods (VIIA, VIIB and VIIC) will conflict with various mods you've already installed. I juggle with all the very talented mods on this site ... I take a plug here, remove another there ... in short, I tinker.
http://dar-eva.com/sh5.125.jpg
VIIA:
https://www.mediafire.com/file/fkwggxqlfqaz04y/Pascal_sh5_deck_VIIA_version1.zip/file
VIIB:
https://www.mediafire.com/file/4teckgyc7j2u3bo/Pascal_sh5_deck_VIIB_version1.zip/file
VIIC:
https://www.mediafire.com/file/hyyhyr1pqqhpg6j/Pascal-sh5_deck_VIIC_version1.zip/file
Very nice work from you.
May I'm allowed to use parts of your very nice graphics?
but of course you have to use them!
:-)
Thanks. :salute:
Then I'll take a closer look over the next few days to see which of your graphics I can use in GSE.
When I see errors or adjustments that need to be made (however small), I modify them ... and pass them on to you:
So, version2 for the 3 models (VIIA B and C), to be found on my Mod page.
Enjoy!
Jeff-Groves
05-28-24, 10:44 AM
Punch holes through those decks!
:haha:
Kal_Maximus_U669
05-28-24, 10:55 AM
Punch holes through those decks!
Si cela peut être fait, ce serait merveilleux...
Pascal bonjour:
Je viens de le tester VIIA v2, c'est visuellement un peu mieux...
En regardant du côté du canon de pont de 88 mm... il y a des traces de points provenant de l'ancien emplacement... pouvez-vous le corriger... s'il vous plaît... ? MERCI.
Jeff-Groves
05-28-24, 11:02 AM
Si cela peut être fait, ce serait merveilleux...
Tested doing just that. File size of the Type VII A would grow by about 9 times the stock Turm deck.
May be able to optimize that down some.
:hmmm:
Kal_Maximus_U669
05-28-24, 11:44 AM
Tested doing just that. File size of the Type VII A would grow by about 9 times the stock Turm deck.
May be able to optimize that down some.
:hmmm:
Hey D"Jeff :salute:
Yes I saw that @GrenSo reported these facts... this problem of file increase..this implies a little longer loading...maybe alter the stability in game..no?
the tools you use in modding
Is it possible to simulate these hole effects..??? a "deep learning graphic" of some sort...perhaps this would reduce the workload in loading & in game.
be careful, this is a question, you are the experts..
If you succeed I am your guinea pig for the test..:D
Jeff-Groves
05-28-24, 12:58 PM
Hey D"Jeff :salute:
Is it possible to simulate these hole effects..???
Sometimes a good Alpha channel can make things see through.
And sometimes that causes weird issues.
The grids are hollow; vous verrez cela avec de beaux effets sur le pont, sous certains axes, quand votre sub est sous la lumière du soleil...
Version3 VIIA:
https://www.mediafire.com/file/yypxulja0nitrak/Pascal_sh5_deck_VIIA_version3.zip/file
Kal_Maximus_U669
05-28-24, 02:01 PM
The grids are hollow; vous verrez cela avec de beaux effets sur le pont, sous certains axes, quand votre sub est sous la lumière du soleil...
Version3 VIIA:
https://www.mediafire.com/file/yypxulja0nitrak/Pascal_sh5_deck_VIIA_version3.zip/file
it"s cool Pascal Thxxxl "je sens que t est chaud"tu n as pas chaumer.... alors c est partie it"s very nice..:yeah::yeah:
https://www.mediafire.com/file/9x3bmc84s2g5x4m/Pascal_sh5_deck_VIIA_version4.zip/file
A word of warning: you need a well-equipped PC or laptop to play this resource-hungry game, even though it's very old now.
Kal_Maximus_U669
05-28-24, 05:12 PM
https://www.mediafire.com/file/9x3bmc84s2g5x4m/Pascal_sh5_deck_VIIA_version4.zip/file
A word of warning: you need a well-equipped PC or laptop to play this resource-hungry game, even though it's very old now.
Thank you Pascal, don't worry, thank you very much... :up:
Kal_Maximus_U669
05-28-24, 05:48 PM
I just tested it stiffly... took longer to load... no problem with the emblem... I kept version 3, haven't tried it yet... I'll tell you more soon...
in game no problem...gtx 980 old card..
