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View Full Version : Sub_Crew_3 ready for DL


Totenkopf
11-07-05, 09:59 PM
File: Sub_Crew_3.zip

Firstly, I would like to say that I am proud to make this my first installment in joining the SHIII Modding community. You guys are doing awesome work!Keep it up, you inspire the rest of us.

Here is a small texture update for the crew, befitting a sun-shielded bunch which was mostly the case. They appear a bit more tired and worn which, IMHO is how I would be after a long and greuling cruise.

Skin is paled and hair subdued to look more real. The eyes have been payed special attention to make them look bloodshot and watery.

I have also poked about with uniforms as well, fading colours and adding bits from other great mods (Special thanks to OfficerPuppy and Aces!!!) making a more realistic look from the stock .TGAs . I have also reworked the officers caps adding a black and white choice.

V2.
I have reworked the TGAs a bit and applied texturing to the materials. Skin looks like skin now :-) The buttons are proper navy issue and the belt buckle is the typical historic color.

Included are before and after pics for comparison.

In this version I include my fixed hands for the crew. If you use other clothing you can still use my skin fixes by cutting and pasting the hands to your existing textures and just replace the heads.

V3.
I have reworked all the clothing textures embossing them to give depth deffinition. Also I have touched up the medals increasing the resolution, altho they are still a bit blurry.

Enjoy!

Totenkopf
(totenkopf@rogers.com)

http://img207.imageshack.us/img207/2671/newface9kk.jpg

http://img207.imageshack.us/img207/9820/newcloth8ge.jpg

http://img207.imageshack.us/img207/8083/newhands0nx.jpg

[/img]

Totenkopf
11-07-05, 10:02 PM
Here is the link:

http://sh3modworks.realsimulation.com/

http://img207.imageshack.us/img207/8083/newhands0nx.jpg
Hands comparison....

Der Teddy Bar
11-08-05, 12:21 AM
Fantastic work! Makes a nice change when he keeps trying to stair me down.

Kpt. Lehmann
11-08-05, 02:20 AM
I can see Sub_Crew_2b at Terrapin's site, but none that say Sub_Crew_3 yet.

I'm assuming he hasn't added the files yet... do you have a Rapidshare link?

Totenkopf
11-08-05, 03:15 PM
I uploaded it yesterday, should be there by tonight I imagine. Grab my Damage texture as well, it is most rewarding when you see tyhe holes your gun rips in hulls. :arrgh!:

iambecomelife
11-08-05, 07:26 PM
Nice job. I'd imagine someone on a U-Boat would develop quite a pallor for the duration of the cruise, since they needed to submerge so often.

rulle34
11-09-05, 02:56 AM
Nice work :up: Will try them :P

Totenkopf
11-12-05, 10:29 AM
Yeah, after watching Das boot for the first time last month (yeah yeah, I know...sad) I noticed how the crew looked like I do after a month on a gaming binge. The skin looked too pink and healthy for someone shut in a damp tin can for months on end. The eyes I tried to make more bleary, it works on some of the crew...

I need to fix up the hands a bit, the nails specificaly.

Any other suggestions?

Kpt. Lehmann
11-12-05, 12:41 PM
Yeah, after watching Das boot for the first time last month (yeah yeah, I know...sad) I noticed how the crew looked like I do after a month on a gaming binge. The skin looked too pink and healthy for someone shut in a damp tin can for months on end. The eyes I tried to make more bleary, it works on some of the crew...

I need to fix up the hands a bit, the nails specificaly.

Any other suggestions?

ummmm YES! :yep:

I don't know if you have noticed... or already adressed this...
(and I don't believe it is graphics card or driver related) Something I've noticed in ALL crew mods and the stock crew...

In low light conditions, the crew's hands darken much more quickly than their faces do... giving the appearance of brown leather gloves... more and more as daylight fades. (I refer to the watch crew when on the bridge in open air.)

It looks horrible. :-?

Do you think there is any way you can fix that?

Pablo
11-12-05, 04:10 PM
Hi!

It looks like there are some extra files and folders in the version I downloaded from terrapin's site: there is a "/data/crew/crew" path that appears to contain a redundant copy everything in the "/data/crew" path.

Should we just delete the "/data/crew/crew" path?

Pablo

rulle34
11-12-05, 04:31 PM
Hi!

It looks like there are some extra files and folders in the version I downloaded from terrapin's site: there is a "/data/crew/crew" path that appears to contain a redundant copy everything in the "/data/crew" path.

Should we just delete the "/data/crew/crew" path?

