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View Full Version : New work by Pascal available... Updated 10.06.2005!


Gammel
09-12-05, 02:51 AM
I´m very happy to make an announcement for an updated package with nearly all the work made by Pascal for SH3 so far.

Many files were updated, brand new and never released stuff is included and i did try to make a better documentation.

This package comes with:
--improvements for the look of the crew (updated 09.11.2005)
--new dials for battery, compressed air and co²
--improvements for the dials for telegraph, rudder and deep
--improvements for several interior textures (updated 09.11.2005)
--improvements for people in harbour (nurses, band and soldiers updated 09.11.2005)
--improved splash + smoke + explosion effect (updated 09.09.2005)
--improved sub textures for type VII with deck and flakguns (updated 09.10.2005)
--improved Foams and submarine wake (includes work by Ailantd) (updated 09.11.2005)
--improved periscope + stopwatch
--improved awards graphics
--improved textures for flower class corvette (updated09.10.2005)
--improvements for sailors on surface vessels
--new single mission loading screen (will show up too when you load a saved campaign game)
--optional new intro screen
--optional binocular file for the crew

Here´s some eyecandy:

The new bowwake (looks much more impressive ingame!)

http://img388.imageshack.us/img388/2994/bowwake2nl.jpg



Example for the crew improvements together with the wake effect:

http://img388.imageshack.us/img388/866/wakerain0ea.jpg


Torpedo hit at bow! Also notice the new buttons, dials and stopwatch graphics (the officer icons on the lower left are not part of this package, its work by C. America

http://img359.imageshack.us/img359/1724/scopehit1am.jpg


New dials for CE
http://img371.imageshack.us/img371/4534/dials3ww.jpg


The new single mission loading screen (will showup too when you reload a campaign game) You know the author is french, don´t you?

http://img371.imageshack.us/img371/773/loadingscreen3cw.jpg


Those screenshots can only give a little impression of all the improvements Pascal made and i´m not a good screeni maker as well. You have to see it ingame! :o

I want to send a big, big thank youto Pascal, of course first for his great work, but second for all the help (and the files) he gave to me creating this package!

Here´s the link:


http://rapidshare.de/files/5006304/Pascals_mods_09122005.rar.html

maybe terrapin would like to host it too?

Type941
09-12-05, 12:28 PM
All looks great, except the zombie wierd face of the guy on the tower. Is that... What is that? :)

PS - I hope terrapin hosts it, i can't use rapidsh*t.

Marhkimov
09-12-05, 12:39 PM
All looks great, except the zombie wierd face of the guy on the tower. Is that... What is that? :)

Taking into account the lighting and all other factors, the zombie face on the conning tower actually doesn't look so bad, or maybe it's just me... Besides, do the default skins look any better?

BTW, the whole package looks great... Let's have it!

Gammel
09-12-05, 12:55 PM
man, he is seasick! look at the weather :-j

but seriously:
guess it´s just a bad combination of the daytime and the light conditions that have made the face kind of greenish.
i´ve already warned i´m not good in making screenshots.

So i´ve read you used Pascal´s mods before, i can garantee no change has been made to the colour of the crews skin.
In this update are some changes to the clothing and the hats, but not the faces.

Her´s another screenshot. The guy still doesn´t look very well, but thats a feature, not a bug. ;) Also he looks fresher than me...
http://img166.imageshack.us/img166/7136/wo7mc.jpg

snakech
09-12-05, 12:59 PM
All looks great, except the zombie wierd face of the guy on the tower. Is that... What is that? :)

PS - I hope terrapin hosts it, i can't use rapidsh*t.

you can also dl the file here:

IE Nutzer
ftp://snakech.kicks-ass.org/
Benutzername: SH3
Kennwort: silent-hunter

Firefox Nutzer
ftp://SH3@snakech.kicks-ass.org/
Kennwort: silent-hunter

TreverSlyFox
09-12-05, 02:22 PM
Going to be a LOOOOOOONNNNNNGGGG download on my crappy dialup, at 3.1Kbps it's almost 4 hours. The .rar file is 32.87MB.

terrapin
09-12-05, 02:52 PM
All looks great, except the zombie wierd face of the guy on the tower. Is that... What is that? :)

PS - I hope terrapin hosts it, i can't use rapidsh*t.


Sure, it's online since a few hrs already...

Gammel
09-12-05, 03:13 PM
Thank you very much for hosting that big file, terrapin!
Sorry i´ve used rar format too. ;)
i did a progressive type archiv and used best compression. Will do some testing with 7zip.
If i get significant better results i´ll do the next version in that format.

terrapin
09-12-05, 04:11 PM
Thank you very much for hosting that big file, terrapin!
Sorry i´ve used rar format too. ;)
i did a progressive type archiv and used best compression. Will do some testing with 7zip.
If i get significant better results i´ll do the next version in that format.

no problem...7z should give you a significantly smaller overall size, as most of the included files are .tga files - which are compressed very effectively with 7z.

