Log in

View Full Version : ATTN:Fubar


CWorth
10-28-05, 06:44 AM
This is just to let you and anyone who uses your IXB and IXC with JSGME Mod Manager that they will not install properly.

You will need to manually move some files.You have the Library folder in the zip file that holds the GUNS_SUB.dat and the Sensors.dat files called Libary so it creates a Libary folder instead of installing the 2 files into the Library folder.You forgot an r in the folder name.You have to move the 2 files from the Libary folder to the Library folder.

Just a heads up to those who use the skins.

rulle34
10-28-05, 09:06 AM
This is right!
The best and easiest thing to do is to extract the file somewhere, then change name on the "Libary" folder to "Library". Then copy the mod in MODS folder and enable with JSGME. Then it'll be right! :up:

fubar
10-28-05, 09:09 AM
sorry about that I'l have to sort that out
THANKS

Kpt. Lehmann
10-28-05, 09:09 AM
Yes!!! Also check your other skin files... the same thing has happened with others as well.

The Avon Lady
11-04-05, 06:24 AM
Fubar, there are new skins of yours, dated Oct. 31, on u-boat.realism's skin downloads page, for type IXB, IXC and VIIB.

Are these final releases?

Are the errors mentioned above corrected in these downloads?

Do these downloads conflict with major mods, like RUb, and/or with your own VIIC skin? If so, what effects does that have on such earlier mods?

oRGy
11-04-05, 10:01 AM
I think that the main prob is that fubar packs his skins into the dat files, and this isn't necessary - if the relevant texture files are just dumped into /textures/tnormal/tex on their own, they all work just as well and you also save on file size/installation hassles.

This is what I did in IuB, anyway.

fubar
11-04-05, 10:58 AM
Hi all

yes these new files don't have the problems mentioned above,
Also the reason I put the texture files in the dat files is because
I read somewhere that some texture files did not work in the
Texture/tnormal/tex folder but I think that may only be the type II
textures.
Avon lady I dont think my skins conflict with Rub or any other
major mods.
Perhaps Beery could put some light on this?
Maybe I should have uploaded all my skins as TGA files and let people pack them in dat files If they wanted.
Hope this don't cause you guys many problems.

Marhkimov
11-04-05, 01:09 PM
I think that the main prob is that fubar packs his skins into the dat files, and this isn't necessary - if the relevant texture files are just dumped into /textures/tnormal/tex on their own, they all work just as well and you also save on file size/installation hassles.

This is what I did in IuB, anyway.

oRGy, I don't mean to intrude on your strategies, but...


You really should consider packing skins into the DAT files themselves. Maybe you have never noticed, but U-boat reflections only show up correctly when they are within the DAT files. Try it and see. Any U-boat skin that is inside the '/textures/tnormal/tex' folder will not appear as the reflection. This is more of an immersion killer if you are playing with a camoflauged U-boat... It is weird when you have a reflection that looks nothing like your actual U-boat...

As for size/installation hassles, if you resize fubar's skins down to 1024x1024 (they are 2048x2048 by default) and use RLE compression, file size is very small (between 1.5 to 2.5mb)... Using the "small" skins, you can pack those inside of the DAT's. I feel that this is a much better strategy than leaving the default skins inside... Also, packing fubar's "small" skins will save considerable space. If you are space conscious, then this is indeed a very good method. The smaller DAT's can range anywhere from 3 to 7mb (as opposed to 8 or 9mb in default SH3). The same method also can apply to deck and turm textures (object folder): if you wish, resize, repack, redistribute...

And after you have put the skins inside of the DAT's and everything, you may still want to throw fubar's skins into '/textures/tnormal/tex.' This is especially useful when you want 1024x1024 skins in the DAT files and 2048x2048 in the texture folder...


These are just a few space optimization ideas that I came up with. As the sole distributer of IUB, if space is your concern, then you might wanna look into this...




And personally, if you would like to know how I organize all of my skins...

data\Submarine\Uboat*\Uboat*_.dat
2048 skins/decks/turms for human controlled u-boats, 1024 skins/decks/turms for AI u-boats

data\Objects\Turm_*\Turm_*.dat
2048 skins/decks/turms for human controlled u-boats, 1024 skins/decks/turms for AI u-boats

I could optimize my settings a little more (2048 turms are a little over-kill), but you get the picture.

oRGy
11-05-05, 01:07 PM
Thanks for the tips markhimov!

I hadn't noticed much wrong with the reflections in IuB, mind, which integrated v1 of sergbuto's reflection fixes for example.

The Avon Lady
11-06-05, 05:11 AM
Avon lady I dont think my skins conflict with Rub or any other major mods.
Installing the type IXC camo conflicts with RUb 1.44:

http://img492.imageshack.us/img492/3473/09ty.jpg

Installing the type VIIB plain conflicts with your own VIIC:

http://img492.imageshack.us/img492/7628/12gm.jpg

Marhkimov
11-06-05, 05:46 AM
@ The Avon Lady


Actually, for the most part, fubar is right. His files don't really conflict.

I know the composition of all of the modded files and there is no reason why you can't use fubar's files instead of RUb's. The only RUb file that should be upheld is sensors.dat.

The Avon Lady
11-06-05, 06:26 AM
I know the composition of all of the modded files and there is no reason why you can't use fubar's files instead of RUb's. The only RUb file that should be upheld is sensors.dat.
Well, now I'm confused. If FUBAR's mod is simply a skin mod and replacing FUBAR's sensors.dat file with RUB's will not affect the skin, then why did FUBAR include the file in the first place? :-?