You see the dotted lines around that I have drawn.. erase all the dotted lines if necessary and extend a few cuts if you can... it is mainly the dotted lines which break everything up visually..thanks Pascal
https://image.noelshack.com/fichiers/2024/22/3/1716935938-sh5img-2024-05-28-17-37-02.png
you see the base of the anti-aircraft gun is perfect... if you could do the same with the 88mm it would be very good, nothing more to say...
https://image.noelshack.com/fichiers/2024/22/3/1716935945-sh5img-2024-05-29-00-28-22.png
Pascal anyway I thank you for your excellent work...
You've done the right thing in posting these images, and I thank you for it; it's been an opportunity to see a lot of misfits and tints; to be continued ...
https://www.mediafire.com/file/kqp30v9f6wyqrok/Pascal_sh5_deck_VIIA_version5.zip/file
Kal_Maximus_U669
05-29-24, 02:03 PM
You've done the right thing in posting these images, and I thank you for it; it's been an opportunity to see a lot of misfits and tints; to be continued ...
https://www.mediafire.com/file/kqp30v9f6wyqrok/Pascal_sh5_deck_VIIA_version5.zip/file
Hey Pascal Hello...
Your work deserves this kind of publication so that the maximum of "Subsimmer" benefits from quality work..lol..:up:
that said: I'm going to test your new work immediately...see you soon...
I thank you & GrenSo for moving things forward..:yeah::subsim:
Kal_Maximus_U669
05-29-24, 03:28 PM
Good evening first report...
loading time 2 minutes Hyper X SSD + WD HDD old PC
graphic stability I cap at 60 Fps.. my frequency is at 60 so impeccable.
I still have the dotted line if you can't do anything about it...it doesn't matter this version is magnificent..but I'm going to try to do a graphics update with the Nvidia card tools..the "learning" effect which is already very good..I will keep you informed it requires quite a bit of testing..the difference is very noticeable it is not easy to see...
I'm adopting version V5 which is even better... unless you create a version 6 for me without pointing..
Thank you for your efforts here, it's really good... see you soon...
https://image.noelshack.com/fichiers/2024/22/3/1717014466-sh5img-2024-05-29-22-02-47.png
Jeff-Groves
05-29-24, 03:47 PM
It's in the Uboat7A_deck.dds
https://i.imgur.com/aEPbDML.jpg
Kal_Maximus_U669
05-29-24, 05:33 PM
It's in the Uboat7A_deck.dds
thx:03:
See the few photos at the bottom of this page, around the bridge cannon: you can clearly make out the design formed around the cannon - we can assume that these relielf circles allowed the cannon's operators to lock their feet onto them (interpreted as dotted lines on my mod):
https://imagesdefense.gouv.fr/fr/catalogsearch/advanced/result/?keywords_ids%5B0%5D=11403&p=5&type_filter=694
Here's the image I used from a u-boat model, where you can see this typical pattern around the cannon (of course, if you want to be exact, this dotted line should appear as a slight relielf and not as a hollow... :
http://dar-eva.com/sh5_model.jpg
Kal_Maximus_U669
05-29-24, 06:03 PM
Thanks for the detail Pascal...
I just looked at the authentic photos in the link.. I had already observed this in sh3.. I thought this defined the exact positioning of the barrel...
I think you are completely in the role...So you have to keep them Pascal, what do you think?
or: give them a better appearance if it doesn't require too much work
You are the boss...:03:
https://image.noelshack.com/fichiers/2024/22/4/1717024262-4261893-6-1.jpg
Kal_Maximus_U669
05-29-24, 07:03 PM
hey Pascal
I just tried different settings... I don't recommend anisotropy there is a 'glitch'... with the spatial scaling I get nice results... but I haven't finished... we'll do it again tomorrow if you want it...:03:
https://www.mediafire.com/file/xqrfk9ansfgw5b1/Pascal_sh5_deck_VIIA_version6.zip/file
Kal_Maximus_U669
05-30-24, 10:23 AM
https://www.mediafire.com/file/xqrfk9ansfgw5b1/Pascal_sh5_deck_VIIA_version6.zip/file
:yeah::03: Thxxxl:salute::subsim:
Kal_Maximus_U669
05-30-24, 10:52 AM
:yeah::03: Thxxxl:salute::subsim:
First round...test
The "graphic learning" effect in Ultra quality with spatialization at 27% is very good... the loading time is better -30 s...I'll take a closer look this evening...Thank you Pascal.. see you soon.. .:03:
Jeff-Groves
05-30-24, 01:45 PM
I'd say put 3D objects in place for those parts.