Gammel
09-12-05, 04:41 PM
You´re right, Terrapin


it did made a huge difference.
The 7zip filesize is now ~25MB compared to ~33MB with rar format.
:o
i used the default settings, just changed the compression level to "ultra"
Maybe there´s even more to shrink :)


Of course i´ll release the next version in 7zip format, but i dicided
to keep that 09122005 version as it is to avoid confusion
(one file is already updated in the 7zip version)

TreverSlyFox
09-12-05, 07:09 PM
OK, 3 hours and 28 minutes later I've got it. Little bit of juggling to get the whole thing JSGME compatable (I extracted it directly to the JSGME MOD folder, shouldn't have done that I guess).

Anyway, I load it with JSGME and get a message that it's overwriting 2 files in Swastica. I figure no big deal it's only 2 .tga pics and tell it to go ahead and load. Fire up SHIII (didn't use SH3 Commander) and figure I'll try it out in Single Mission. I pick the "Courageous" single mission and go with the 1943 VIIB with the better crew at 47% realism.

Hit start and everything is fine until the "Initializing" screen ends and the Mission is to start and it CTDs. OK, so maybe "Swastica" is causing some trouble, so I go back to JSGME and un-load "Swastica" and load everything back up in JSGME and start the same Single Mission again. Same thing happens again, so it's NOT "Swastica" that's causing the problem, even though that's the only MOD it conflicted with.

Here's what I'm running through JSGME in order:

World v2.0
Transparent Dials (transparentDialsOfficer.zip)
Merchant ID Mod (FullVulnMod.zip by Nemesis)
Hi-Res Flag Textures (by juju)
Merchantmod-01_externalcargo_juju
Merchantmod-02_c2-cargo_juju
Merchantmod-03_c3-cargo_juju
bad_weather_guns
Flotilla (FLotilla_Final by Berry)
Lights (by CCIP)
Swastica (by Kossu)
Pascals_mods

Here is my system:

Dell Dimension 8200
2.4/533 NPFC
512meg Rambus 40N NECC
Hitachi CD/RW 40X
Samsong DVD 16X
nVidia GForce4 Ti 4200 64meg w/7.7.7.2 drivers
Windows XP Home w/all upgrades except SP2

I have never had a CTD before and run 60-75 FPS on the map mostly and 25-35 FPS in Port. There is definetly a conflict somewhere!

Any Ideas???

EDIT: I did use the Optional Binocs and Loading Screen.

Gammel
09-13-05, 05:17 AM
Hello TreverSlyFox,

i´m very sorry it didn´t work for you, especialy due you spent so much time downloading the mod. :(

But i can´t confirm any error with the package.
Just for you i did a fresh install and applied the mod.
I started the couragous single mission with no problems.
Also i tried the optional binoculars, no problems here no.

Can you post the exact filesize (in bytes) of the package you downloaded?
Did you used terrapins or rapidshare side for the download?

In theory, even if parts of the download would be corrupt, no chrash should appear, cause the mod only changes textures. So even in case of any missiong files or st. you should only notice missing textures or display problems.
No datafile of the game is touched by this mod!

terrapin
09-13-05, 05:20 AM
Just checked:

1. The file on my server isn't corrupt, it has 34.466.682 bytes

2. I didn't find any errors on my install, too.

terrapin
09-13-05, 05:22 AM
OK, 3 hours and 28 minutes later I've got it. Little bit of juggling to get the whole thing JSGME compatable (I extracted it directly to the JSGME MOD folder, shouldn't have done that I guess).

Anyway, I load it with JSGME and get a message that it's overwriting 2 files in Swastica. I figure no big deal it's only 2 .tga pics and tell it to go ahead and load. Fire up SHIII (didn't use SH3 Commander) and figure I'll try it out in Single Mission. I pick the "Courageous" single mission and go with the 1943 VIIB with the better crew at 47% realism.

Hit start and everything is fine until the "Initializing" screen ends and the Mission is to start and it CTDs. OK, so maybe "Swastica" is causing some trouble, so I go back to JSGME and un-load "Swastica" and load everything back up in JSGME and start the same Single Mission again. Same thing happens again, so it's NOT "Swastica" that's causing the problem, even though that's the only MOD it conflicted with.

Here's what I'm running through JSGME in order:

World v2.0
Transparent Dials (transparentDialsOfficer.zip)
Merchant ID Mod (FullVulnMod.zip by Nemesis)
Hi-Res Flag Textures (by juju)
Merchantmod-01_externalcargo_juju
Merchantmod-02_c2-cargo_juju
Merchantmod-03_c3-cargo_juju
bad_weather_guns
Flotilla (FLotilla_Final by Berry)
Lights (by CCIP)
Swastica (by Kossu)
Pascals_mods

Here is my system:

Dell Dimension 8200
2.4/533 NPFC
512meg Rambus 40N NECC
Hitachi CD/RW 40X
Samsong DVD 16X
nVidia GForce4 Ti 4200 64meg w/7.7.7.2 drivers
Windows XP Home w/all upgrades except SP2

I have never had a CTD before and run 60-75 FPS on the map mostly and 25-35 FPS in Port. There is definetly a conflict somewhere!

Any Ideas???

