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Old 07-12-10, 09:44 PM   #16
SteelViking
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Quote:
Originally Posted by privateer View Post
I no longer have the documents, BUT!
The U-505 had custom paint created in the restoration project.
Both inside and outside.
Those paints were based on documentation from WWII to re-create
the original colors as closley as possible.
Paint chips were also subjected to studies to verify the mix code.
Then all the paints were custom blended and tested.
As I recall?
It was mostly done for free by a Major Paint Company.
Oops, I did not even see this post until now. Thanks for the input. I don't really think that anyone will be disappointed by the wall coloring in v1.1 of my interior mod, as I really tried to strike a balance between all the museum boats interior colors.
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Old 07-13-10, 04:32 AM   #17
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Quote:
Originally Posted by privateer View Post
I no longer have the documents, BUT!
The U-505 had custom paint created in the restoration project.
Both inside and outside.
Those paints were based on documentation from WWII to re-create
the original colours as closely as possible.
As it was still german, the colours used in U-505's interiors were either light ivory or plain ivory : as it does not reflect much light. And that is basically why the Americans did not like that colour and opted for white paint.

http://www.uboat.net/forums/read.php...,45687,quote=1
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Old 07-13-10, 10:17 AM   #18
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I think your modding work is great so firstly thanks, I do not have facts so my ideas are from the many books i have read -- to me the interior should look more rusty with signs of condensation and water droplets running down walls and gauges. As i said may not be factual but get the sense of it from the books. cheers, keep up the good work
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Old 07-13-10, 10:27 AM   #19
SteelViking
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Quote:
Originally Posted by Rickster1 View Post
I think your modding work is great so firstly thanks, I do not have facts so my ideas are from the many books i have read -- to me the interior should look more rusty with signs of condensation and water droplets running down walls and gauges. As i said may not be factual but get the sense of it from the books. cheers, keep up the good work
Thanks for compliments, and thanks for your input. I love it when poeple's input matches what I think should be done. V1.0 of the interior mod already has condensation on almost all gauges, and V1.1 will have a moderate amount of rust on pretty much everything(floors, walls, hatches,etc.) Plus, since I will be including the WoGaDi mod into V1.1, the drips that were added by Reboot will also be included.
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Old 07-13-10, 01:45 PM   #20
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Thanks
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Old 07-13-10, 04:30 PM   #21
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Here's a link to the onfo about the re-painting of U-505 to original colors.
http://events.nace.org/library/artic...ures/uboat.asp
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Old 07-13-10, 05:37 PM   #22
SteelViking
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@ privateer,

Thanks for the link, interesting info.


To everyone, I would really like if I could get some info for this request:

-Is the color of the observation periscope in the command room realistic? If not, what should it look like? Also, does anyone know what texture file is used to render it(it would save me a lot of time if I did not have to track it down). Again, pictures would be a great help.
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Old 07-13-10, 05:42 PM   #23
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Quote:
Originally Posted by SteelViking View Post
@ privateer,

Thanks for the link, interesting info.


To everyone, I would really like if I could get some info for this request:

-Is the color of the observation periscope in the command room realistic? If not, what should it look like? Also, does anyone know what texture file is used to render it(it would save me a lot of time if I did not have to track it down). Again, pictures would be a great help.

Not sure on the location of the Texture, will look out for it.
Any chance it would be referenced in Goblin for the Model of the Scope

Is it possible to get a closeup of the Obs scope and Attack scope from the eye piece level, Contemplating redoing the scope graphics to match the actual 3d models. (So textures would be handy for that also).
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Old 07-13-10, 07:38 PM   #24
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Originally Posted by reaper7 View Post
Not sure on the location of the Texture, will look out for it.
Any chance it would be referenced in Goblin for the Model of the Scope

Is it possible to get a closeup of the Obs scope and Attack scope from the eye piece level, Contemplating redoing the scope graphics to match the actual 3d models. (So textures would be handy for that also).
I have not really paid attention to what textures are used to render the stuff surrounding the eye piece on the actual 3d model. As far as getting a close up view, here is what I do sometimes: run the game in window mode, stand right up to whatever you are planning to work on in the game, and do whatever graphical work you need to. I know this is no miraculous way of doing things, but it gets the job done if you need to see how something looks in game and work on it at the same time.

Edit: You could of course just load the necassary files up in goblin and look at them. However, I do not like to use goblin to do precise graphical work because it does not get the lighting right, so everything will look a little bit different in game from what it looks like in goblin.
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Old 07-13-10, 08:11 PM   #25
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Originally Posted by kemeri View Post
Average 330-390°C, depending upon the diesel load.
Also the difference between each cylinder and the average temperature should not exceed 5%, otherwise diesel is to be readjusted
Sounds like you know your diesels, so I am going to go with your figures. I just stumbled upon the texture I needed to change the needles' position. Hopefully BIGREG will eventually be able to animate the temp. gauges, but if he cannot, at least they will read a realistic temp.
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Old 07-13-10, 10:05 PM   #26
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If they do get animated there will need to be quite a lag time in the response of those gauges... Cylinder temps don't immediately change in response to load. EGTs, however, do...
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Old 07-13-10, 10:14 PM   #27
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Originally Posted by Capt Jack Harkness View Post
If they do get animated there will need to be quite a lag time in the response of those gauges... Cylinder temps don't immediately change in response to load. EGTs, however, do...
I wish they could be given lag, however, the only animation controller that we could possibly link it to would be engine speed. So, it would be immediate. I have already redone them to read 360 degrees instead of 50 like in stock.

Anyway, I am thinking about redoing Benno's headphones, because they look nothing like real Kriegsmarine issue hydrophone headphones. I will see what I can do with them.
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Old 07-14-10, 10:18 AM   #28
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Since I mentioned doing it, I might as well tell how they turned out. I redid the headphones(hydrophone and radio), by using parts from actual pictures of Kriegsmarine headphones. They look much better now, way less cartoonish, and they match the real thing pretty closely.

I have also redone the captains pillow to match a picture of an actual Kriegsmarine issue pillow. Can you tell that I am getting bored waiting for BIGREG.

Anyway, if anyone has any ideas for more things that could be made to resemble actual artifacts, let know and I will look into it.
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Old 07-14-10, 04:38 PM   #29
SteelViking
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Quote:
Originally Posted by reaper7 View Post
Not sure on the location of the Texture, will look out for it.
Any chance it would be referenced in Goblin for the Model of the Scope

Is it possible to get a closeup of the Obs scope and Attack scope from the eye piece level, Contemplating redoing the scope graphics to match the actual 3d models. (So textures would be handy for that also).
Aha, I have figured out which textures and shadow maps are used to render the observation scope. So, I will now start working on matching the obs scope to some photos I found.

As far as making the obs scope match the 3d model, I think when I am finished with it the 3d model will look just like the mask in your UI convenient.

Here is the list of files that is used to render the obs, I am sorry that I have not looked into the attack periscope yet.

-command_room(1043)_3.dds This is the shadow map file if you want to know where the obs is in the file, just let me know and I will post a picture of the file with the spots colored.

-tile_metal_01.dds This is used to render the fittings on the scope.

-tile_metal_02.dds This is used to render the shaft and body of the scope.

Edit: In case anyone is following my work on the interior, my work on the obs peri. went well. I was able to match it relatively closely to a picture of a real U-boat peri. Also, stock had weird looking lines on it where the textures met up, I was able to remove most of those lines, so it looks more realistic now in that regard too.
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Last edited by SteelViking; 07-14-10 at 07:23 PM.
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Old 07-14-10, 07:45 PM   #30
Capt Jack Harkness
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Random question regarding the scopes: In SH4 there was actually a "station" at each of the scopes where the camera would be facing the scope body as if you were standing in front of it with your face a few inches back; could something like that be done in SH5 but with the lens actually showing the periscope view?
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