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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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#2 |
Chief of the Boat
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#3 |
Stowaway
Posts: n/a
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#4 | |
Chief of the Boat
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#5 | |
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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#6 | |
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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#7 | |
Grey Wolf
![]() Join Date: Feb 2007
Location: CG 96
Posts: 861
Downloads: 22
Uploads: 0
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#8 |
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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#9 |
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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#10 | |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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#11 |
Chief of the Boat
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Just tried it and it's working fine...9 downloads this week.
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#12 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
Uploads: 0
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