EDIT: I did use the Optional Binocs and Loading Screen.

Try another mission or better a new (test) campaign... I remember several CTDs with single missions in the past...

larsen
09-13-05, 05:27 AM
Is there any issue if I install over SH3 Commander/Rub 1.43 ?

Gammel
09-13-05, 05:42 AM
thx for the info, terrapin!

@ larsen: i use it on a RUB based game too, should work fine.
Like i wrote no datafile is touched, pure eye-candy.
:P

larsen
09-13-05, 06:47 AM
thx for the info, terrapin!

@ larsen: i use it on a RUB based game too, should work fine.
Like i wrote no datafile is touched, pure eye-candy.
:P

OK, thanks for the info. I'll try tonight !

BladeHeart
09-13-05, 12:35 PM
Can someone remind me, is this an install whilst in port job, or an anytime job?

Gammel
09-13-05, 12:39 PM
anytime job!

terrapin
09-13-05, 12:39 PM
Can someone remind me, is this an install whilst in port job, or an anytime job?


anytime

terrapin
09-13-05, 12:40 PM
Is there any issue if I install over SH3 Commander/Rub 1.43 ?


Not that I'm aware of any...

BladeHeart
09-13-05, 12:41 PM
Thank you gentlemen, and twice to you Terrapin for having it available. :up:

terrapin
09-13-05, 12:42 PM
Thank you gentlemen, and twice to you Terrapin for having it available. :up:


np, SH3mart has it all... ;)

BladeHeart
09-13-05, 03:02 PM
Ok,...... what am I doing wrong. :-?

I downloaded this mod from the U-boat Realsimulation site, and installed it via the mod enabler. :up:

No change to dials, buttons, stop watch, etc. :down:

Should I have installed these mods another way?
Or was there something in a readme I missed? :hmm:

Help!!!!!
:(

BladeHeart
09-13-05, 03:10 PM
Another question.

Does this mod replace the folowing mods by pascal?

Smoke(1.4 ready)
Foam
Smoke and spalsh
Crew uniforms

Thanks

Gammel
09-13-05, 03:10 PM
inside the root folder are 4 directories. I guess you have to point the mod enabler program to the folder "Pascals_mods" in some way.
This is the true root folder of the mod, the 3 other ones are a screenshot folder a folder with an optional intro file and another optional folder with a slightly different texture for the crew´s binocular.

Unfortunately i never usded that mod-enabler programm for myself, so could someone here help Bladeheart out?

BladeHeart
09-13-05, 03:30 PM
Thanks for the reply Gammel.

Just gone back to look at the files and I suspect you are correct. Is there an "expert" who can confirm our suspicions?

Noticed something odd as well; in addition to the various crew files that end in "D" I have one set that end in "B" i.e.
01_OFF_Body01 B
01_OFF_Body01 D

Should these "B" files be there, or were theyy introduced by some other uniform mod I have tried before?

Gammel
09-13-05, 03:53 PM
Hello Bladeheart,

the 01_OFF_Body01 B.tga file is a stock game file. It´s present 2 times in the crew folder.Don´t delete it!
It is not altered by the mod.
For it´s exact function explained you´d have to contact Pascal or someone else
who is familar with retexturing of SH3.

I know the readme files lacks the path and filenames for the crew folder. i´ll add this in the next version.

BladeHeart
09-13-05, 05:36 PM
Thanks

BladeHeart
09-13-05, 07:19 PM
Don't know what's happening with the avatar? Extended shore leave; I was here but a couple of hours ago. :rotfl:

I have manually transferred the files across and they look great, with but one exception. Some of the crew have those strange haircuts where the hair parts at the back exposing two triangles of flesh at the base of the skull. :-? The others look great with much improved hair colouring. :up:

Have the current binocular skin loaded and have seen that the optional is the more traditional black coating. apart from the aesthetic aspect why two options? Regardless the mods look great. :up:

Thank you Pascal and Gammel for realising them. :D

:lurk:

Gammel
09-14-05, 04:48 AM
Hello again

good to hear it working for you now.
That strange haircut of some of the crew members isn´t believed to be fixable i guess. It´s also present in the stock game.
I always try to imagine it´s a bad joke done by another crewmember to that guy during haircut on the patrol. :-j

About the binocular: mhh i like the one that is installed by default more. But tastes are different and you can easy switch to the other version by copy it over to the .../TNormal/tex folder. Let´s see, if more users prefer the alternate version i´ll do it vice verse and made the optional the default.
Stay tuned, more to come soon... ;)

Achtung Englander
09-23-05, 06:49 AM
Hi - I really like your mods for

new dials for battery, compressed air and co²

and

officer icons

could we get them as seperate mods as opposed to your all inclusive file ?

The Avon Lady
09-23-05, 07:00 AM
Here's are the separate mod files I have from Pascal:

http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsAlarmAndDiveSounds.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsAwards.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsCrewUniforms.rar
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsDials.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsFoam.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsPeriscope.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsSmokeAndSplash.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsVIIInterior.zip

Achtung Englander
09-23-05, 11:09 AM
many many thanks AL

Gammel
09-23-05, 02:56 PM
I also did an update to the Pascal´s "all inclusive" modpack!