What about FUBAR's new type VIIB skin conflicting with his older type VIIC skin? Are they completely incompatible?

Marhkimov
11-06-05, 06:41 AM
Sensors.dat contains TGA files which fubar has alterred. However, I suppose that fubar did not need to pack them inside of the DAT file. If you can extract textures, just go ahead and extract out the 3 mask TGA's (and whatever else fubar might have alterred) and place them in your data\Textures\TNormal\tex folder.




What about FUBAR's new type VIIB skin conflicting with his older type VIIC skin? Are they completely incompatible?

UFlak_High.tga is really the only file in question. The VIIC uses a different deckgun and flakgun texture than the VIIB. It's not a big deal, choose one or the other if you have to. Other than that, you can allow the VIIB to overwrite the VIIC (or vice versa).



I swear, as sexy as fubar's skins may be, he could have made installation 10 times easier... :-?

rulle34
11-06-05, 06:53 AM
Why just not pack them in each of their own .DAT file? Is that possible? Then I guess there will be no conflicts? Or am I wrong here?

Marhkimov
11-06-05, 06:59 AM
Why just not pack them in each of their own .DAT file? Is that possible? Then I guess there will be no conflicts? Or am I wrong here?

Not possible... Both UFlak textures share the same source (data\Library\GUNS_SUB.dat).

A simple workaround is to use SH3Cmdr and set it so that the correct texture is loaded into the texture folder, depending on which u-boat you are using. Also, if you think about it, you can make SH3Cmdr do a lot of neat things with fubar's skins... Perhaps one day, I'll reveal my simple but neat tricks... ;)

rulle34
11-06-05, 10:57 AM
Well, probably Im to stupid, but we just improve textures that already exsist. If we then improve one texture, why just not put it where it was from the beginning? Probably in a .DAt file.
Or am I misunderstand something here? :dead:

Marhkimov
11-06-05, 03:28 PM
fubar just painted the camo guns in grey.

regular guns are unpainted and in black.

if we want, we can just use the black guns; they look more real anyways... :yep:

fubar
11-10-05, 01:50 PM
Sorry I didn't reply sooner not had much time lately.

I have uploaded a repacked VIIC PLAIN skin at http://U-Boot.RealSimulation.com It now has the main deck, hull and conning
towers in dat files so now it is the same as my VIIC camo skin.
This means this skin will now work with my VIIB skins.

Also some files seem to conflict with RUB MOD ie Turm_9c_hd.dat
and Turm9c_3_hd.dat, this I think will not matter as because Beery
added these files to RUB because they have the cable fix in them,
my Turm files also have this fix so overiding the RUB files should
be fine, but the other file called Sensors.dat is a different matter
so what I'm thinking of doing for people that can't unpack dat files is when I have completed my XD2 SKIN which will be done soon I will supply the Mask_type9.tga
file for the IXB-C. This will then replace the sensor file.
In hindsite I should have just packed the hull,deck and conning
towers in dat files and left the other files as tga's.
Sorry Guys.
[/quote]

CWorth
11-10-05, 02:21 PM
Fubar..do you think it would be possible to update your skins using the latest reflections mod that contains the snorkel/periscope reflections and wakes when you finish the IXB/C.

It would greatly be appreiciated.

sik1977
11-10-05, 03:32 PM
@ Fubar

Thanks a lot for your great skins.

I am having some trouble getting the new 'FUBARSVIIC med camo' skin to work. I am using JSGME, and have the Fubar Type IIA and IID skins installed (which are also in Dat files). But installing the VIIC med camo skins, which are also in DAT files, doesnt override the stock VII skins (found in \data\Textures\TLowRes folder). It seems that the Dat files are still being overridden by the TGA files for some reason. I installed your VIIC plain skin in TGA form and it works fine. I don't have a DAT extractor so can't test the VIIC med Camo skin.

Please help. Do i need to manually delete the relevent TGAs in the \data\Textures\TLowRes folder for the DAT files to work?? I haven't tried it yet, as that cant be done using JSGME (I think).

fubar
11-12-05, 12:00 PM
CWORTH SAID

Fubar..do you think it would be possible to update your skins using the latest reflections mod that contains the snorkel/periscope reflections and wakes when you finish the IXB/C.

REPLY

I will sort this issue one way or another soon I'l keep you posted.

Sik1977 SAID

I am having some trouble getting the new 'FUBARSVIIC med camo' skin to work. I am using JSGME, and have the Fubar Type IIA and IID skins installed (which are also in Dat files). But installing the VIIC med camo skins, which are also in DAT files, doesnt override the stock VII skins (found in \data\Textures\TLowRes folder). It seems that the Dat files are still being overridden by the TGA files for some reason. I installed your VIIC plain skin in TGA form and it works fine. I don't have a DAT extractor so can't test the VIIC med Camo skin.

Reply

Do you have another mod installed after my VIIC camo skin
say RUB which I think has the cable fix in it which would use
some of my dat files and overide my skin, If so you would need
to install my skin after RUB MOD this should not make a difference
to RUB MOD because my skin has the cable fix.
Or maybe some other mod maybe causeing the problem.
I've checked the files on my system by installing into JSGME and
it works fine let me no if you still cant sort your problem and I'l
try to help further.