I've already started them as a test.
:03:
I'd say put 3D objects in place for those parts.
I've already started them as a test.
:03:
The 3D parts are already there on the deck. Just a little too short and not complete. But their adjustment is done quickly.😉
Kal_Maximus_U669
05-30-24, 02:34 PM
Hey Boy"s...Greeting
Well I tested V6 which loads slightly better... the rendering is really nice... but V5 seems better I have to reinstall it but I'm almost sure which is better... on the other hand V5: it takes longer to load .. but NVME owners will have no problem (test on my old ww2 config)... be careful the PC machine must be set to top..no anisotropy..no anisotropy filters...
V5 is heavier don't have too much fun with the acceleration of time especially when there are ships within a radius of 100km I advise x16 not beyond otherwise CTD...
I am delighted to see the animation he has around Pascal's work... Beautiful linen I tell you... we won't mention the names they know who they are... it's nice to see that that moving in the right direction thank you Modders...
extrait V6
https://image.noelshack.com/fichiers/2024/22/4/1717097523-sh5img-2024-05-30-20-10-26.png
https://image.noelshack.com/fichiers/2024/22/4/1717097545-sh5img-2024-05-30-20-16-30.png
See soon...:up::subsim:
Kal_Maximus_U669
05-31-24, 07:37 AM
Hey Pascal Greeting..
Rectification version 5: the rear bridge is less good... another story of dotting...
yesterday I tested version 6 again and it is better finished especially the rear bridge...
you really have to look carefully; and have an eye...!!!
thank you for your work which really brings something extra...
https://www.mediafire.com/file/7m4canl58l4uobd/Pascal_sh5_deck_VIIB_version3.zip/file
Hi Pascal,
I modified your V6 of the deck from the VIIA and removed these strips around the center of the gun.
I'm considering adapting and converting the existing 3D objects around the guns to the markings of your graphic. As can be seen in the picture. 🤔
Salut GrenSo,
Yes, that would be great - I tried it and forgot - complicated
Jeff-Groves
05-31-24, 03:44 PM
Hi Pascal,
I modified your V6 of the deck from the VIIA and removed these strips around the center of the gun.
I'm considering adapting and converting the existing 3D objects around the guns to the markings of your graphic. As can be seen in the picture. 🤔
Those dots in the textures were metal plates. Those can be duplicated with 3D objects. I'd take the NSS_Uboat7B_det02 object file and cut a few parts from that to create the new parts. They are to scale (mostly) and should be easy to work with. Probably don't have to mess with textures that way if done right.
Those dots in the textures were metal plates. Those can be duplicated with 3D objects. I'd take the NSS_Uboat7B_det02 object file and cut a few parts from that to create the new parts. They are to scale (mostly) and should be easy to work with. Probably don't have to mess with textures that way if done right.
Hi Jeff,
I know, and that was my idea too.
If you do it, then I have time to fix the graphic glitch on the hatch between CR and QR1 and QR2. This one is visible if you look from QR to CR room.
https://i.imgur.com/zhPAI0c.jpeg
https://i.imgur.com/oW2XMSk.jpeg
Jeff-Groves
06-01-24, 07:46 AM
Here's a good picture of those additional parts.
https://i.imgur.com/js5Uqrz.jpg
One question: won't the feet of the gun's servants be transparent on these raised strips (for example, in the command room, the second officer's arm often crosses the periscope tube ...).
So, a new update of the VIIB, adjustments, joints .....
https://www.mediafire.com/file/68ew5vwmpwxf2bt/Pascal_sh5_deck_VIIB_version4.zip/file
Jeff-Groves
06-01-24, 10:00 AM
I'll get the modified stuff done and you can test it before releasing it.
