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Old 08-06-10, 05:54 AM   #2581
keltos01
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Quote:
Originally Posted by Ducimus View Post
Can yooouuuuuuuu tell the difference?!

Large pics:

Gar class submarine

MS09 without normal map:
MS02 WITH Normal Map:
MS32 without normal map:
MS32 WITH normal map:


I can tell, i think its obvious, but im a little freaking lite right now. so maybe im waaaaaaaaaaaaaaaayyyy out in space somewhere and there isnt any difference at all. Anywho, i think there's a big differece. Unfortuantly, it doesnt look like i can apply normal maps to conning towers or guns. BAH.
I tried that awhile back, never was able to put the normal maps or bump maps on the towers though. Skwasjer had some interresting ideas about it though but I never made them work..

I know there's a bump map tutorial here somewhere...

btw you solved my barnacle problem with that picture ! I now know how to make them ! as the Sen Toku I saw was covered in a thick layer of them, I think boats should be dirtier than they are, but not especially rustier

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Old 08-06-10, 06:45 AM   #2582
Jan Kyster
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Quote:
Originally Posted by Ducimus View Post
Can yooouuuuuuuu tell the difference?!
It almost looks like "rust-craters"... metal been eaten away by years of rust. Especially visible on the MS32 hull.
Normally only seen on very old hulls...

Talking of paints, then I would like to see the little-too-clean conning tower weathered to same degree as the hull.


Happy landing!
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Old 08-06-10, 07:32 AM   #2583
mobucks
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While not true bump mapping, can't you add a bump map effect to a texture in GIMP and just use that?
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Old 08-06-10, 11:21 AM   #2584
ichso
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Wouldn't that look very static when lighting conditions change but the predefined shadowed and lightened areas of the texture always stay the same ?
I think if it was so easy we never would need any dynamic bump mapping.
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Old 08-06-10, 12:13 PM   #2585
Nisgeis
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Quote:
Originally Posted by Jan Kyster View Post
It almost looks like "rust-craters"... metal been eaten away by years of rust. Especially visible on the MS32 hull.
Yeah, I thought that. I can certainly tell the difference, but I don't think it's a change for the better. Looks like a neglected museum boat.
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Old 08-06-10, 03:37 PM   #2586
Ducimus
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It all relates to the base textures.

I've noticed that very clean textures (such as Foobar's texture for the pseudo narhwal), seem to produce a normalmap that is hardly noticeable. The stock textures have alot more grit to them, so it gets a little over the top. I can run filters, mixer and such, on textures, but when it comes to really artistic stuff, i suck miserably. So i'm not sure if i can do any better then what i've already done, becuase any attempt by me to clean up the texture's so their's less "Rust craters" is going to look like ass.

The one good thing about the maps right now, is the boats aren't flat. I've always hated that. I suppose if one doesn't like the maps, you can always delete them. Even if you make the texture call in the UPC file, if the file doesnt exist, the game doesn't care.
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Old 08-06-10, 08:11 PM   #2587
mobucks
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please excuse me if i'm way off... very limited if any experience with this.

a bumpmap is greyscale image right? So if you adjusted the contrast, would that cause less bump effect?

For some reasoun i thought thats how it worked. sorry if i sound like a noob jaj
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Old 08-07-10, 12:57 PM   #2588
fitzcarraldo
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Two questions:

1-Is possible to add new AI units to TMO 2.0? Ships, aircrafts...I like the combination TMO plus RSRDC (with added AI elements), but I want those units in TMO "pure version", too. The RSRDC is historically accurate, but there are some boring patrols (without convoys, etc...). The TMO "pure" has a campaign with more movement (action!!!).

2-TMO 2.0 is compatible with the Real Navigation for SH4? (Sextant and chrono...). I like that complicate way of navigate the sub from SH3...

Many thanks!

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Old 08-07-10, 02:58 PM   #2589
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TMO 2.0 is amazing. Ducimus, what you did is outstanding, well done!
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Old 08-08-10, 04:14 AM   #2590
Spieder3
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I have a big problem.
I installed the mod, but at the start the game only shows erros like this.

File not found: data/menu/Skins/Americans/gui/layout/crewleft.tga
File not found: data/menu/Skins/Americans/gui/layout/crew page background.dds

The erros never end. Please help!
I have SH 1.4 and installed the TriggerMaru Overhaul 1.9, no other mods.
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Old 08-08-10, 04:46 AM   #2591
sergei
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TMO 1.9, or 2.0 is not compatible with SH4 1.4 I'm afraid.

You need to be patched up to 1.5 for it to work, which means you'll have to get your hands on the U Boat Missions expansion pack.

If that's not an option, maybe you can find an older version of TM, I think maybe TM 1.6 was compatible with the older patch
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Old 08-08-10, 04:55 AM   #2592
Spieder3
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Ok, but I can't find the 1.6, only 1.4.
Were can I find the 1.6?

Thanks for help.

I found it at filefront.

Last edited by Spieder3; 08-08-10 at 05:08 AM.
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Old 08-08-10, 05:03 AM   #2593
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Quote:
Originally Posted by Spieder3 View Post
Ok, but I can't find the 1.6, only 1.4.
Were can I find the 1.6?

Thanks for help.
1.4 is the latest version of TMO for non-Uboat mission versions.

You could get a copy of SHIV + U-boat missions for under $10,- trough Amazon or Ebay.



Installed and played TMO 2.0 last evening, had a blast, wow thanks Ducimus!
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Old 08-08-10, 08:50 AM   #2594
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This is an amazing mod. Many thanks to all the contributors for their hard work!

Personally I would like to make one change though. I find that night is way too dark. Without constantly fiddling with the gamma slider in the graphics options menu I can't even see the bow wave at night. Could someone tell me what files need editing to make nighttime slightly less dark?

Thanks.
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Old 08-08-10, 09:53 AM   #2595
keltos01
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there is a night observation periscope mod outhere that helps, changes the obs scope to an orangy color, better at night, also be sure to use the obs scope or to attack surfaced at nite.

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