Included are many updates and improvements to existing files and brand new and unreleased stuff:
(of course all unchanged files from the last version are still in, with a little exeption, see below)

--new Type IIa texture

--many improvements to existing interior textures for the subs

--a completely rework of the typeVII, a real beauty now! :)

--new swordfish emblem and rework of the crew´s caps (anyone knows when they´re wearing them and when not?? ;)

--further improvements for the wake and explosion effects

--new background for the radio message screen

--and more!

some eyecandy:
http://img324.imageshack.us/img324/1893/bowwake4dw.jpg
Pascal did great improvements to the type VII with this version:
http://img251.imageshack.us/img251/8002/bridgeaa5hx.jpg
The new TypeIIa at max speed
http://img251.imageshack.us/img251/9599/typeiia8xw.jpg
You already know that new cap...
http://img389.imageshack.us/img389/6339/capaa7mg.jpg

before you install the new version, please have a look at the readme file, there was one wrong filename in the last released package.
...
Pascals_mods/data/Textures/TNormal/tex/Turm7c_1_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_2_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_3_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_4_deck .tga (updated 09.23.2005 / renamed,working now)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_5_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Typ 21_20mm_UFlak.tga
Pascals_mods/data/Textures/TNormal/tex/UFlak_High.tga (updated 09.22.2005)
...
If you use that mod enabler programm that shouldn´t be a problem, but if you install the pack by overwriting old files, please rename that Turm7c_4_deck.tga to Turm7c_4_deck .tga (watch the spacing between the "k" and ".tga" before install of the new version so the old files will be completely overwritten.

I switched the file format to 7zip for better compressing results, with winrar we´d have reached the 50MB border!
Also cause of the filesize the optional interface artwork is no longer included.

Have fun and thanks very much to Pascal again for his help, patience and support he gave to me when creating that package! (and for his textures of course, lol)

Would be great If anyone using this new version would post some nice screenshots here. I´m really not good at doing that (as you can see. In game it looks much more impressive!)

Dl here:
http://rapidshare.de/files/5449120/Pascals_mods_09232005.7z.html
and maybe soon at he has anything for that SH3 game (http://u-boot.realsimulation.com/)
(but i guess terrapin is busy playing "seawolves") :-j

Bill Nichols
09-23-05, 06:52 PM
Here's are the separate mod files I have from Pascal:

http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsAlarmAndDiveSounds.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsAwards.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsCrewUniforms.rar
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsDials.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsFoam.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsPeriscope.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsSmokeAndSplash.zip
http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsVIIInterior.zip

The 'AlarmAndDiveSounds' zip appears to be password protected :-?

Gammel
09-23-05, 06:54 PM
try "players", Mr Nichols

terrapin
09-23-05, 06:57 PM
I(but i guess terrapin is busy playing "seawolves") :-j


ROFL.... file online :)

Gammel
09-23-05, 06:57 PM
Thank you! :P

terrapin
09-23-05, 06:59 PM
Thank you! :P

as always: NP

Bill Nichols
09-23-05, 07:52 PM
try "players", Mr Nichols

Many thanks!

Wolf52
09-25-05, 09:04 PM
So let me get this straight Gammel, you want us to rename the turm 7c4 deck file so that it has a space or not? Im a bit confused. The first version did not have a space before the file extension, but the new version does. Now, i assume i am supposed to remove the space in the latest version, correct?

Soviet_Warlord
09-25-05, 10:02 PM
If its the same file name, just delete the old one that has the spelling mistake in it.

Wolf52
09-25-05, 10:23 PM
But the old one seems to be formatted correctly, its the new one that doesnt fit in.

Gammel
09-26-05, 01:52 AM
The new name WITH the space is correct!!!

sorry for the confusion, i have big problems to explain something in english. :(.

I suggested to rename the old file before adding the new pack to make sure it´will overwrite the old one with the incorrect filename..
Just deleting the old file will do fine as well.


--THE ONE WITH THE SPACING IS CORRECT!--
(even it looks strange)

Wolf52
09-26-05, 03:43 PM
Thanks. Crystal clear. So i guess the game designers just made a typo and never fixed it?

Pascal
09-26-05, 04:43 PM
Thanks. Crystal clear. So i guess the game designers just made a typo and never fixed it?

Yes, right (never fixed, as triangle on neck crew man, as crew men on the deck who turn like a spinning top..; normal you could tell me, from a staff come from a barnum ....)

Gammel
10-06-05, 05:43 AM
An updated version of the modpack is hopefully soon available at terrapins side.

Much great new stuff is in such as new texture for the type IId and type IX boats (!!), new officer icons and much more....
Many existing files files were updated too.
I´ve included the reflection fix by sergbuto for all in game sub, even if they´ve not been modified by Pascal (so far). Unfortunatetely this had also increased the filesize even more, so the whole new package is now around 65MB and it´s not possible to upload it on rapidshare any more. i hope terrapin will host it.