:salute:
Kal_Maximus_U669
06-01-24, 10:05 AM
One question: won't the feet of the gun's servants be transparent on these raised strips (for example, in the command room, the second officer's arm often crosses the periscope tube ...).
So, a new update of the VIIB, adjustments, joints .....
https://www.mediafire.com/file/68ew5vwmpwxf2bt/Pascal_sh5_deck_VIIB_version4.zip/file
Hey Pascal..
a little adjustment here if you want...:03:
https://image.noelshack.com/fichiers/2024/22/6/1717254319-sh5img-2024-06-01-16-27-33.png
@Grenso salutation..
These hatch problems depend on the distance where you are located ... it's not new..
in the front torpedo room if you close the door .. it becomes completely black ... if you are about 1 meter away .... you move back 2 to 3 meters ... you open it and close it again the black has disappeared.. lol
do what you can it is not easy ...
@Grenso salutation..
These hatch problems depend on the distance where you are located ... it's not new..
Not new... but I think I solved it today for both hatch. This fix will be in my next version from GSE. :salute:
The reason for this is the promised space of the respective 3D objects. QR1, QR2 and CR do not end orthogonally to each other, but each have concave.
@Jeff
I started yesterday with the work for VIIC deck:
https://i.postimg.cc/mrs8Lnvq/Screenshot-2024-06-01-185917.jpg
Jeff-Groves
06-01-24, 12:20 PM
Nice Grenso. I'll compare my file sizes to yours once done.
As you know I'm working on some Tooling that may help with file sizes.
:03:
Nice Grenso. I'll compare my file sizes to yours once done.
As you know I'm working on some Tooling that may help with file sizes.
:03:
Do you mean the obj or the gr2 file?
At the moment I can't say when I'll finish. I currently have a lot to do in real life and usually only on weekends. I also have to see if the version for the VIIC also fits the VIIA, VIIB and VIIC41. I have already removed the existing structure for VIIC41F.
Jeff-Groves
06-01-24, 01:43 PM
Depends on how your doing it.
I'm only interested in GR2 files.
I rip meshes with different Tools other then TDW's stuff.
Depends on how your doing it.
I'm only interested in GR2 files.
I rip meshes with different Tools other then TDW's stuff.
Ah okay. You know that I use TDW's tool to export the 3D objects, edit the OBJ files in Blender and then import them again with the tool.
The only thing that bothers me is, as I told you, that Blender doesn't export the OBJ files in the right order and I always have to sort manually with Notepad++. 😡
Jeff-Groves
06-01-24, 02:05 PM
Send me one of your obj files exported from blender.
I may need a python file from your version also. That's what controls the export so might be able to fix the problem.
In principle, the base is good, the textures correct... you can always play around with the trap models and colors, etc...
We're waiting for the icing on Grenso's cake...
https://www.mediafire.com/file/htmh2husdaz0yk6/Pascal_sh5_deck_VIIB_version5.zip/file
https://www.mediafire.com/file/mu5ntdeuu0uwpqx/Pascal-sh5_deck_VIIC_version2.zip/file
PS: for the detail freaks (almost perfect): VIIC Version 3 available
https://www.mediafire.com/file/wdechafpttyod8q/Pascal-sh5_deck_VIIC_version3.zip/file
Kal_Maximus_U669
06-02-24, 07:14 AM
This version is practically perfect... only the plates on the front deck are not correct... at least for me... if you removed them it would be great...
Pascal thanks again for the "Taff"...:03:
https://image.noelshack.com/fichiers/2024/22/7/1717330473-sh5img-2024-06-02-13-44-15.png
I will try version 5 VII B...
Salut Maximus! These plates are imposed by the game - and the difficulty lies in modifying the location of the grids (as far as possible) to avoid overlapping.
The only thing you can do is change their color in the “conning” or “structure” files, I believe.
This version is practically perfect... only the plates on the front deck are not correct... at least for me... if you removed them it would be great...
Pascal thanks again for the "Taff"...:03:
https://image.noelshack.com/fichiers/2024/22/7/1717330473-sh5img-2024-06-02-13-44-15.png
I will try version 5 VII B...
