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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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I never did finish the rest of the Turms for a very dumb reason.
I tried to rush something and for whatever reason? ![]() I brain locked and could not figure out why nothing was working right! ![]() I was asked by PM to add the Turms Your Way to a private setup for a member here. So I did. That's when the problem hit me again! The background for the Emblems would not be rendered clear! ![]() After WAY to many hours trying everything I could think of it still did not work! Then the "DUHH!!" hit me! I had started adding reflections of the emblems to the Dats! Once I removed those? The basic Mod worked as before. ![]() A perfect example of "Modder Screw Up" by rushing things! Do one step at a time. ALWAYS! Even if you THINK you know what your doing! ![]() So stand by for some more Turms Your Way!! Starting with the Type IIA. http://www.subsim.com/radioroom/down...o=file&id=2922 ![]() Last edited by Madox58; 01-01-11 at 03:47 PM. |
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#2 |
Silent Hunter
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Hi privateer !
That sounds very good ![]() ![]() Best regards, Magic ![]() |
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#3 |
Sailor man
![]() Join Date: Sep 2010
Posts: 45
Downloads: 9
Uploads: 0
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i'm not 100% familiar with terms in modding such as turms (i just loled), what does this mod do exactly?
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#4 |
Eternal Patrol
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Great job Jeff! I've never used it, mainly because I'm a luddite and afraid to try anything that involves more than just pasting it in. But with a Type II? Looks like this old dog is going to have to learn a new trick.
Turm is the German term for Turret, which is their word for the Conning Tower. This mod lets you add new and better emblems to the Tower, including those that go on the front rather than the sides, and it lets you make your own emblems, so you can have anything on your boat that you like!
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“Never do anything you can't take back.” —Rocky Russo |
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#5 | |
Stowaway
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![]() ![]() This is the area you can use for your Custom Emblems. ![]() As for LSH and WAC or other Mods? I can make the base 3D parts needed, and instructions on how to do it, available if someone wants them. Last edited by Madox58; 01-02-11 at 12:09 PM. |
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#6 |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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Frequently when a kaleun was awarded a RK the crew would paint a maltese cross on the front of the tower. When he got the leaves they would add several large leaves on both sides. Some ships would also put their tonnage on the tower too if it was over 100,000. I've got a photo of a type I that on its tower its got the open sharks mouth with all the teeth. Some crews got very creative in decorating the tower.
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#7 |
Chief of the Boat
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#8 |
Stowaway
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#9 | |
Chief of the Boat
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#10 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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![]() Really dig the Order of the Black Eagle on the side. Very WWI'sh but still appropriate. If I wanted to put an image on the front of tower that rapped around to the sides, can I use a 2d image and will the editor place it on there following its natural progression, or would I need to render it in 3d? Quote:
Jim, how did you get the mod to work with a type VII, or are the VIIb's compatible with existing mod? |
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#11 | |
Chief of the Boat
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![]() There are two separate Turm Mods, one for the VIIB and the other for VIIC. Here is a link to them both combined and JSGME enabable: http://www.filefront.com/16377567/Hi...rm_Pack_v1.7z/ |
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#12 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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#13 |
Chief of the Boat
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Your welcome....I forgot to mention there are a few of TarJaks emblems included also.
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#14 |
Rear Admiral
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*raises hand*
I haz a question. I want to make sure I have the right files enabled so I can use my custom emblems no matter what type boat I'm in at any given moment (just in case I get a wild hair and decide not to play a VIIB ![]() I know I need to make different emblems for each type using the different templates, but am I safe to enable all the different .dat files at the same time, and then just add new ones as they become available for the different turms? It doesn't look like they overwrite each other, just the files that are already in the game, so one wouldn't have to be taken out just to enable custom turms for a different type turm. So right now I could have one combined version of the mod that has all the available .dat files in it, and just enable that? |
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#15 |
Stowaway
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Each Turm dat is a different file.
So yes you could enable them all 'Just incase'. OR they could be placed in SH3 Commander folders which would allow it to handle the swap. (If you always launch from Commander that is) Have a Cookie and sit down. ![]() While on the subject of Turms, What all Turms have I released? I have a Type 9 sitting here that I'm not sure was ever released. ![]() |
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