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Old 06-19-07, 08:24 PM   #1
Webster
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Default [REQ] smaller sub visual battle damage mod

has anyone made the visual battle damage for sub smaller?

seeing a 20 foot hole in the hull and looking in at the interior of my sub is a little overboard. i have been using the smaller sea floor rocks and smaller grass mods but i havent seen anyone with a simular mod for smaller sub visual damage.
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Old 06-19-07, 08:59 PM   #2
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Know what you are talking about, started this thread awhile back, not a lot of response. Check out the pics.

http://www.subsim.com/radioroom/show...amage+Textures

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Old 06-20-07, 12:58 PM   #3
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Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
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Old 06-20-07, 01:00 PM   #4
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Quote:
Originally Posted by Redwine
Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.

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Old 06-20-07, 01:01 PM   #5
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Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Redwine
Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.

RDP
Is there a solution on the horizon ?

If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
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Old 06-20-07, 01:06 PM   #6
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Redwine
Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.

RDP
Is there a solution on the horizon ?

If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.

This is CCs' post:

I think if the 2 could be separated...SOMEHOW??? Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.


This is the texture I am looking for:



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Old 06-20-07, 01:14 PM   #7
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A first-pass solution/work around would be to make it so that anythign capable of making a really big hole in a sub should SINK the sub so we don't have to look at it.

Torpedo? Dead sub.

500lb bomb HIT (not near miss), dead sub.

Another alternative is to tweak DC to make the holes unrepairable. If you survived a shelling from a CA with huge holes and stayed afloat, that's it. You have a big hole, and a sealed compartment till you get to PH. You shouldn't be back on patrol any time soon, either, PH was unlikely to do more than patch you up for a trip to Mare Island in that case.

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Old 06-20-07, 01:17 PM   #8
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Quote:
Originally Posted by tater
A first-pass solution/work around would be to make it so that anythign capable of making a really big hole in a sub should SINK the sub so we don't have to look at it.

Torpedo? Dead sub.

500lb bomb HIT (not near miss), dead sub.

Another alternative is to tweak DC to make the holes unrepairable. If you survived a shelling from a CA with huge holes and stayed afloat, that's it. You have a big hole, and a sealed compartment till you get to PH. You shouldn't be back on patrol any time soon, either, PH was unlikely to do more than patch you up for a trip to Mare Island in that case.

tater
Those are possible workarounds tater, some good ideas there. Be interesting to see what CC does with the textures, maybe nothing can be done, worth trying
though

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Old 06-20-07, 01:17 PM   #9
Redwine
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Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Redwine
Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Redwine
Hole size are "linked" to the shell or weapon damage radius...

The only way to reduce the hole, is to reduce the bullet, shell, bomb, torpedo, DC radius.

To "unlink" the hole size from the shell radius may be not posible... may be it is hardcoded.... :hmm::hmm::hmm:
Yeah, Captain Cox responded to this in the other link, he is going to give it a look over the next few days.

RDP
Is there a solution on the horizon ?

If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints.
No solution yet.

This is CCs' post:

I think if the 2 could be separated...SOMEHOW??? Subs using one set of damage textures and the rest using the stock, this would indeed be possible. The question is only how to tie that new damage texture to only subs. I guess...stressing "GUESS" that it could be done with some hexediting etc.


This is the texture I am looking for:



RDP
I was working on that many time ago... unsuccessfull (successless ?) not interested on sub damage hole, i was interested in to made an adaptation of my torpedo damage textures i made for SH III.

But sub and ship holes seems to be the same, the only diference into the damage holes is the radius of the weapon which cause it.

No way ... i was not able to found the texture mask used into the holes... :hmm::hmm::hmm:


Last edited by Redwine; 06-20-07 at 01:32 PM.
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Old 06-20-07, 04:07 PM   #10
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there is a texture called damage_sub01.dds and another called dmg_new01.dds

Does only one get used?
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Old 06-20-07, 04:16 PM   #11
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Quote:
Originally Posted by tater
there is a texture called damage_sub01.dds and another called dmg_new01.dds

Does only one get used?
Good question. Can you open them up to see how they look?

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Old 06-20-07, 04:48 PM   #12
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damage_sub01.dds seems to be not used :hmm:, may be ?

I think so another related textures are into Data\Mis folder

Damage_metal_a.dds
DamageNoise.dds
dmg_new01.dds
Expl_mask01_a.dds

Explosion mask seems to be important, it was used by SH III, but in SH IV, it looks so diferent than the mask finally used by the game. :hmm: :hmm:

I was not able to found it.

Last edited by Redwine; 06-20-07 at 05:02 PM.
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Old 06-20-07, 04:56 PM   #13
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Quote:
Originally Posted by Redwine
damage_sub01.dds seems to be not used :hmm:, may be ?

I think so the related textures are into Data\Mis folder

Damage_metal_a.dds
DamageNoise.dds
dmg_new01.dds
Expl_mask01_a.dds
I d\l a .dds converter today, did not bring it home though, figures

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Old 06-20-07, 06:42 PM   #14
Webster
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if the damage radius cant be tweaked then maybe blackout the hole so i cant see the lighted interior as though all lights still be lit in a flooded compartment with 20 foot hole in hull lol. if nothing else a blacked out hole would be a much better looking visual damage.
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Old 06-20-07, 07:14 PM   #15
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Quote:
Originally Posted by WEBSTER
if the damage radius cant be tweaked then maybe blackout the hole so i cant see the lighted interior as though all lights still be lit in a flooded compartment with 20 foot hole in hull lol. if nothing else a blacked out hole would be a much better looking visual damage.

Another possibility perhaps

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