This ones are parts of the mashes and are in gr2 files.
Kal_Maximus_U669
06-02-24, 07:54 AM
Salut Maximus! These plates are imposed by the game - and the difficulty lies in modifying the location of the grids (as far as possible) to avoid overlapping.
The only thing you can do is change their color in the “conning” or “structure” files, I believe.
I doubted it would be difficult...we'll make do with it...that said, your work really brings a plus...Know that I'm not an expert modder like you...I know how to do a bit of " DIY" ...modifying this game requires a lot of knowledge.. I would love to acquire it... but I don't have enough time.. I see the progress GrenSo has made.. it's getting good..
I'll see... but I'll have to find the time later...
we have great support thanks to D"jeef here... I thank him... making everyone benefit from this knowledge on the subject..:up::03:
But there were still some errors to correct, so V4:
https://www.mediafire.com/file/apxveds06tuwip6/Pascal-sh5_deck_VIIC_version4.zip/file
http://dar-eva.com/sh5.127.jpg
Anti-slip floor surfaces for VIIA are finished. I used Pascals last deck texture for VIIA, but I removed the dots there:
https://i.postimg.cc/tR6H50qm/SH5-Img-2024-06-02-15-34-23.jpghttps://i.postimg.cc/L6MFQyh4/SH5-Img-2024-06-02-15-34-36.jpghttps://i.postimg.cc/yYX4MFSm/SH5-Img-2024-06-02-15-34-43.jpghttps://i.postimg.cc/7ZH8wfgp/SH5-Img-2024-06-02-15-35-26.jpghttps://i.postimg.cc/GmX02dK9/SH5-Img-2024-06-02-15-35-43.jpg
@Jeff
I will send you later a mail with the GR2 file and examples for exported obj files.
Kal_Maximus_U669
06-02-24, 08:58 AM
:yeah: Thanks guys..you are just amazing..nice work :yeah::subsim:
@GrenSo: Dein Wille hat sich endlich ausgezahlt :arrgh!::yep:
@Pascal I try version 4 for VIIC...thx
Kal_Maximus_U669
06-02-24, 09:24 AM
Version 4 VIIC ...
it's better cool... If GrenSo manages to remove the plates we're on top... nothing more to say thank you to both of you..:03:
Kal_Maximus_U669
06-02-24, 10:32 AM
Sorry Pascal for coming back with bad news. The version suffers from the same problems...
https://image.noelshack.com/fichiers/2024/22/7/1717342256-sh5img-2024-06-02-17-13-28.png
https://image.noelshack.com/fichiers/2024/22/7/1717342261-sh5img-2024-06-02-17-14-02.png
https://image.noelshack.com/fichiers/2024/22/7/1717342265-sh5img-2024-06-02-17-15-04.png
here the dots don't bother
https://image.noelshack.com/fichiers/2024/22/7/1717342268-sh5img-2024-06-02-17-15-16.png
Sorry Pascal for coming back with bad news. The version suffers from the same problems...
https://image.noelshack.com/fichiers/2024/22/7/1717342256-sh5img-2024-06-02-17-13-28.png
https://image.noelshack.com/fichiers/2024/22/7/1717342261-sh5img-2024-06-02-17-14-02.png
https://image.noelshack.com/fichiers/2024/22/7/1717342265-sh5img-2024-06-02-17-15-04.png
here the dots don't bother
https://image.noelshack.com/fichiers/2024/22/7/1717342268-sh5img-2024-06-02-17-15-16.png
To remove this plates, you have to edit the UV graphic too, to delete the shadows.
Yes, once again, these are the plates imposed by the game.
Cable ties come from the game
However, more adjustments ...
https://www.mediafire.com/file/vuwe7p9gcgvq0jn/Pascal_sh5_deck_VIIB_version6.zip/file
https://www.mediafire.com/file/zdd8pd7rlcnc3n3/Pascal-sh5_deck_VIIC_version5.zip/file
When the deck textures from Pascal are finished, I can take care of these plates if necessary and also adjust the UV textures. At least I'll finish the anti-slip surfaces for VIIB, VIIC and VIIC41 and remove it for VIIC41F.
