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Old 02-07-08, 03:34 AM   #721
Venatore
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Modding techniques

Quote:
Originally Posted by emaluzer
when you download it there is no tga. it is scene.dat. maybe an error in uploaded file
emaluzer,

I feel it is our job [the modder] to also educate the members who have limited knowledge of modding techniques, explain how and why we do what we do enables everyone to better understand the structure of the SHIII game

For example this mod "Hunter's Moon"; if you open the following pathway;
  • Program Files/Ubisoft/SilentHunterIII/data
You will see a file called "scene [this is a DAT file]. Contained within this file are four tga files, they are fog.tga, N00.tga, Moon.tga and sun_b.tga

I have used the DAT Extractor Tool to extract the Moon.tga file so I could mod it. If you unaware of what a DAT Extractor Tool is; this is a link to modding trade tools
Once I have re-textured the moon, I repackage the Moon.tga back into the original scene.dat file and ensure that the file structure pathway is correct and that it is pointing to the same spot within the game

So when you download the mod your not going to see a tga file [moon] your going to see the
scene.dat file; but contained within it is the Moon.tga file

I hope this has helped

PS: No errors
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Old 02-07-08, 05:00 AM   #722
emaluzer
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Default thanks for the explanation

I understand the make up of dat files, I too use the sh3 unpacker tool and can see what is inside the dat files. My question was if this mod would be compatible with the 16km gwx2.0 mod. Since, if you use JSGME to install the moon mod after the 16km mod is in, you get the warning about overwriting the scene.dat.

I was confused since Jimbuna kept refering to it as just a .tga file. I know the dat has tga's in it, but what I wanted to know is will it somehow conflict with the GWX 16km mod i have installed.


I will answer my own question: No it wont conflict with it.
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Old 02-07-08, 05:04 AM   #723
Venatore
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Default

Quote:
Originally Posted by emaluzer
I understand the make up of dat files, I too use the sh3 unpacker tool and can see what is inside the dat files. My question was if this mod would be compatible with the 16km gwx2.0 mod. Since, if you use JSGME to install the moon mod after the 16km mod is in, you get the warning about overwriting the scene.dat.

I was confused since Jimbuna kept refering to it as just a .tga file. I know the dat has tga's in it, but what I wanted to know is will it somehow conflict with the GWX 16km mod i have installed.


I will answer my own question: No it wont conflict with it.
Well I just wasted 10 minutes writing that post :rotfl:
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Old 02-07-08, 08:26 AM   #724
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Quote:
Originally Posted by emaluzer
I understand the make up of dat files, I too use the sh3 unpacker tool and can see what is inside the dat files. My question was if this mod would be compatible with the 16km gwx2.0 mod. Since, if you use JSGME to install the moon mod after the 16km mod is in, you get the warning about overwriting the scene.dat.

I was confused since Jimbuna kept refering to it as just a .tga file. I know the dat has tga's in it, but what I wanted to know is will it somehow conflict with the GWX 16km mod i have installed.


I will answer my own question: No it wont conflict with it.
Confusion appears to be the only growth industry around here at the moment :hmm:

#714: Advice was to install.

#717: Explained the moon was a tga (sorry, perhaps I should have went into more detail, but I presumed you were aware of this fact) based within the dat.

Anyway.....your sorted and that is the main thing
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Old 02-07-08, 08:39 AM   #725
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Quote:
Originally Posted by Venatore
Well I just wasted 10 minutes writing that post :rotfl:
That's not true at all Ven! I learned something new...and I bet a few others did too! Thanks!
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Old 02-09-08, 02:02 AM   #726
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Haunting Atlantic Wind

Haunting Atlantic Wind
[Audio Mod]
  • This mod replaces the ambient wind sound in the SHIII game.
  • The file that has been modded is: "amb_Wind1.wav"
  • The file location is: Program Files/Ubisoft/SilentHunterIII/data/Sound
  • I’ve tried to create an eerie/haunting sound to the original wind, utilising the original sound, I've additionally added and merged 3 new howling eerie wind sounds.
  • This mod is compatible with GWX.
  • This mod has the correct file structure pathway to be used in conjunction with "JScones" Generic Mod Enabler version 2.0.1 [JSGME]
  • This mod is zipped with WinRAR.
  • This mod was created by Venatore.
  • Other nature/environment audio mods created by me for SHIII include the following;
# Internal U-Boat Sound Effect [Page 2]; "My pride & joy thus far"
# Ambient Underwater Sound [Page 17];
# Mute Seagulls [Page 21]; and
# Ambient Hydrophone Sound [Page 21].
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x 1

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Old 02-09-08, 11:00 AM   #727
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Quite spooky.....must get the first officer to hold my hand topside now
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Old 02-09-08, 11:07 AM   #728
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Quote:
Originally Posted by jimbuna
Quite spooky.....must get the first officer to hold my hand topside now
:rotfl: :rotfl:
Thank you Ven, just d/l it and will try it right now!!!
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Old 02-09-08, 05:54 PM   #729
Venatore
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Torpedos and the hydrophone device

I've just realised something about torpedos and the hydrophone device within SHIII. Have you notice that when you fire a single torpedo or a salvo group of torpedos all you here is a very plain, boring, humming sound, that apparently is your actively running torpedo

Last night I created an audio file that fixed this and you can now hear the torpedo/s actively running with a bit more gusto and realism to the sound :p

I will load this mod up today

Until the "Torpedo Hydrophone Sound" arrives, have a go and see if you can here this crap sound

Last edited by Venatore; 02-09-08 at 09:02 PM.
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Old 02-09-08, 11:22 PM   #730
Venatore
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Torpedo Hydrophone Sound

Torpedo Hydrophone Sound
[Audio Mod]
  • This mod replaces the active running torpedo sound that you hear in the U-boat hydrophone in the SHIII game.
  • The file that has been modded is: "Torpedo_Cruise_loop_hyd.wav"
  • The file location is: Program Files/Ubisoft/SilentHunterIII/data/Sound
  • I’ve tried to create a sound that has a definite underwater propeller sound, compared to the original file which was a plain, boring, and a down right crap attempt. The tone & pitch has also been modded to reflect what an operator would experience when listening into the hydrophone headset.
  • The volume has also been increase to 25%.
  • This mod is compatible with GWX.
  • This mod has the correct file structure pathway to be used in conjunction with "JScones" Generic Mod Enabler version 2.0.1 [JSGME]
  • This mod is zipped with WinRAR.
  • This mod was created by Venatore.
Images
x 1


Last edited by Venatore; 02-10-08 at 04:13 AM.
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Old 02-10-08, 03:49 AM   #731
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Leave Application

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Dates: 12-21 Feb.
Reason: Work related.
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Old 02-10-08, 04:05 AM   #732
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...

Beautifull job ceriouse work prime quallity as usual !
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Old 02-10-08, 06:34 AM   #733
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Very nice
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Old 02-10-08, 06:42 AM   #734
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Is there any other place apart from http://www.jcwolfworkshopbdu.com/ one could download your mods, Venatore? :hmm: I think it's time to try some of them for me.
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Old 02-10-08, 09:25 AM   #735
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You can also get them direct from his FF account
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