Pablo

I did delete the crew folder inside the crew folder :P
Works fine :up: Guess it was just a "glitch" :-j

Some feed-back about this mod. I like it very much. Was alittle bit chocked at first when leaving harbour and saw my first watch officer with blood red eyes!!!! My first thought was that it must have been a huge party last night :P , but I know why you did it. Looks real after some time at sea though.

Another thing I have noticed is that all seem to have this green clothes? (except for officers) Is that right? Shouldn't there be some variation in this?
Another thing is that clothes seem to be more "rough" in their textiles. Looking close you can see some zig zag pattern in the textiles. Like it has been made of some very rough textile. Is that on purpose and in that case why? Can't say I like that so much..

Despite of this your mod is really nice and I'll continue using them :up:
Big thank's :)

Totenkopf
11-13-05, 02:40 AM
Captain Lehman - I believe it is a problem with the lighting maps for the various stations. I am currently looking into making the LM's high res and fixing some missing lights on dials etc.

Pablo - DOH! :doh: I will rectify that immediately. The redundant path should be the correct one. :88)
Thanks for the feedback mate. It means a lot coming from the #1 crew texture guy around :up:
The Clothes of the age were made from a heavy cloth or rather a heavy weave (as you know) and the dye used was quite bland. Not terribly vibrant. The texturing I used was intended to be over-done as the game compensates a bit by using mip mapping, so they come out blurred. The coloring may be a bit subtle as you have pointed out. I will increase gamma in my next batch. I have green, and brown for both and black, white for command.

I am thinking the red eyes is a bit too red and will tone it down for the next gen. Should be coming soon! :rock:

Marhkimov
11-13-05, 02:46 AM
Even though V3 is out, I haven't upgraded because I am currently VERY satisfied with V2.

Take your time in releasing a new version... The more perfect you make your textures overall, the more you will make me want to download V4.


Great job!
Marhkimov

rulle34
11-13-05, 06:38 AM
Thanks for the feedback mate. It means a lot coming from the #1 crew texture guy around :up:
The Clothes of the age were made from a heavy cloth or rather a heavy weave (as you know) and the dye used was quite bland. Not terribly vibrant. The texturing I used was intended to be over-done as the game compensates a bit by using mip mapping, so they come out blurred. The coloring may be a bit subtle as you have pointed out. I will increase gamma in my next batch. I have green, and brown for both and black, white for command.

I am thinking the red eyes is a bit too red and will tone it down for the next gen. Should be coming soon! :rock:

Hello Totenkopf
I hope you didn't offend or something like that?
I have only tried this for one patrol and just wanted to give some feed-back on my observations and from my point of view.
I really like your mod :up:

jaxa
11-13-05, 07:07 AM
Totenkopf, I like your mod very much, but I think you should make something with red eyes - now it looks too red for me.

Totenkopf
11-13-05, 03:14 PM
No offence taken in the least Rulle34, I need feedback to help me iron out the bugs so keep em comin! I guess I just like to explain my reasoning so you guys know whats in my head (scary place) :lol:
Anyhoo, the redeyes has been fixed and I am looking into a transparent layer for skin to include veins and give a wet, organic look to it. I only wish I knew more about meshes so I could make them move better :-? Ah well, one thing at a time.

I have a couple of textures I will throw into the next batch for seagulls and dolphins, just a touchup in coloring.

Do you sugest I throw all my textures together in one mod or leave em sepparate for easier choice?

Marhkimov
11-13-05, 03:28 PM
Together together together!

HW3
11-13-05, 08:23 PM
It would help us poor souls on dialup if they were kept separate.

Marhkimov
11-13-05, 09:00 PM
oh right.... dial up...

jaxa
11-14-05, 09:59 AM
Totenkopf, when will you release Sub_Crew v.4?
I'd like to try it and look in crew's eyes. :)

Kpt. Lehmann
11-15-05, 09:07 AM
Captain Lehman - I believe it is a problem with the lighting maps for the various stations. I am currently looking into making the LM's high res and fixing some missing lights on dials etc.

Pablo - DOH! :doh: I will rectify that immediately. The redundant path should be the correct one. :88)
Thanks for the feedback mate. It means a lot coming from the #1 crew texture guy around :up:
The Clothes of the age were made from a heavy cloth or rather a heavy weave (as you know) and the dye used was quite bland. Not terribly vibrant. The texturing I used was intended to be over-done as the game compensates a bit by using mip mapping, so they come out blurred. The coloring may be a bit subtle as you have pointed out. I will increase gamma in my next batch. I have green, and brown for both and black, white for command.

I am thinking the red eyes is a bit too red and will tone it down for the next gen. Should be coming soon! :rock:

Awesome Totenkopf!!! Thanks for your attention to detail! :up: :up: :up: