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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#61 |
Black Magic
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well I'll give you an update on the adding of seperate materials for each sub's exhaust port. I think a screenshot will say a thousand words:
![]() I extracted the smoke_volum02.tga from the \data\Materials\materials.dat using brute force hacking (hex editor!), edited it in photoshop to give it a red color, wrote new code in the NSS_Uboat7b.dat file so that it can use this new material ID (I called it 7b_Exhaust_L.tga) and then copied the needed hex code into the NSS_Uboat7b.dat file for the new material. Basically I just made a new material for SH3! Fired up SH3 and it worked! I didn't want to add the new material to the materials.dat file (where it probably should be) for two reasons: 1) I didn't want to have to keep sending out new revisions of the materials.dat file with each new release of a sub that's been completed and 2) it makes more sense to include it into the file with sub. This will allow me to customize each sub to have it's own set of smoke textures for EACH exhaust port. Think about this.......seperate smoke textures for each sub and for each exhaust port on each sub. Do you see the possibilities this opens up?? Now I have to see if the 'hard coded' tga I just made and put into the NSS_Uboat7b.dat file can be overridden by placing another 7b_Exhaust_L.tga in the directory or in the \data\Textures\Tnormal\tex folder or somewhere..... EDIT: the hard coded tga is overridable by placing the new texture you want to use in the \data\Textures\TNormal\tex folder. WOOHOOO!!! Last edited by TheDarkWraith; 07-26-07 at 12:18 AM. |
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#62 |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Uboot Bunker, St.Nazaire
Posts: 137
Downloads: 28
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Dear racerboy, Thank you very much for your Mod, its amazing!!!!!!
Thank you again!!!!
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#64 |
Subsim Aviator
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good job to all who participated in the development of this mod.
nice work. i think it looks great
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#65 |
Loader
![]() Join Date: Jun 2006
Posts: 84
Downloads: 28
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![]() ![]() However, during installation by JSGME, a conflict was noted with the .val file from the Longer Wake Mod, and during field tests it was apparent that your exhaust mod had cancelled out the longer wake mod (for the sub only). Can you make these .val files combined and compatible so that we do not have to choose between smoking exhausts OR realistic long wakes? Thanks in advance! ![]() |
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#66 | ||
Soundman
![]() Join Date: Feb 2007
Location: Sweden
Posts: 141
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![]() But I must admit that I am not very good at hexadecimals or used to converting between different number bases for that matter.:hmm: |
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#67 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Just my 2 cents! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#68 | |
Loader
![]() Join Date: Jun 2006
Posts: 84
Downloads: 28
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That is exactly my point; I am also not able/ready to open hex files or convert hexadecimals. My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type. ![]() |
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#69 |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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I have found it totally harmless to ignore the conflict.
as long as you sequence both mods in and out of jsgme together with exhaust mod last in and first out. Jsgme will restore everything back to original if you dont mess up the sequence. M [edit] use of this advice is the responsibility of the user I recommend verifying it prior. but its been harmless to me. M |
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#70 | |
Loader
![]() Join Date: Jun 2006
Posts: 84
Downloads: 28
Uploads: 0
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Racerboy Needed for Tweaking
Quote:
![]() Still waiting for Racerboy to reply to my request for a combined/modified .val file to achieve the longer wake and dual exhausts together. ![]() |
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#71 | ||
Black Magic
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My request is for Racerboy to provide a combined/modified .val file to provide longer wakes and dual exhausts for each sub type. ![]() I could put out another version that includes longer wakes but I have to have the modders code and his permission to do so. If you all can get this for me then I will do it. I plan to release a minor revision here soon that has the smoke tgas packed into the .dat file for each sub (3 tgas make up the smoke for each port for each sub so 6 total in each sub's .dat file). This way I'm not overriding your smoke TGAs you currently use! And these 6 for each sub are completely overrideable by inserting whatever you want for them in \data\Textures\Tnormal\Tex. ![]() ![]() |
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#72 | ||
Engineer
![]() Join Date: Apr 2006
Location: In one place in the Atlantic, say A Coruña, Galiza (Spain)
Posts: 214
Downloads: 187
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#73 |
Black Magic
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by using 3 TGAs for the smoke (they are actually the stock game's TGAs) and the fact that two of them are the 'black' smoke from the stock game and the last is the 'blue smoke' from the stock game this will tone down the density and color of the smoke for the VIIB slightly.
You'll be able to override the TGAs I packed into the NSS_Uboat7b.dat so you can make the smoke look anyway you want. Rubini has offered to write the tweak file for this so that you can adjust many variables for the smoke. I have to get the information to Rubini first though so he can make it. I have the end user in mind here. I design items so that the end user can adjust them to suit their taste. What I think looks good may look horrible to someone else so that's why I do it this way. About how much longer did this longer wake mod make the wake? Being that he used the .val file tells me he probably did it the way I mentioned in my 'quick and dirty longer wake'. |
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#74 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() Quote:
I for example, don't like the long wakes mod (They are too much long for my taste as they are in original NVdrifters mod). But also having a option to adjust it could be good. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#75 | ||
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
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