Here´s some eyecandy:
http://img398.imageshack.us/img398/6638/bridgeaa7ja.jpg

http://img364.imageshack.us/img364/6467/dials1th.jpg

note: the screenshots were take without the reflection fix installed!!

BladeHeart
10-06-05, 08:14 AM
I believe the new dials also show Ampere rather then voltmeter. :know:

Already having the officer icons, I personally recommend them. :up:

:lurk:

Gammel
10-06-05, 09:12 AM
i know of the new file showing ampere(s) instead of voltmeter.
but i decided to stay with the one in the pack "voltmeter" for several reasons.
for example there´s an interior texture showing voltmeter as well.

10-06-05, 09:17 AM
Does it change uniform? The material was perfect in the previous version, but i didn't liked it very much because of washy eagles and buttons on the uniform.

Gammel
10-06-05, 09:21 AM
no change to the crew´s textures exept for the cap, sorry.
here´s the new readme file
This file contains all texture improvements ever made
by Pascal for Silent Hunter 3.


I´ll try to update this file as often as possible, lets hope Pascal will continue his work for long. :)

This version of the modpack contains the reflection fix for the submarines type II,IX,XXI. To avoid confusion i decided to include all files of the reflection fix mod, so even the boats not modified by pascal and the ones that don´t need textures included in a .dat file are in. Thanks to sergbuto for his great work on fixing that issue and his agreement including it in this modpack.


Included in this package of the work done by Pascal is:

--improvements for the look of the crew
Pascals_mods/data/Crew/Body/Body01/Rank_Deco_ND.tga
Pascals_mods/data/Crew/Body/Body01/OFF_TGA/01_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body01/OFF_TGA/02_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body01/OFF_TGA/03_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body01/OFF_TGA/04_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body01/POS_TGA/03_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body01/POS_TGA/04_OFF_Body01_D.tga
Pascals_mods/data/Crew/Body/Body02/OFF_TGA/01_OFF_Body02_D.tga
Pascals_mods/data/Crew/Body/Body02/POS_TGA/01_OFF_Body02_D.tga
Pascals_mods/data/Crew/Casket/Casket01/01_Casket_D.tga
Pascals_mods/data/Crew/Casket/Casket02/02_Casket_B.tga
Pascals_mods/data/Crew/Casket/Casket02/02_Casket_D.tga
Pascals_mods/data/Crew/Head/OFF/Head01/01_OFF_Head01_D.tga
Pascals_mods/data/Crew/Head/OFF/Head02/01_OFF_Head02_D.tga
Pascals_mods/data/Crew/Head/OFF/Head03/01_OFF_Head03_D.tga
Pascals_mods/data/Crew/Head/POS/Head01/01_POS_Head01_D.tga
Pascals_mods/data/Crew/Head/POS/Head02/01_POS_Head02_D.tga
Pascals_mods/data/Crew/Head/POS/Head03/01_POS_Head03_D.tga
Pascals_mods/data/Crew/Head/POS/Head04/01_POS_Head04_D.tga
Pascals_mods/data/Crew/Head/POS/Head05/01_POS_Head05_D.tga
Pascals_mods/data/Crew/Helmet/OFF/01_OFF_Helmet01_B.tga
Pascals_mods/data/Crew/Helmet/OFF/01_OFF_Helmet01_D.tga
Pascals_mods/data/Crew/Helmet/POS/01_POS_Helmet01_B.tga
Pascals_mods/data/Crew/Helmet/POS/01_POS_Helmet01_D.tga (updated 09.29.2005, new fish!)
Pascals_mods/data/Textures/TNormal/tex/01_binocular01.tga


--new dials for battery, compressed air and co²
Pascals_mods/data/Menu/Gui/Layout/Dials1.tga (updated 09.28.2005)


--improvements for the dials for telegraph, rudder and deep
Pascals_mods/data/Menu/Gui/Layout/DialsFdb.tga


--new officer icons (new)
Pascals_mods/data/Menu/Gui/Layout/OfficerA.tga
Pascals_mods/data/Menu/Gui/Layout/OfficerB.tga


--improvements for interior textures of the type II and VII submarines
Pascals_mods/data/Textures/TNormal/tex/21IC_druck.tga
Pascals_mods/data/Textures/TNormal/tex/21IC_tbd_1.tga
Pascals_mods/data/Textures/TNormal/tex/21IC_tif.tga
Pascals_mods/data/Textures/TNormal/tex/7cIC_druck.tga (new)
Pascals_mods/data/Textures/TNormal/tex/7cIC_tbd_1.tga (new)
Pascals_mods/data/Textures/TNormal/tex/7cIC_tif.tga (updated 09.28.2005)
Pascals_mods/data/Textures/TNormal/tex/cadrane_radio_7.tga (new)
Pascals_mods/data/Textures/TNormal/tex/cadrane1_2.tga
Pascals_mods/data/Textures/TNormal/tex/cadrane2.tga
Pascals_mods/data/Textures/TNormal/tex/cadrane2_2.tga
Pascals_mods/data/Textures/TNormal/tex/detalii_7.tga (updated 09.28.2005)
Pascals_mods/data/Textures/TNormal/tex/druck_21.tga
Pascals_mods/data/Textures/TNormal/tex/druck_7.tga (updated 09.28.2005)
Pascals_mods/data/Textures/TNormal/tex/druck_radio_7.tga (new)
Pascals_mods/data/Textures/TNormal/tex/haloi.tga
Pascals_mods/data/Textures/TNormal/tex/int_2.tga
Pascals_mods/data/Textures/TNormal/tex/int_2_1.tga
Pascals_mods/data/Textures/TNormal/tex/int_7.tga (updated 09.28.2005)
Pascals_mods/data/Textures/TNormal/tex/periscop_2.tga
Pascals_mods/data/Textures/TNormal/tex/uzat_7command.tga (new) (updated 09.29.2005)
Pascals_mods/data/Interior/NSS_Uboat7NSS_Uboat7_RR.dat (updated 09.29.2005)