And of it's okay for you Pascal, I will add it to GSE.
But I still want to wait for the answer from Jeff.
As far as I'm concerned, the design of the bridges is now satisfactory - if it's possible to eliminate some of the plates (curiously added by the game designers), then we'll probably have to redesign the grids in places.
Secondly, from my point of view, I find the surfaces perhaps a little too clean - but that's a question of make-up.
As far as I'm concerned, the design of the bridges is now satisfactory - if it's possible to eliminate some of the plates (curiously added by the game designers), then we'll probably have to redesign the grids in places.
Does it currently only affect the plates of Type VIIB or VIIA, VIIB and VIIIC?
Kal_Maximus_U669
06-02-24, 02:30 PM
Does it currently only affect the plates of Type VIIB or VIIA, VIIB and VIIIC?
Hey GrenSo this concerns VII B & C...
I will immediately rewatch VII A to be sure..!!!
@Pascal I will wait for the sharing with GrenSo & D"Jeef of your work on a final version...
Kal_Maximus_U669
06-02-24, 02:58 PM
@GrenSo you can also watch VII A there are also some to remove...:ping:
Yes, there are plates added everywhere; to tell the truth, I'm trying to understand a historical reality, and I don't see it.
What bothers me most is that they're too light in color, but that can be fixed.
Yes, there are plates added everywhere; to tell the truth, I'm trying to understand a historical reality, and I don't see it.
What bothers me most is that they're too light in color, but that can be fixed.
I'm not quite sure, but if I look at some of the deck variants here, for example, then some of these plates are historically correct. But I didn't compare your textures, the GR2 files and the RC kits there in detail.
https://modellbau-wikinger.de/epages/d06a00c7-1e09-45bb-b9c0-756df7f7ecdb.sf/de_DE/?ViewAction=View&ObjectID=1224540&PageSize=36
In this archive image, you can see something that resembles our small plates - I've tried to find this texture, and the result isn't bad :
https://imagesdefense.gouv.fr/fr/a-saint-nazaire-l-equipage-du-sous-marin-u-boot-u-94-commande-par-herbert-kuppsich-peu-avant-son-appontage.html
Zoom in on image to see plate design :
http://dar-eva.com/sh5.128.jpg
Modelling for VIIA, VIIB, VIIC and VIIC41F are finished. Before anyone asked, at VIIC41F I completely removed the structure.
For VIIB and VIIC (VIIC41 based on VIIC) I still have to optimize the AO files for the correct and setup on the texture a little. VIIB needs to be a little brighter and VIIC and VIIC41 a little darker. I just need to find the right position on the AO texture.
VIIA:
https://i.postimg.cc/Y0g7QDyw/VIIA.jpg
VIIB:
https://i.postimg.cc/Vsbzy5sH/VIIB.jpg
VIIC:
https://i.postimg.cc/RV54v9NC/VIIC.jpg
VIIC41F:
https://i.postimg.cc/X7f3JhCf/VIIC41F.jpg
@Pascal:
I just noticed that the texture for VIIB's deck goes too far forward when you look at the position of the cannon. I based the position from the anti-slip plates on your texture.
https://i.postimg.cc/tJ9kzYBC/VIIB.jpg
yes, indeed, I need to review this position on the VIIB
https://www.mediafire.com/file/y9l506isoz0zoxi/Pascal_sh5_deck_VIIB_version7.zip/file
the row of 2 grids positioned at an angle on the side of the cannon seems to be imposed by the game ... curious positioning
https://www.mediafire.com/file/y9l506isoz0zoxi/Pascal_sh5_deck_VIIB_version7.zip/file
the row of 2 grids positioned at an angle on the side of the cannon seems to be imposed by the game ... curious positioning
Thank you. :up:
Maybe I can still make the adjustment today. I'm thinking about creating a separate little texture for the anti-slip plates. That makes the AO texture issue easier.
Lousy texture matches on the tower deck, now fixed! (Version 6)
https://www.mediafire.com/file/o7vjgs8yuqvsxwf/Pascal-sh5_deck_VIIC_version6.zip/file
I've discovered that the grilles around the VIIC's cannon are badly laid out (as they used to be for the VIIB).
(unbelievable to accumulate so many errors!)
