SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-14-10, 06:36 AM   #16
Decoman
Frogman
 
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
Default

Q: Exactly which type of torpedoes are in the game? Does anyone know? I haven't found any file listing them.

The torpedoes.dds file show 19 different looking torpedoes, including what might be a decoy or something.

Also, I just noticed that the OP has used a larger texture file 1024x1024 px instead of the old 512x512 px. Since he only has a texture file in his mod, I assume changing the texture resolution is pretty straight forward.

The game scale the texture for displaying the torpedoes.

Edit2: By searching for images on the internet, it seem clear that torpedo #3-6 are acoustic torpedoes, of type T4 (falke) and maybe later variants. Apparantly the length of G7e and G7a and acoustic torps are the same, but with different looking rear part and detonator. I guess torpedo #7-19 are a mix of G7e's and G7a's. I have no idea what torpedo #2 are.

My suggestion:
• Lighter metal finish for gas turbine torps
• Darker metal finish for electric torps
• Lettering indicating T1, T2 etc, shown outside icon of torpedo
• Same colored warhead (all used the same explosive warhead afaik)
• Additional colored band behind warhead, indicating FAT/LUT
• Different shapes for G7a, G7e and other torpedoes

And I would be happy to render this out and create a 1024x1024 texture. The larger texture that OP included seem genious. The image would then always scale down, instead of scaling up to fit various screen resolutions.

Last edited by Decoman; 03-14-10 at 07:12 AM.
Decoman is offline   Reply With Quote
Old 03-14-10, 06:37 AM   #17
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

Quote:
Originally Posted by quad5 View Post
Question: what type a boat? The case 7 "C", turm...???
What?
sergei is offline   Reply With Quote
Old 03-14-10, 06:49 AM   #18
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

The game uses 11 of these.
The rest are left over from SH4 (it is exactly the same graphic, just re-used!)
Give me 10 minutes, I'll post a pic showing which ones are used, and what each torpedo type is.
I don't remember resizing the file to be honest, but I've been messing around with this for a week, so I guess I forgot. Looks like it worked out OK!
I'll get back to you.
sergei is offline   Reply With Quote
Old 03-14-10, 08:18 AM   #19
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

Sorry it took me so long. Loaded up the game and got sidetracked trying to tweak something else.
Here you go, SH5 torpedo guide.

sergei is offline   Reply With Quote
Old 03-14-10, 08:19 AM   #20
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

Quote:
Originally Posted by Decoman View Post
The larger texture that OP included seem genious.
That was an accident that just happened to work out OK
sergei is offline   Reply With Quote
Old 03-14-10, 08:19 AM   #21
Decoman
Frogman
 
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
Default

Edit: Thanks Sergei!

I found a list mentioned on the forum here: Ammunition.upc

T1 (G7a)
T1 LUT I (G7a)
T1 FAT I (G7a)

T2 (G7e)
T3 (G7e)
T3 LUT II (G7e)
T3 FAT II (G7e)

T4 Falke (G7es)
T5 Zaunkönig I (G7es)
T7 Steinbarsch (G7ut)
T11 Zaunkönig II (G7es)
Decoman is offline   Reply With Quote
Old 03-14-10, 09:46 AM   #22
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

Decoman, have a look at what conus00 has achieved with the torpedo graphics
http://www.subsim.com/radioroom/show...5&postcount=35
Really nice job!
sergei is offline   Reply With Quote
Old 03-14-10, 06:09 PM   #23
Decoman
Frogman
 
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
Default

Btw, the in game G7a torp seem to be textured light gray and with blue'ish warhead.

Here is my first attempt: Linky png image

I should try to make it 1px higher and with better contrast.

Odd, the same T1 torp image seem to scale differently.

Lol typing text was a bad idea. 'T1' is mirrored for rear tube.

I suppose you can make two versions, it's the same with me. I'll likely work on this further. Some might find the torps too slim perhaps.

Calculations show that the small torp is about 1-2px too long. Easy to adjust.

Here is the larger file: Linky big png image

Last edited by Decoman; 03-14-10 at 06:37 PM.
Decoman is offline   Reply With Quote
Old 03-14-10, 06:31 PM   #24
rsvette12
Lieutenant
 
Join Date: Mar 2007
Posts: 263
Downloads: 132
Uploads: 0
Default

Now if we could get those in the launched torpedo in the game that would be awesome look terrific.