--improvements for interior textures of the type IX (new)
Pascals_mods/data/Textures/TNormal/tex/cadrane_radio_9.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_1.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_2.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_3.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_4.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_cadrane.tga
Pascals_mods/data/Textures/TNormal/tex/CR9C_haloi.tga
Pascals_mods/data/Textures/TNormal/tex/druck_radio_9.tga
Pascals_mods/data/Textures/TNormal/tex/uzat_9 radio.tga
Pascals_mods/data/Textures/TNormal/tex/uzat_9command.tga


--improvements for people in harbour
Pascals_mods/data/Textures/TNormal/tex/casca1.tga
Pascals_mods/data/Textures/TNormal/tex/fanfara_boy01.tga
Pascals_mods/data/Textures/TNormal/tex/fanfara_boy.tga
Pascals_mods/data/Textures/TNormal/tex/floare.tga
Pascals_mods/data/Textures/TNormal/tex/muncitori04.tga
Pascals_mods/data/Textures/TNormal/tex/muncitori05.tga
Pascals_mods/data/Textures/TNormal/tex/Nurse_Blue.tga
Pascals_mods/data/Textures/TNormal/tex/Nurse_Brown.tga
Pascals_mods/data/Textures/TNormal/tex/Nurse_Dark.tga
Pascals_mods/data/Textures/TNormal/tex/Nurse_Gray.tga
Pascals_mods/data/Textures/TNormal/tex/Nurse_Green.tga
Pascals_mods/data/Textures/TNormal/tex/ofitzer.tga
Pascals_mods/data/Textures/TNormal/tex/pushca.tga
Pascals_mods/data/Textures/TNormal/tex/soldat.tga
Pascals_mods/data/Textures/TNormal/tex/01_OFF_Helmet01_D.tga



--improved splash + smoke + explosion effect
Pascals_mods/data/Textures/TNormal/tex/cloud_blob_add.tga
Pascals_mods/data/Textures/TNormal/tex/expl_hallo_add.tga
Pascals_mods/data/Textures/TNormal/tex/explosion.tga
Pascals_mods/data/Textures/TNormal/tex/Fire_add
Pascals_mods/data/Textures/TNormal/tex/pierreE2.tga
Pascals_mods/data/Textures/TNormal/tex/pierreE.tga (updated 09.12.2005)
Pascals_mods/data/Textures/TNormal/tex/pierreE_test.tga
Pascals_mods/data/Textures/TNormal/tex/smoke_add.tga
Pascals_mods/data/Textures/TNormal/tex/Smoke_volum02.tga
Pascals_mods/data/Textures/TNormal/tex/Smoke_volum02_opt.tga
Pascals_mods/data/Textures/TNormal/tex/smoke_volum.tga
Pascals_mods/data/Textures/TNormal/tex/splash_vert01.tga
Pascals_mods/data/Textures/TNormal/tex/splash_vert.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_big.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_big_blur.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_new.tga


--improved sub textures for type IX (new) :)
Pascals_mods/data/Textures/TNormal/tex/9D2_deck.tga
Pascals_mods/data/Textures/TNormal/tex/deck_9b.tga
Pascals_mods/data/Textures/TNormal/tex/deck_9c.tga
Pascals_mods/data/Textures/TNormal/tex/mask_type9.tga
Pascals_mods/data/Textures/TNormal/tex/mask_type9d.tga
Pascals_mods/data/Textures/TNormal/tex/NSSUboat9b.tga
Pascals_mods/data/Textures/TNormal/tex/NSSUboat9c.tga
Pascals_mods/data/Textures/TNormal/tex/NSSUboat9D2.tga
Pascals_mods/data/Textures/TNormal/tex/Turm9c.tga
Pascals_mods/data/Textures/TNormal/tex/Turm9c_1.tga


