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-   -   So, You want to Create a Skin (https://www.subsim.com/radioroom/showthread.php?t=100366)

STEED 11-30-06 07:35 AM

Chessmaster 10 caused me some strange problems so I don't use it. I worked my way around the problem and now I'm OK now.

Jimbuna 01-05-07 01:49 PM

This will orobably come as a suprise to you Dan but I'm gonna install CS2 and have a go :yep: :up: :arrgh!:

danlisa 01-05-07 01:53 PM

Way to go Jim.:rock:

If you still have GW1.1 somewhere use the textures from there.:up:

It'll all become clear once you've read the manual.

Besides, you can always ask me something on TS.;)

Jimbuna 01-05-07 01:57 PM

Cheers Dan :up:

Just hope it all doesn't become clear as..................................mud :o :rotfl:

LTD.KUNNINGHAM 01-12-07 03:14 PM

NICE WAY GUYS...

you just let me remember another question i wanted to ask.. i have a dvd filled with textures and so on.. if i would i could create a sub from solid gold ROTFLOL
but i hate it..
is there any of you guys that can give me a link where i can find textures like rusty metal and that kinda stuff??
i saw one of you guys creating ships with some afwesome graphics details..
ok..i can reskin a ship.. but i want it to be perfect..
you guys know my tiger ship. ( everybody calles it ship from marble..but i painted it myself :P)
im working on a 2nd one that needs A LODS OF MORE SKILLS..
cuz im buzy 3 days now to find out how those skins actualy work...

there are still some things i need...
= links for good tuts
= links for 3d moddeling progz (3dmaxx just hanged on me )
= some nice friends to chat and spent some quality time to share info :arrgh!:
and info ppl..loads of info..and i can find it al here... (well not all)

well... later this week when im finished finding out how the ***** ( no not cecored) those skinny skins actually work im going to create some nice stuff...
maybe im going to work for requests for u guys..who knows..

anyway its nice to walk in here and go forward in sh3
i play battlefield aswell..and i modded a tank it became a hovertank :P
to bad i lost the file though.. it was nice for sh3
in a matter of time you r going to know me better...things im interested in..
like drawing.. creating vids..and do things no man ever did.. eating a hamburger playing games and phone with my gf just in one :P

hmz.. im doing that thing again.. well..now i introduced myself atleast :P lolz:up: :rock:

danlisa 01-12-07 03:50 PM

Quote:

is there any of you guys that can give me a link where i can find textures like rusty metal and that kinda stuff??
Google is your friend.:up: Just make sure you go for high res images, nothing worse that trying to make a tileable texture.

Quote:

= links for good tuts
= links for 3d moddeling progz (3dmaxx just hanged on me)
All 3D modeling programs have tutorials, again Google is you friend.:D

Quote:

and info ppl..loads of info..and i can find it al here...
Ask specific questions and get specific answers. Alot can be found using the Search button, you might have to trawl a few posts but I promise you, if it hasn't been mentioned in the forum then it can't be done.

There are many talented people here and they will help if they can.

Good luck.

_Seth_ 01-12-07 04:52 PM

I dont know where danlisa takes his patience from, but he has a lot of it!:up:
Without him i cant imagine how my skin would look like... I guess i would still be trying to fix them in Win Xp paint...:rotfl::rotfl:
I want you to know that i appreciate what you have done, and what you certainly will be doing to help us n00b skinners out here in the future!
So, a big THANK YOU, MATE is heading your way!:up::up::up::up::up::up::up:

Hawk_345 05-20-07 05:11 PM

im new to this so if this is stupid im sorry, i got and installed the Sh3 unpacker tool, and i run the mass extract on the Sh4 folder, but it only extracts a few folders, and none of them are the subs but other templates? What am i doing wrong?

EDIT: i just realised that this is the Sh3 mods forum, but i was lead to hear from a link in the Sh4 mods forum, so is that the problem, does this only work in Sh3?

CapZap1970 05-20-07 10:58 PM

Question for Danlisa about Skins
 
Hello Danlisa:
First of all, i want to thank you for this wonderful thread, it's only because of it that I think I can start trying to make my own skins for the subs I use. The info on how to start doing it is complete and it explains clearly the steps to follow, plus it gives you the info on all the tols you might need to do it.
However, I have a couple of doubts and questions that I would like you to help me with if possible.

1.- I did the extraction process fine, but when I looked in the folder I created, some of the DAT files you mention in your tutorial were missing for some subs. For exmaple, The DAT files for the 9b sub. In other cases, there are names such as NSS...9cHD.dat, NSS....9cHR.dat, and so on, but not the NSS_Uboat9b.dat.
Is it because I am not using the orginal SH3 + 1.4b patch? I must say that I made the extraction from a SH3 which has GWX 1.03 mod on it already + other mods.

2.- I know I can use other skins as a base to start a new one, but in looking for other skin mods, I found a file that I don't know what is for: mask_type9.tga (in the case of a skin for a 9b sub) I found it in a skin mod of Steeds.

