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How do you guys make the mods anyways? I have always wanted to learn.
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well the main tools are Silent 3ditor (for editing .sim .dat .zon .cam), Notepad (for editing .upc .cfg .eqp), Gimp 2 (for editing .dds), JSGME (for enabling/testing mods) and wings 3d, blender, or any other 3d modeling software for 3d models (exported and imported with silent 3ditor as .obj files)
There are some good tutorials for how to use each on the Subsim master thread in the Fleet Boat Mods Workshop. When modding files, always copy the files you want to edit into a separate mod folder and build a file tree identical to the one its in so that you can use JSGME. All JSGME does is swap out the files that are in the stock folder with the ones in the mod folder and keeps track of the changes. This way if you mess up, you just unload your mod with JSGME, fix the files in your mod folder, then try again. |
Thanks man :) I am also looking up programs to rip 3d models off of a PS2 Game and then insert them into silent hunter and retexture them. I don't know if you have ever heard of Naval Ops Warship gunner, but I would love to take the boss models and make mods for each. Then I would use the mission editor to basically make my own game, linear of course. Unless i could figure out how to group a task force onto the player unit in the campaign. Either way it would be cool.
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not to mention building something like this would have to include sacrificial double hulls so you would have to blow a hole in the first hull to get to the inner hull so you have three hulls each with a double hull so that's pretty darn indestructible in my view. if my speculations about it are correct that is. |
Do you guys think it is possible to transform PS2 models into Silent hunter models?
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Copying and transfering PS2 copyrighted material from games and adding those models to SH4 is a copyright violation.
Making your own designs and modifying others design with permission is perfectly acceptable. |
Rats...well I tried
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