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#1 |
Stowaway
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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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#2 |
Canadian Wolf
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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 RDP |
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#3 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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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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#4 | |
Canadian Wolf
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RDP |
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#5 | ||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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If we reduce all radius to make smaller holes, we will need to rework all shells hitpoints. |
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#6 | |||
Canadian Wolf
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This is CCs' post: I think if the 2 could be separated...SOMEHOW??? ![]() This is the texture I am looking for: ![]() RDP |
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#7 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
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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. tater |
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#8 | |
Canadian Wolf
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though ![]() RDP |
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#9 | ||||
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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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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#10 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
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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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#11 | |
Canadian Wolf
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RDP |
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#12 |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
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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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#13 | |
Canadian Wolf
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#14 |
Stowaway
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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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#15 | |
Canadian Wolf
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Another possibility perhaps ![]() RDP |
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