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Old 08-30-07, 02:11 PM   #241
mountainmanUK
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YESSSS! That looks great mate!
Not too sure about the fluorescently bright colours though .........although it does help to show off the pennants!!

Have you done anything with the animation yet? That's just about all that's now needed!
WELL DONE!!
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Old 08-30-07, 02:28 PM   #242
TheDarkWraith
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Quote:
Originally Posted by AtlantikEel
WOW!




(Just for information, Flakmonkey's "twistyperiscopethingy" mod overrides your flag mod, or at least it does when I try to use them together. )
That would be correct. I have PM'd FlakMonkey for permission to incorporate his twistyperiscopethingy mod into this but I've had no reply back. I'm still waiting for him to say 'ok' so I can include it.
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Old 08-30-07, 02:30 PM   #243
TheDarkWraith
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Quote:
Originally Posted by mountainmanUK
YESSSS! That looks great mate!
Not too sure about the fluorescently bright colours though .........although it does help to show off the pennants!!

Have you done anything with the animation yet? That's just about all that's now needed!
WELL DONE!!
The flourescently bright colors were done for testing purposes only. You can change them to whatever you want when I release a BETA for this for all to test and provide feedback.
I will not work on the animations until I get feedback from the majority that says they like it. Personally I love it but I'll await some feedback on it first.
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Old 08-30-07, 02:38 PM   #244
mr chris
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Good work.
But has someone worked out how to make the flag only show while leaving and entering harbour and the pennants only show when entering harbour? Also is it possible to only show the correct amount of pennants for how many ships you have sunk when entering port after a sucessfull patrol?
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Old 08-30-07, 02:56 PM   #245
Klaus_Doldinger
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superb!
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OL zS. Siegfried Rollmann, U 108 in WaW IV, 6th war patrol with GWX 3.0 Gold (111.829 BRT)
Lt zS Klaus Doldinger (U 36), 4th war patrol with GWX 3.0 Gold (50.713 BRT)
SH3 Cmdr 3.1
GWX 3.0
GWX 16 Km atmosphere
GWX no medals on crew
GWX open hatch
GWX Saint Nazaire, Schleuse and units
OLC GUI 1.2.7
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Torpedo damage final
Rubini´s lifeboats and debris
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Old 08-30-07, 03:05 PM   #246
TheDarkWraith
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Quote:
Originally Posted by mr chris
Good work.
But has someone worked out how to make the flag only show while leaving and entering harbour and the pennants only show when entering harbour? Also is it possible to only show the correct amount of pennants for how many ships you have sunk when entering port after a sucessfull patrol?
The flags are always visible. If you do not want them then remove the associated TGA from \data\Textures\TNormal\tex. There's no way (that I've currently found) to make them controllable EXCEPT for attaching them to a scope or something that moves thus making them visible (or not visible) depending on the state of the object tied to.
The pennants are tied to the halyard which is attached to the observation periscope. The more you raise the observation scope the more pennants (and halyard) you see. Lower the observation scope to the bottom and none of the pennants or halyard are visible.
I cannot (in realtime) control the number of pennants showing to the number of ships you have sunk. It can't be done and doubt whether we'll ever be able to do anything 'realtime' like this ever. Thus to show (or remove) pennants you'll have to add (or delete) the associated TGA from \data\Textures\TNormal\tex during the patrol. This can be done by saving your game, exiting out and adding the TGA then reloading your game. Sorry, this is the best that can be done with what I/we have and have learned of the files.
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Old 08-30-07, 03:13 PM   #247
Kaleu. Jochen Mohr
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by mr chris
Good work.
But has someone worked out how to make the flag only show while leaving and entering harbour and the pennants only show when entering harbour? Also is it possible to only show the correct amount of pennants for how many ships you have sunk when entering port after a sucessfull patrol?
The flags are always visible. If you do not want them then remove the associated TGA from \data\Textures\TNormal\tex. There's no way (that I've currently found) to make them controllable EXCEPT for attaching them to a scope or something that moves thus making them visible (or not visible) depending on the state of the object tied to.
The pennants are tied to the halyard which is attached to the observation periscope. The more you raise the observation scope the more pennants (and halyard) you see. Lower the observation scope to the bottom and none of the pennants or halyard are visible.
I cannot (in realtime) control the number of pennants showing to the number of ships you have sunk. It can't be done and doubt whether we'll ever be able to do anything 'realtime' like this ever. Thus to show (or remove) pennants you'll have to add (or delete) the associated TGA from \data\Textures\TNormal\tex during the patrol. This can be done by saving your game, exiting out and adding the TGA then reloading your game. Sorry, this is the best that can be done with what I/we have and have learned of the files.
to keep ppl happy about the tonnage's i would say the pennants should stay grey-is white. no numbers on it
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Old 08-30-07, 04:51 PM   #248
AtlantikEel
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Quote:
The pennants are tied to the halyard which is attached to the observation periscope. The more you raise the observation scope the more pennants (and halyard) you see. Lower the observation scope to the bottom and none of the pennants or halyard are visible.
I cannot (in realtime) control the number of pennants showing to the number of ships you have sunk. It can't be done and doubt whether we'll ever be able to do anything 'realtime' like this ever. Thus to show (or remove) pennants you'll have to add (or delete) the associated TGA from \data\Textures\TNormal\tex during the patrol. This can be done by saving your game, exiting out and adding the TGA then reloading your game. Sorry, this is the best that can be done with what I/we have and have learned of the files.
If the pennants are always visible, this would be whenever the observation periscope is raised, even before anything is sunk? Will the pennants show on the scope when it is raised while submerged? In either case, would it be possible to set a hotkey for turning the pennants on or off? Otherwise the stop/reload TGA route would be the only option.
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Old 08-30-07, 05:16 PM   #249
TheDarkWraith
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Quote:
Originally Posted by AtlantikEel
If the pennants are always visible, this would be whenever the observation periscope is raised, even before anything is sunk? Will the pennants show on the scope when it is raised while submerged? In either case, would it be possible to set a hotkey for turning the pennants on or off? Otherwise the stop/reload TGA route would be the only option.
The answer would be yes and no. Yes to the pennants would be visible if the observation scope is raised and nothing has been sunk. No to the pennants being seen when submerged with the scope raised UNLESS the position of the scope above the water is where a pennant is then it would be visible.
There is no way to set a hotkey for turning the pennants on and off. There are no 'conditionals' that can be used in the files.
I've added reflections to the pennants and noticed that the periscopes in the SH3 1.4b version of files don't have reflections on the water. I've fixed that now:



