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06-28-10, 04:36 AM | #2596 |
Seasoned Skipper
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Privateer, is it a jsgme-ready test version ? Doesn´t matter anyway, please keep up that work.
I would like to try it.
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06-28-10, 07:35 AM | #2597 |
Commodore
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I noticed these ships have stupid names like: "K-L-K-K-L-...". What is this???
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06-28-10, 07:54 AM | #2598 | |
Stowaway
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Quote:
It's a stand alone program that you can place anywhere. It creates the whatevername_N01.dds just by selecting which file you want turned into the normals. It's an early version based on Nvidia's texture tools source code. I'll dig it up and post a link. |
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06-28-10, 07:56 AM | #2599 |
Seasoned Skipper
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06-28-10, 08:08 AM | #2600 |
Stowaway
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Here's the link:
http://www.mediafire.com/?m4zfzzyzozw Select the texture you want a Normal made from and wait a few seconds. Be sure to work in a safe folder as it will overwrite the N01.dds file! I also have a version that does the Normals for SH5. Based on feedback I can adjust the program if it's useful. Here's the base image: Here's the N01 created for SH4: Here's the N01 for SH5: |
06-28-10, 09:10 AM | #2601 | |
Eternal Patrol
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Quote:
From ONI-208J F = Funnel K = Kingpost M = Mast The recognition manuals were organized by layout to make it easier to find the type quickly. Don't know about any 'L' though.
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06-28-10, 02:22 PM | #2602 |
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OK, but Germans used ONI recognition manuals???
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06-28-10, 02:33 PM | #2603 |
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There´s no problem to rename them in the Names.cfg
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06-28-10, 04:01 PM | #2604 |
Eternal Patrol
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SH4 was originally a US fleet-boat game only. The UBM add-on didn't really add anything but the German boats and the KM grids. Even SH3 had a switch for English and German voices.
If there was ever a provision for giving names to merchants as with SH3 Commander you would see my busily making names for every country and rewriting the book to reflect the real names I had given the ships. Even though I play SH4-UBM+OM I haven't bothered to go there as there are no names for them. This is also why I still play SH3 as well.
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06-28-10, 07:15 PM | #2605 |
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If someone needs hard data about Type IX real performance I have interesting info taken from KTB of U-37 found at U-boat Archive. Her commander did some research during his second patrol and here you are results:
Speed measures and distances travelled: - cruising speed at 10 knots: 6 days 15 hours 36 minutes = 1596 nm - cruising speed at 9 knots: 21 days 14 hours 58 minutes = 4670.7 nm - chasing speed at 12 knots: 2 days 5 hours 33 minutes = 642.6 nm - chasing speed at 14 knots: 4 hours 35 minutes = 64.25 nm - chasing speed at 15 knots: 2 hours 32 minutes = 38.0 nm - submerged speed about 2.5 knots: 3 days 1 hour 46 minutes = 64.4 nm |
06-28-10, 07:27 PM | #2606 |
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Note that the Submerged range is in Miles.
(Taken from the SHSim.act file) Not Nautical Miles. So there's alot of mistakes in many sim files both SH3 and SH4. |
06-29-10, 01:59 AM | #2607 |
Ocean Warrior
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Creating a normal map from a diffuse map instead of a height map will give you a normal map, but you'll get problem areas, so be careful. For example, the markings on the wing and fuselage shown there will be recessed on the model, whereas they would be flush, or even slightly raised on the actual aircraft.
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06-29-10, 04:22 AM | #2608 | |
Commodore
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Quote:
Moreover snorkeling works as it should in SH3+GWX3 so I don't understand why the devs hard-coded incorrectly CO2 recirculation in SH4. I suppose they did so because there is no snorkel upgrade in UBM but anyway SH was always regarded as moddable game. |
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06-29-10, 09:03 AM | #2609 |
Eternal Patrol
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You have that backwards. 221 NM = 255 mi. 221 mi = 192 NM.
The Nautical Mile is larger.
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06-29-10, 09:52 AM | #2610 |
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Yep, my fault: 1 nm = 1.15 mi. Anyway this is too bad (Type XXI underwater range in GWX3).
Anyway I check it myself and my results are as follows: - 208 nm at 6 kts in GWX3 versus 280 nm at 6 kts IRL - 306 nm at 5 kts in GWX3 versus 340 nm at 5kts IRL So at lower speeds Type XXI performance is quite realistic. Moreover I noticed that during such sail U-boat has to surface or snorkel anyway because CO2 limit raises to 100% even before batteries discharging. Last edited by Gorshkov; 06-29-10 at 10:46 AM. |
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