3.- In some skin mods like the one i mention from Steeds and many others, the files are not packed in a DAT file, but they are ready to be used with JSGME, following this file structure: \data\Textures\TNormal\tex.
In this case, should I pack then in a DAT file or mantain the same structure?
Just to let you know, the files included in this directory are:
conning_stuff
deck_9b
mask_type9
NSS_Uboat9b
Turm9c
Turm9c_1
Typ 21_20mm_UFlak
UFlak_High

4.- In the example given in point 3, why are there 9c files? Is this because it is possible to use these files on different versions of subs? I mean, is it possible to use 9c files for the b version and/or viceversa? Also I would like to know if it's possible to rename a 9c hull 9b if both subs have the same hull image? Same for the connig towers.

5.- Is there a chance to design a guide where it explains visually (graphically) what part of the image goes to what part of the sub and other items like conning towers and deck guns? if not, there is no problem, I was just asking.

Sorry for this long, long, long list of questions, but I think that, by asking all this, it might help others to have a better understanding of the steps to be taken when these situations (1 to 4) happen. Please note that in no way I intend to say your work with this is bad, on the contrary, I think that these questions could help this this thread and your help even more complete when looking for answers for the skins modding topic. I also know that these questions might be stupid, but I have to say that this is my first atempt to go into the skins modding field and I am really a complete rookie.

Thanks again for your help and all the effort you made in putting this together for the benefit of us all.

Hope to hear from you soon regarding this matter.

Once again, thank you a lot, and my hat off to you.... :up: :up: :up:

CapZap

danlisa 05-21-07 02:12 AM

Quote:

Originally Posted by Hawk_345
im new to this so if this is stupid im sorry, i got and installed the Sh3 unpacker tool, and i run the mass extract on the Sh4 folder, but it only extracts a few folders, and none of them are the subs but other templates? What am i doing wrong?

EDIT: i just realised that this is the Sh3 mods forum, but i was lead to hear from a link in the Sh4 mods forum, so is that the problem, does this only work in Sh3?

Firstly, Welcome to Subsim.:up:

Yes, this tutorial was created for the extraction & repacking of SH3 textures/sub skins but there is, as yet, no dedicated tutorial for SH4.

What I think you might be having trouble with is that in the Vanilla versions of SH3 & SH4 all textures were located in the Textures folder inside the main program folder, that is why when you ran the extractor, there were little/no textures extracted from the dat files.

When you locate these textures, you will need to have a look in the SH4 Mods forum for information on editing .dds files. These are the format which the SH4 Devs decided to use.

It would be wise, I have suggested as much myself, for someone using SH4 to write a specific tutorial on editing the textures because although the process if very similar there is no getting away from the fact that people will run into trouble when trying to use this tutorial with SH4.

I hope you manage to get underway, there can never be a shortage of skinners.:up:

danlisa 05-21-07 02:47 AM

Quote:

Originally Posted by CapZap1970
Hello Danlisa:
First of all, i want to thank you for this wonderful thread, it's only because of it that I think I can start trying to make my own skins for the subs I use. The info on how to start doing it is complete and it explains clearly the steps to follow, plus it gives you the info on all the tols you might need to do it.
However, I have a couple of doubts and questions that I would like you to help me with if possible.

1.- I did the extraction process fine, but when I looked in the folder I created, some of the DAT files you mention in your tutorial were missing for some subs. For exmaple, The DAT files for the 9b sub. In other cases, there are names such as NSS...9cHD.dat, NSS....9cHR.dat, and so on, but not the NSS_Uboat9b.dat.
Is it because I am not using the orginal SH3 + 1.4b patch? I must say that I made the extraction from a SH3 which has GWX 1.03 mod on it already + other mods.

This tutorial was written using GW1.1a (the version before GWX;)). Now, I should have updated or created a new version for GWX but the same info pretty much holds true.

The only difference is that we ask people not to repack the textures into the dat files as you can experience problems during the repack. This can be worked around by using the orginal textures folder in the program folder.

To help you here are all the textures for the type 9, already in JSGME format and ready to be edited and then enabled. - http://files.filefront.com/IX_Textur.../fileinfo.html
I would suggest that you keep a 'clean' copy incase of mishap.

Quote:

Originally Posted by CapZap1970
2.- I know I can use other skins as a base to start a new one, but in looking for other skin mods, I found a file that I don't know what is for: mask_type9.tga (in the case of a skin for a 9b sub) I found it in a skin mod of Steeds.

Lol, this one took a while for me to recognise.;) You may notice that there is a Type 7 mask.tga too. These little texture files are the covering plates for the snorkel or rather the covering when you dont have the snorkel installed. Basically, just make it match your decking.

