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Old 05-14-11, 10:04 PM   #1
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
Off the top of my head, that sounds like a pretty solid setup.
I set the alpha channel of the _Oxx map to 0xC8C8C8 for a little more specular intensity. Really liking the look of it now.

So here's what I did to the Akita:
- using Photoshop I adjusted the RGB levels of the _Oxx map. I set the output levels to 122
- I deleted the alpha channel of the _Oxx map. I made a new alpha channel and set the entire color to 0xC8C8C8.
- I added an alpha channel to the _Txx map. I set the entire color to 0x646464

All the shots were taken at the equator (location in world)

This is 1230 time:


This is 1730 time:


and this is 0130 time:


I think it looks really good. What do you think Zedi?

Last edited by TheDarkWraith; 05-14-11 at 10:17 PM.
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Old 05-15-11, 02:40 AM   #2
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
I set the alpha channel of the _Oxx map to 0xC8C8C8 for a little more specular intensity. Really liking the look of it now.

So here's what I did to the Akita:
- using Photoshop I adjusted the RGB levels of the _Oxx map. I set the output levels to 122
- I deleted the alpha channel of the _Oxx map. I made a new alpha channel and set the entire color to 0xC8C8C8.
- I added an alpha channel to the _Txx map. I set the entire color to 0x646464

All the shots were taken at the equator (location in world)

This is 1230 time:


This is 1730 time:


and this is 0130 time:


I think it looks really good. What do you think Zedi?
Perfect, now finally this ship look like a sh5 one and will not make a difference in a convoy. Sent you guys the normal maps.. somehow thos I made were lost and replaced with the sh4 ones. Now it should look just perfect. But please fix the gravity center on Akita, the bow is too low.

Here a report from my last tests in campaign when stalking a convoy:


Im not complaining about anything as this kind of things can happen in a convoy under attack, but this guy did nothing to get out of the troop transport way.


Here is 2 minute later, notice the bow splash traveling alone



I have to double check this .. but maybe when ships have cargo on board they travel low on water.. is the first time I see this guy traveling low in a convoy, so this need more testing.



Anyway, this is a completely different game now.. its just amazing how much the game changes in the last months.



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Old 05-15-11, 02:54 AM   #3
stoianm
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Quote:
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But please fix the gravity center on Akita, the bow is too low.

I just fixed for you... check your email and tell me if is oke like this
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Old 05-15-11, 06:47 PM   #4
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Here is 2 minute later, notice the bow splash traveling alone
Was this a one time occurrence or does it happen all the time
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Old 05-15-11, 07:23 PM   #5
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i saw that also 2 times, ithink its emitted by the sinking wreck, which gain speed by sinking.
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Old 05-15-11, 09:12 PM   #6
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i saw that also 2 times, ithink its emitted by the sinking wreck, which gain speed by sinking.
which ship(s) do this
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Old 05-15-11, 09:40 PM   #7
SteelViking
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When this is showing up, how long has the ship been under the surface?
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Old 05-15-11, 11:35 PM   #8
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dont know which atm, of course one of the new ships, i will watch it next time...

and how long ? ithink maybe 10-20 secs ? ...you know a sinking ship need a little dept and time before gaining higher horizontal speed when sinking, sometimes they sink only or nearly only vertical, then this effect cant be shown, ithink it need horizontal speed.
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Old 05-16-11, 07:31 AM   #9
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This is exactly my problem as I now have. I use now great tiny-torpedo mod and testing WIP-Das Campaign. It is very difficult to sink the ship with tiny-mod (usually need 3 torpedoes, some tankers 4-5)-very relistic - very good immersion-I can recommand it to all with brilliant Das Campaign mod! But shooting into the ship for several hours (shoot from the convoy and then I finish it wit 2-3 torpedoes), but after the last torpedo hit the ship sink within 1-2 minutes! Destroyers I can destroy with one torpedo and the destroyer sink within 15 seconds!

With TDW´s FX-mod (now some mods overwrites this FX mod) happened this not by me and the ships sunk a long time even after the ship was destroyed.

I can fire the torpedoes into a ship several hours (I like this), but once it is marked on the map as destroyed, the ship sink during several seconds... It happens now by all ships in SH5.


I found, that the ship Akita is too immersed in the sea bow, but stoianm write, that this is already fixed:-) Great work woith this SEMI-MEGAMOD "Das Campaign" Grey Wolves of the subsim!
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Old 05-16-11, 07:49 AM   #10
stoianm
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Quote:
Originally Posted by Josef von Posorschitz View Post
This is exactly my problem as I now have. I use now great tiny-torpedo mod and testing WIP-Das Campaign. It is very difficult to sink the ship with tiny-mod (usually need 3 torpedoes, some tankers 4-5)-very relistic - very good immersion-I can recommand it to all with brilliant Das Campaign mod! But shooting into the ship for several hours (shoot from the convoy and then I finish it wit 2-3 torpedoes), but after the last torpedo hit the ship sink within 1-2 minutes! Destroyers I can destroy with one torpedo and the destroyer sink within 15 seconds!

With TDW´s FX-mod (now some mods overwrites this FX mod) happened this not by me and the ships sunk a long time even after the ship was destroyed.

I can fire the torpedoes into a ship several hours (I like this), but once it is marked on the map as destroyed, the ship sink during several seconds... It happens now by all ships in SH5.


I found, that the ship Akita is too immersed in the sea bow, but stoianm write, that this is already fixed:-) Great work woith this SEMI-MEGAMOD "Das Campaign" Grey Wolves of the subsim!
With vanilla you need 3-4 torpedo tu sunk a ship also... did you ever playied vanilla?
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Old 05-18-11, 12:16 AM   #11
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This may seem like a dumb question, but how do you make the flags show up and function with an imported ship. If I leave the old SH4 relic of a flag it works, but then only that flag shows, and not the country I put the ship in for in the roster.

Any help would be appreciated.
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Old 05-18-11, 01:33 AM   #12
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Uekel from the german forum who imported dozens of ships from sh4 (and we use 2 ships from his mod), has a flag.dat in Library. He already mixed the ships and placed them in every nation roster. So maybe the flag.dat is the answer.
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Old 05-18-11, 01:45 AM   #13
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Says file has been deleted, can't download. Can anyone else upload this mod.
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Old 05-18-11, 04:54 AM   #14
TheDarkWraith
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Originally Posted by SteelViking View Post
This may seem like a dumb question, but how do you make the flags show up and function with an imported ship. If I leave the old SH4 relic of a flag it works, but then only that flag shows, and not the country I put the ship in for in the roster.

Any help would be appreciated.
cfg#FLG nodes are supposed to control the flag showing for the country. Usually you place a cfg#FLG node and the game takes care of placing the correct flag. This is not happening?
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Old 05-18-11, 05:01 AM   #15
Zedi
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Main target should be the small tonnage ships. The reason... SH5 has built in only huge ships with over 5k tons. So no wonder we have millions of tonnage sunk in just a month of patrol and this must be fixed. We need more merchants, but low tonnage merchants.. normal ships, not monsters.

I reduced the campaign mission requirements very much, instead of 200k, now we have max 50k tonnage, mostly 20. But with the sh5 fleet this requirement can be achieved in a single patrol. If we import low tonnage ships, the 20k requirements can be difficult to achieve. This way the whole campaign can be more realistic.

Here is a small pack with ships extracted from Uekels mod, ships with low tonnage, but also with NOLNippon which is a huge and beautiful tanker. Not sure about this one as in reality tankers were a pretty rare sight and this one never sailed in Atlantic... but hey, I dont think anyone would mind sinking this fat lady :P
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