VIIC Version7 here:
https://www.mediafire.com/file/6a3yw0nxugfd8ih/Pascal-sh5_deck_VIIC_Version7.zip/file
Still adjusting grids _ probably minor details, but details are important
https://www.mediafire.com/file/qr94hz5qs7fr3p4/Pascal-sh5_deck_VIIC_Version8.zip/file
I reworked the whole thing again and am now finished with VIIA and VIIB.
https://i.postimg.cc/pXc70bmt/VIIA.jpg
https://i.postimg.cc/nhsWgRm9/VIIB.jpg
Should I remove the marked plates from VIIB? Or should I leave them there?
https://i.postimg.cc/d0rxth4q/SH5-Img-2024-06-09-19-00-34.jpg
https://i.postimg.cc/DwtNTrQj/SH5-Img-2024-06-09-19-00-12.jpg
Technique + talent = great work!
As far as the added plates are concerned, I'm fine with the texture I use - but others will prefer to have them removed.
but the advantage of removing them would be to design new plaques on the model of the period photo posted above (it would be necessary to be able to mark the locations of these plaques on the deck).
Ultimate version, I'm happy with everything here: precision and overall tone.
https://www.mediafire.com/file/r3iv7dkhvxy5h5b/Pascal-sh5_deck_VIIC_Version9.zip/file
About your work on the relief plates around the cannon: are you thinking of doing a specific Mod, perhaps including other 3D contributions you've made to the outer structure of the sub?
Hi everyone!
When it's over, it starts again; that's the fate of amateurs who want to do well!
So, a new version of the VIIC (Version 10) - there were a few inaccuracies to be ironed out, in particular the hydrophone planted outside its intended location...
Another thing, a revision of the Mod uniform (version 2) on some details, here again. In particular, the helmet that the crew now uses on the gun and flak, thanks to this Mod (Pascal_Helmet for guns...) which is a mix between "MightyFine Crew Mod 1.2.1 Alt faces" and "Helmets for AA, Flak & Gun Crews" - so I get the benefit of these 2 Mods, and I'm very happy with them in the game.
As usual, everyone will appreciate the trick or not - certainly, if you try "Pascal_Helmet for guns...", you'll get some file conflicts with previously installed Mods.
Translated with DeepL.com (free version)
https://www.mediafire.com/file/5bd52b7o978enrs/Pascal-sh5_deck_VIIC_Version10.zip/file
https://www.mediafire.com/file/i8f08lqjui7aj2x/Pascal-sh5-Crew-Uniforms_version_2.zip/file
https://www.mediafire.com/file/z8c27u51brblxow/Pascal_Helmets_for_gun_crews_MightyFine.zip/file
http://dar-eva.com/SH5_132.jpg
fitzcarraldo
06-29-24, 09:56 AM
Hi everyone!
When it's over, it starts again; that's the fate of amateurs who want to do well!
So, a new version of the VIIC (Version 10) - there were a few inaccuracies to be ironed out, in particular the hydrophone planted outside its intended location...
Another thing, a revision of the Mod uniform (version 2) on some details, here again. In particular, the helmet that the crew now uses on the gun and flak, thanks to this Mod (Pascal_Helmet for guns...) which is a mix between "MightyFine Crew Mod 1.2.1 Alt faces" and "Helmets for AA, Flak & Gun Crews" - so I get the benefit of these 2 Mods, and I'm very happy with them in the game.
As usual, everyone will appreciate the trick or not - certainly, if you try "Pascal_Helmet for guns...", you'll get some file conflicts with previously installed Mods.
Translated with DeepL.com (free version)
https://www.mediafire.com/file/5bd52b7o978enrs/Pascal-sh5_deck_VIIC_Version10.zip/file
https://www.mediafire.com/file/i8f08lqjui7aj2x/Pascal-sh5-Crew-Uniforms_version_2.zip/file
https://www.mediafire.com/file/z8c27u51brblxow/Pascal_Helmets_for_gun_crews_MightyFine.zip/file
http://dar-eva.com/SH5_132.jpg
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
Many thanks Pascal. Downloading now.
Best regards.
Fitzcarraldo :Kaleun_Salute:
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