Quote:

Originally Posted by CapZap1970
3.- In some skin mods like the one i mention from Steeds and many others, the files are not packed in a DAT file, but they are ready to be used with JSGME, following this file structure: \data\Textures\TNormal\tex.
In this case, should I pack then in a DAT file or mantain the same structure?
Just to let you know, the files included in this directory are:
conning_stuff
deck_9b
mask_type9
NSS_Uboat9b
Turm9c
Turm9c_1
Typ 21_20mm_UFlak
UFlak_High

Answered in my first response. It is really a lot easier to just work with the texture files, also, which I'll explain in more depth in my answer to point 4 you can run into trouble.;)

Quote:

Originally Posted by CapZap1970
4.- In the example given in point 3, why are there 9c files? Is this because it is possible to use these files on different versions of subs? I mean, is it possible to use 9c files for the b version and/or viceversa? Also I would like to know if it's possible to rename a 9c hull 9b if both subs have the same hull image? Same for the connig towers.

For the Type 7 b&c and the Type 9 b&c there are certain files which are shared. The example would be the conning towers. Also, effectively the hull.tga for the type 9 b/c are identical and feasibly you can design/edit one and then just rename it for the other type.

Now, if you packed these files into their respective dat files then you will experience the edited conning towers, for example on the IXB, showing on the IXC. This is why it is best to create/edit original files for both types and use the textures folder so you can enable/disable at will using JSGME.

Quote:

Originally Posted by CapZap1970
5.- Is there a chance to design a guide where it explains visually (graphically) what part of the image goes to what part of the sub and other items like conning towers and deck guns? if not, there is no problem, I was just asking.

Yes it's possible. The thing is, although the texture tgas for all the hulls, conning & decks are very similar they do vary a little. The little files like the Deck Gun & Flak Guns are fairly easy to do, just go crazy with some high contrast colours and see where they appear. You can do this to an extent with the hulls & connig towers too but there is texture stretching when the engine applies the texture to the model in game so it's a little trial & error.

IMHO the files that you are starting with (IX files) are the easiest to work on and the most logical for placement in the tga. Until you get an idea of where each part appears on the tga, it will be a case of having a go, firing up SH3/GWX and taking screens. However, if I read this right, you are taking a look at previously edited & released skins, this is a good idea as you will be able to see the similarities between tga and screenshot.

If it can help you, I have a dev thread where I was trying to create weathered skins for th IX boats, you can find it here - http://www.subsim.com/radioroom/showthread.php?t=100505 and it maybe of further help if you take a look at the files that go with it, from that you maybe able to save yourself some time when figuring out where each part goes.:up:

Quote:

Originally Posted by CapZap1970
Sorry for this long, long, long list of questions, but I think that, by asking all this, it might help others to have a better understanding of the steps to be taken when these situations (1 to 4) happen. Please note that in no way I intend to say your work with this is bad, on the contrary, I think that these questions could help this this thread and your help even more complete when looking for answers for the skins modding topic. I also know that these questions might be stupid, but I have to say that this is my first atempt to go into the skins modding field and I am really a complete rookie.

Thanks again for your help and all the effort you made in putting this together for the benefit of us all.

Hope to hear from you soon regarding this matter.

Once again, thank you a lot, and my hat off to you.... :up: :up: :up:

CapZap

No problem at all. I'm only too glad to help and I hope my replies have helped you as we are always crying out for more U-Boat skins.

I look forward to seeing some of your work.:up: Don't be shy, if you hit a problem, start a development thread for your skin and ask, I know i'll jump in if I can help.

Wow, this got long.:rotfl:

Hawk_345 05-21-07 08:19 AM

Thanks for the reply, i will have a look around the Sh4 forums and if i cant find anything i will post, hopefully some1 can help over there.

CapZap1970 05-21-07 10:43 AM

Danlisa:
Thanks a lot for your prompt answer to my post. Your explanation is very clear and I am sure it will help me a lot once I go back home and start working on this. Just one more thing: Where can I find the original texturefolders for the II and VII boats, just like the ones for IX you gave me? (link)
I will post my advances in this matter or any other questions I might have in the process.
CapZap

danlisa 05-21-07 02:04 PM

Tell you what mate, I'll unpack the textures and arrange them like the IX versions for you. However, IIRC the Type 2 textures will need re-packing into the dat before they show in game.

It won't be tonight though.

CapZap1970 05-21-07 04:11 PM

WOW....
Danlisa, thank you very much for all the trouble you are taking to help me, but I think that with the files for VII is enough, since I don't use the II sub that much. About the time you need, don't worry, I can wait.
CapZap

CapZap1970 05-23-07 11:22 AM

Hello Danlisa:
Once again, it's me bothering you. I would like to ask if you had any luck with the extraction of the files for the VII type boats, remember? like the IX Original texture files u gave me?
Hope you can read this, thanks a lot and forgive me for being such a PITA.
CapZap

Anti_Ship_Fella 08-02-07 02:32 PM

heh..i got to try this one:ping:

Anti_Ship_Fella 08-02-07 02:36 PM

cannot continiue windows script host not installed. what the... how do i solve this the sh iii unpacker doesnt work:nope:

STEED 08-02-07 04:41 PM

Quote:

Originally Posted by danlisa
we are always crying out for more U-Boat skins.

Don't look at me I'm on holiday. :sunny: :lol:


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