--improved sub textures for type VII with deck and flakguns
Pascals_mods/data/Textures/TNormal/tex/Balkon_G.tga (updated 09.22.2005)
Pascals_mods/data/Textures/TNormal/tex/biskayakreuz.tga
Pascals_mods/data/Textures/TNormal/tex/conning_stu2B.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/conning_stuff.tga (updated 09.22.2005)
Pascals_mods/data/Textures/TNormal/tex/decoys.tga (updated 09.22.2005)
Pascals_mods/data/Textures/TNormal/tex/mask_type7.tga (updated 09.22.2005)
Pascals_mods/data/Textures/TNormal/tex/NSS_Uboat7c_coning.tga (updated 09.22.2005
Pascals_mods/data/Textures/TNormal/tex/NSS_Uboat7c_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/NSS_Uboat7c_deck_gun.tga (updated 09.22.2005)
Pascals_mods/data/Textures/TNormal/tex/NSS_Uboat7c_hull.tga (updated 09.22.2005
Pascals_mods/data/Textures/TNormal/tex/Turm7c_1_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_2_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_3_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_4_deck .tga (updated 09.23.2005 / renamed,working now)
Pascals_mods/data/Textures/TNormal/tex/Turm7c_5_deck.tga (updated 09.23.2005)
Pascals_mods/data/Textures/TNormal/tex/Typ 21_20mm_UFlak.tga
Pascals_mods/data/Textures/TNormal/tex/UFlak_High.tga (updated 09.22.2005)


--improved sub texture for type IIa
Pascals_mods/data/Submarine/NSS_Uboat2A/NSS_Uboat2A.dat (updated 10.06.2005, reflection fix included)


--improved sub texture for type IId (new)
Pascals_mods/data/Submarine/NSS_Uboat2D/NSS_Uboat2D.dat (updated 10.06.2005, reflection fix included)


--improved Foams and submarine wake (includes work by Ailantd)
Pascals_mods/data/Misc/siaj.tga
Pascals_mods/data/Misc/siaj_nave.tga
Pascals_mods/data/Misc/siaj_submarin.tga
Pascals_mods/data/Textures/TNormal/tex/bubble_01.tga
Pascals_mods/data/Textures/TNormal/tex/bubbles_01.tga
Pascals_mods/data/Textures/TNormal/tex/bubbles_02.tga
Pascals_mods/data/Textures/TNormal/tex/bubbles_03.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_big.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_big_blur.tga
Pascals_mods/data/Textures/TNormal/tex/twirl_soft_new.tga


--improved periscope + stopwatch
Pascals_mods/data/Menu/Gui/Periscope.tga (updated 06.10.2005)


--improved awards graphics
Pascals_mods/data/Menu/Data/awards.tga
Pascals_mods/data/Menu/Data/insigne.tga


--improved textures for flower class corvette
Pascals_mods/data/Textures/TNormal/tex/NCO_Flower512.tga


--improvements for sailors on surface vessels
Pascals_mods/data/Textures/TNormal/tex/man_DCR.tga


--new background for radio messages
Pascals_mods/data/Menu/Gui/RadioMsg.tga (updated 09.29.2005)



--optional binocular file for the crew
optional binocular for crew/data/Textures/TNormal/tex/01_binocular01.tga


--files from sergbutos reflection fix not modified by Pascal
Pascals_mods/data/Submarine/NSS_Uboat21/NSS_Uboat21.DAT
Pascals_mods/data/Objects/Turm2A_1_hd.dat
Pascals_mods/data/Objects/Turm2D_1_hd.dat
Pascals_mods/data/Objects/Turm2D_2_hd.dat
Pascals_mods/data/Objects/Turm9c_1_hd.dat
Pascals_mods/data/Objects/Turm9c_2_hd.dat
Pascals_mods/data/Objects/Turm9c_3_hd.dat


all credit for this mod goes to Pascal, he´s a great artist.
I hope he´s going to retexture the whole game. ;)

The mods are made for the vanilla game but are working well with a RUB based game, although some files from RUB will be replaced by Pascals textures (Periscope, CE dials, wake texture) but they look much better after that ;).
You won´t loose any critical files from RUB.

greeting
Gammel

rulle34
10-06-05, 09:43 AM
Hello Gammel!
If you reached the "50Mb" line, then maybe devide the modpackage and make part 1 and 2 at something like 25Mb each or what's suitable?

Syxx_Killer
10-06-05, 10:54 AM
How about trying this site?

http://www.filefactory.com/

You can upload up to 500MB.

Gammel
10-06-05, 12:30 PM
thanks for the links and the tips, i´ll try to upload it there too, but not today.
maybe it´s available on terrapins side this evening (GMT)...

Totenkopf
10-06-05, 12:43 PM
Have you managed to fix the DialsFdb.tga compass offset? I have been futzing around with it and no success... :doh:

Check out my crew upgrade... Sub_Crew_2b at

http://silenthunterthreemods.realsimulation.com/

terrapin
10-06-05, 01:32 PM
Have you managed to fix the DialsFdb.tga compass offset? I have been futzing around with it and no success... :doh:

Check out my crew upgrade... Sub_Crew_2b at

http://silenthunterthreemods.realsimulation.com/


PLEASE refer only to http://U-Boot.RealSimulation.com!

terrapin
10-06-05, 02:03 PM
thanks for the links and the tips, i´ll try to upload it there too, but not today.
maybe it´s available on terrapins side this evening (GMT)...


Online now.