Rich
rsvette12 is offline   Reply With Quote
Old 03-14-10, 06:47 PM   #25
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

That's a really sweet torpedo model
sergei is offline   Reply With Quote
Old 03-15-10, 07:04 AM   #26
Decoman
Frogman
 
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
Default

Here is my second try: Linky to png file

I think this one looks slick. I made a dark silhuette around the torpedo, improving the contrast.

I have personally blanked out the alpha for the current thin black torpedo silhuette found in the "TorpedoPage.dds" file. This whole file is merely 256x256 px large, and the thin black silhuette for the torpedo, is a single one, that won't match torpedoes that look different in shape. The container for this thin black outline is also not matching the maximum width for the other torpedo alpha, so any graphics drawn for that will not cover the length of the new torpedo. This thin black outline seem useless anyway.

About colors: The black'ish warhead on the torpedoes look perhaps abit boring. Maybe some other color would be suitable. Perhaps a brass color would suit the torpedo body? I don't know what might seem plausible. On second thought, the brass would clash with the yellow stuff on the torpedo system page I think.

I have some ideas for color coding the torpedoes and I want to present a suggestion. I thought a red warhead would be sensible for the homing torpedoes, since the uboat risk (true?) being hit by it's own torpedo.

I wonder, what are the consequences of scaling up original texture files in terms of memory usage? I wouldn't mind seeing the 256x256 texture increase to 1024x1024 to perhaps get some nicer outlines.
Decoman is offline   Reply With Quote
Old 03-15-10, 09:10 AM   #27
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
Default

That looks even nicer.
I didn't think of editing the torpedopage.dds, that is a good move.
I would go ahead and scale it up.
Have a look in the textures folder, and see how many large textures are used in the game.
I think in the grand scheme of things, scaling this one tex up to 1024x1024 is small potatoes.
sergei is offline   Reply With Quote
Old 03-15-10, 09:33 AM   #28
Decoman
Frogman
 
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
Default

Edit: I intend to color correct the texture and make it abit brighter like the one I showed earlier, for the system torpedo menu.

I tried to come up with a sensible color scheme:


Basicly:
• Light or dark metal for torp body
• Black or red color for warhead
• One wide band of color for I type of modifications
• Two thin bands of color for II type of modifications
• Colored propulsion part for that experimental hydrogen peroxide torpedo

I suppose it would be logically sort of, to add the thick red band for the last torpedo, but I thought red against red wouldn't look that good.

• Blue = LUT, bearing independent
• Orange = FAT, area search

I am not sure about the shape of the torpedo for the acoustic torpedoes. The fins might look different. I have so far only found one image (drawing) hinting at its shape but the shape might not be correct.

Last edited by Decoman; 03-15-10 at 10:09 AM.
Decoman is offline   Reply With Quote
Old 03-15-10, 09:38 AM   #29
GDFTigerTank
Machinist's Mate
 
Join Date: Apr 2009
Posts: 121
Downloads: 44
Uploads: 0
Default

Your first color scheme was better imho. The real torpedoes were painted quite a variety colors - I have seen German torpedoes painted with a red warhead/ blue body, as well as a yellow warhead/blue body for instance. I have never seen one with a grey body/black warhead.

I appreciate trying to get the torpedoes to be easily identifiable though through your schema.

If you were to change the "electric" from being a grey to a more easily seen blue (a medium/bright blue) I think that's be awesome - and it would fit better with some of the schema I have seen used on actual german torpedoes. Also not sure about the purple markings on the "LUT" - perhaps change it to white?

Last edited by GDFTigerTank; 03-15-10 at 10:28 AM.
GDFTigerTank is offline   Reply With Quote
Old 03-15-10, 10:07 AM   #30
BowfinSS287
Planesman
 
Join Date: Apr 2007
Location: Canada
Posts: 185
Downloads: 223
Uploads: 0
Default

Decoman "I tried to come up with a sensible color scheme"

I really like those, any info when a dl link will be available

thanks
BowfinSS287 is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:12 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.