Now I do have a problem that was caused by my assumption on how the game would handle TGAs not being present when needed. I deleted the 7b_1_Flag_2.tga from \data\Textures\TNormal\tex and the results when I loaded it were not what I expected. Same thing happens to the pennants also. Instead of nothing being there it's a solid white surface. I tried giving it an alpha channel and that made the surface turn black. This must be happening because the game is looking for the TGA and can't find it so it substitues 'something' in it's place. I tried editing the TGA in photoshop to give it a transparent background but when I save it as a 24bit TGA the background becomes white. Anyone have any ideas here as to what I might be doing wrong?? Or any suggestions?
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Old 08-30-07, 05:55 PM   #250
Kaleu. Jochen Mohr
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Old 08-30-07, 07:39 PM   #251
TheDarkWraith
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Quote:
Originally Posted by Kaleu. Jochen Mohr
Can't believe it? Well get ready, I'll be releasing a BETA for this here very soon.
I found a way to disable the flags and pennants without any problems. No more white or black faces anymore. You have to use the tweak file that will be included to enable/disable flags/pennants. I'm going to finally sit down and enjoy a patrol with the mods I have designed to date. I'm excited!
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Old 08-30-07, 09:09 PM   #252
TheDarkWraith
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Let's start with a screenie:



Now using the included tweak file you can disable individual flags and/or pennants and/or the Halyard with no ill effects.

Here is a BETA (once again!) based on SH3 1.4b files with the latest changes and additions. Feedback, as always, is greatly appreciated. Pending the outcome of the feedback from you all I'll start animating the pennants.

http://dodownload.filefront.com/8442...9bad71f9c07173
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Old 08-30-07, 09:50 PM   #253
Kaleu. Jochen Mohr
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but this isnt for a IXb
can you give me a IXb version of it ?
its the only sub i sail...
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Old 08-30-07, 09:51 PM   #254
TheDarkWraith
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Quote:
Originally Posted by Kaleu. Jochen Mohr
but this isnt for a IXb
can you give me a IXb version of it ?
its the only sub i sail...
In the works.....
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Old 08-30-07, 09:53 PM   #255
Kaleu. Jochen Mohr
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Kaleu. Jochen Mohr
but this isnt for a IXb
can you give me a IXb version of it ?
its the only sub i sail...
In the works.....
PLEEEEEAAAASEEE
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