Gammel
10-06-05, 06:19 PM
Have you managed to fix the DialsFdb.tga compass offset? I have been futzing around with it and no success... :doh: You´ll have to ask the author of the mods about that

Check out my crew upgrade... Sub_Crew_2b at

http://silenthunterthreemods.realsimulation.com/

I like your crew textures, they´re looking impressive!
But this modpack is only dedicated to the work done by Pascal.

Online now
:up:

Jungman
10-08-05, 06:37 PM
Gammel:

The new Pascal Mod pack looks cool! :cool: Where do you download it at, or has it been released yet?

I like the new dials and periscope. Really it is time to make my Uboat look nicer, and this looks the trick.

Jungman
10-08-05, 07:09 PM
The link for the Pascal Mod Pak is no good on page one at rapidshare.de

There is no link? Says updated October 6, 2005. I can not find it. :88)

Kpt. Lehmann
10-08-05, 07:21 PM
Jungman,

I think it may be part of Ail's interface mod.

http://www.ailantd.com/SHIIIMODS/

kiwi_2005
10-09-05, 09:14 AM
Great, also ive notice the dials are in the RUB 1.44 mod. :up:

Gammel
10-09-05, 09:34 AM
hello Jungman,

you can download the new package at terrapins site.
It´s the only source for the file atm, havn´t managed to upload it somewhere else so far.

Hint: It´s in the skins section, filename "Pascals_mods10062005.7z"

The Avon Lady
10-09-05, 12:24 PM
you can download the new package at terrapins site.
It´s the only source for the file atm, havn´t managed to upload it somewhere else so far.
Here's a mirror (http://www.filefront.com/?filepath=/theofpfaq/sh3/SH3_Mod_PascalsMods_20051006.7z). ;)

Gammel
10-09-05, 02:07 PM
Many thanks miss Avon Lady!
:up:

Jungman
10-09-05, 03:13 PM
:|\ Thanks a mint! Some neat stuff in there. Filefront looks to be a nice place to upload mods to. I may have to check them out more in the future.

Wolf52
10-10-05, 03:44 PM
Im having a bit of a problem, the depth dial (the smaller one thats always there) doesnt give me the correct depth commands! I click on 50 for example but i get an entirely different depth! Ive since changed to another dial mod but i wanted to know if theres a fix for it.

Gammel
10-10-05, 04:25 PM
could you post a screenshot?
I did some testing and everything seems ok with the dials.
What sub are you using Wolf52?
Do you have any other mods installed that could have an effect on the dials?

Wolf52
10-10-05, 09:47 PM
I used a type VIIB when this happened. The only thing that could impact it was that i was using Captain Americas 400m depth gauge mod. I have since gone back to it since the one that came with this mod is very small and hard to read, plus like i said it would input the wrong depths.

Gammel
10-11-05, 03:00 AM
my guess is that some files of the 400m mod by CA were still present in the game directory when you´ve applied Pascal´s mods.
Try to get rid off the old files first or use the mod enabler programm.
Unfortunatly CA´s deep gauge mod has an installer and not a browsable folder sctructure, so i can´t tell you what files are installed by this mod.

Scire
10-11-05, 07:29 AM
my guess is that some files of the 400m mod by CA were still present in the game directory when you´ve applied Pascal´s mods.
Try to get rid off the old files first or use the mod enabler programm.
Unfortunatly CA´s deep gauge mod has an installer and not a browsable folder sctructure, so i can´t tell you what files are installed by this mod.

It install the following files:

DATA/INTERIOR/NSS_Uboat7/NSS_Uboat7_CR.sim
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.sim

DATA/INTERIOR /NSS_Uboat9/NSS_Uboat9_CR.sim
NSS_Uboat9_CT.sim
NSS_Uboat9_RR.sim

DATA/MENU/CFG/Dials

DATA/TEXTURES/TNORMAL/TEX/7cIc_tif
cadrane_radio_7
cadrane_radio_9
CR9C_4
detaliii_7

Gammel
10-11-05, 10:55 AM
my guess is that some files of the 400m mod by CA were still present in the game directory when you´ve applied Pascal´s mods.
Try to get rid off the old files first or use the mod enabler programm.
Unfortunatly CA´s deep gauge mod has an installer and not a browsable folder sctructure, so i can´t tell you what files are installed by this mod.

It install the following files:

DATA/INTERIOR/NSS_Uboat7/NSS_Uboat7_CR.sim
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.sim

DATA/INTERIOR /NSS_Uboat9/NSS_Uboat9_CR.sim
NSS_Uboat9_CT.sim
NSS_Uboat9_RR.sim

DATA/MENU/CFG/Dials.cfg

DATA/TEXTURES/TNORMAL/TEX/7cIc_tif
cadrane_radio_7
cadrane_radio_9
CR9C_4
detaliii_7
Thank you, Scirè!

This is the most suspicous one to me causing the problem:
DATA/MENU/CFG/Dials.cfg

Wolf52, with the filelist posted by Scirè it should be easy to restore all the files to the default ones. (You did a backup, didn´t you?)
Do so, apply Pascals_mods once again and all should work fine.