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Modding techniques
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I feel it is our job [the modder] to also educate the members who have limited knowledge of modding techniques, explain how and why we do what we do enables everyone to better understand the structure of the SHIII game :know: For example this mod "Hunter's Moon"; if you open the following pathway;
I have used the DAT Extractor Tool to extract the Moon.tga file so I could mod it. If you unaware of what a DAT Extractor Tool is; this is a link to modding trade tools :up: Once I have re-textured the moon, I repackage the Moon.tga back into the original scene.dat file and ensure that the file structure pathway is correct and that it is pointing to the same spot within the game :roll: So when you download the mod your not going to see a tga file [moon] your going to see the scene.dat file; but contained within it is the Moon.tga file :smug: I hope this has helped ;) PS: No errors :smug: |
thanks for the explanation
I understand the make up of dat files, I too use the sh3 unpacker tool and can see what is inside the dat files. My question was if this mod would be compatible with the 16km gwx2.0 mod. Since, if you use JSGME to install the moon mod after the 16km mod is in, you get the warning about overwriting the scene.dat.
I was confused since Jimbuna kept refering to it as just a .tga file. I know the dat has tga's in it, but what I wanted to know is will it somehow conflict with the GWX 16km mod i have installed. I will answer my own question: No it wont conflict with it. |
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#714: Advice was to install. #717: Explained the moon was a tga (sorry, perhaps I should have went into more detail, but I presumed you were aware of this fact) based within the dat. Anyway.....your sorted and that is the main thing :up: |
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Haunting Atlantic Wind
Haunting Atlantic Wind
[Audio Mod]
# Internal U-Boat Sound Effect [Page 2]; "My pride & joy thus far"Images: x 1 http://i137.photobucket.com/albums/q...er%203/325.jpg |
Quite spooky.....must get the first officer to hold my hand topside now http://www.psionguild.org/forums/ima...s/thumbsup.gif
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Thank you Ven, just d/l it and will try it right now!!! :up: :rock: CapZap |
Torpedos and the hydrophone device
I've just realised something about torpedos and the hydrophone device within SHIII. Have you notice that when you fire a single torpedo or a salvo group of torpedos all you here is a very plain, boring, humming sound, that apparently is your actively running torpedo :nope:
Last night I created an audio file that fixed this and you can now hear the torpedo/s actively running with a bit more gusto and realism to the sound :p I will load this mod up today :yep: Until the "Torpedo Hydrophone Sound" arrives, have a go and see if you can here this crap sound :o |
Torpedo Hydrophone Sound
Torpedo Hydrophone Sound
[Audio Mod]
x 1 http://i137.photobucket.com/albums/q...er%203/326.jpg |
Leave Application
Leave Application:
Dates: 12-21 Feb. Reason: Work related. |
:o :o :o ...
Beautifull job ceriouse work prime quallity as usual !:rock: :up: |
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Is there any other place apart from http://www.jcwolfworkshopbdu.com/ one could download your mods, Venatore? :hmm: I think it's time to try some of them for me.
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You can also get them direct from his FF account http://www.psionguild.org/forums/ima...s/thumbsup.gif
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