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Old 06-18-08, 09:57 AM   #1
OakGroove
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Default [Rel] UBM Type IX D2 High Res Skins

Just some quick and dirty reskins of the default ones:




Readme:

About
=====
2048x2048 px replacement textures (default size is 1024x1024)

Included Sets
=============
- Dunkelgrau 51
- Schlickgrau 58
- Blaugrau 58/1

INSTALLATION
============
Ready to Use with jsgme mod installer.

Tip
===
Disable Postprocessing to improve image quality and performance

Download:
http://files.filefront.com/Type+IX+D.../fileinfo.html

Updated Package (contains textures w/ and w/o Emblem + 2 Camo patterns)
http://files.filefront.com/Type+IX+D.../fileinfo.html

Last edited by OakGroove; 07-08-08 at 02:44 PM.
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Old 06-18-08, 10:18 AM   #2
gimpy117
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good god!!! looks like you've got resolution coming out your butt!!!
AWESOME JOB!!!

have to get this one....
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Old 06-18-08, 10:22 AM   #3
Fish40
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Looks great, and thanks!
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Old 06-18-08, 02:29 PM   #4
Xantrokoles
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shivers

I guess you were the man for making high res VIIC skins for Sh4!
I have big problems with the standard textures in a game with lightmaps
they are to brighten.

Thanks for this mod!
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Old 06-18-08, 02:57 PM   #5
OakGroove
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Xantrokoles,
i´d love to!

There´s still quite some specular shine on these too, especially visible @ low sun / night. I also didn't quite get the details on i wanted to, because it would have involved UV editing, requiring a 3D app and at least some basic knowledge on polygonal modelling - both of which i don't have.

Concerning lightmaps - if you work with Photoshop try adding a layer with a light gray (i.e. R:190 G:190 B:190) and set it's blend mode to "Darken". This will tone down anything lighter than this to the specified level (eliminating whites).

You might also want to keep the alpha channel rather dark. I´m still experimenting with the latter.
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Old 06-18-08, 03:06 PM   #6
Ishigami
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I'm sorry to ask this but how do I change the color scheme?
Do I have to rename the files or is this multi skin and based on date?

I forgot: Thanks for this it looks splendid!
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Old 06-18-08, 03:25 PM   #7
OakGroove
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No problem.

Default would be dunkelgrau (*T01). If you select the "Alberich" coating, the schlickgrau (*T01T) skin is used. I`m not entirely sure when/where you get the Blaugrau (*T02) skin. However, you could always rename the respective files, so that the preferred skin is displayed.
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Old 06-18-08, 04:17 PM   #8
Ishigami
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Ahhhh check!

Indeed really gorgeous!
Will you create more of these or was it just an exception? Because I think it is really good and I would like to see more of your work.
I think Xantrokoles was talking about this playable Type VIIC/41: http://www.subsim.com/radioroom/showthread.php?t=133658
in which creation he was involved.
Maybe you two could reskin this beauty in “HD”? - That would be awesome!

Not that I’m saying the actual skin looks bad, no! I really like it. I’m using the camouflage pattern that was delivered as an alternative. It’s just not as sharp as the others (I’m using the high res reskins from FooFighter for the fleet boats).

Other than this I think keltos01 has some new submarines. :hmm:

It’s just what I think, because FooFighter did a really good job at the fleet boats and I don’t know if it’s really that benefiting to reskin these again. I would rather see some mods getting skins in a higher resolution with more details.

Darn I think I sound too bossy… sorry for that.
Basically I got no right to say anything as I'm only a user and don’t produce something of value for the community.

Any way nice work, keep it up.
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Old 07-08-08, 03:28 PM   #9
Herr_Pete
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i have a problem! i just added this mod and i enabled it in the jsgme. When i go to play the game the u-boat looks exactly the same :S is there anything else i must do before it works?
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Old 07-08-08, 03:58 PM   #10
OakGroove
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Herr_Pete,

after extracting Type IX D2 Exterior Replacement Textures.rar, just copy the *ERT* Folders to your mods folder (i.e. Typ IX D2 ERT Base Package, Typ IX D2 ERT Camouflage Package, Typ IX D2 ERT Emblem Package). The base package needs to be installed in any case, as the Camo and Emblem are not stand-alone, else the archive would have grown too big.

Hope this helps.

@ Mikhayl,

thanks!
Are you by any chance firm wih normal maps as utilized by SH4? I´m having some issues with the 'Spee normals. The method i've used until now is to save a tangent space normal map using Nvidia's .dds plugin, reload the texture in PS and swap the green and blue channels, saving as DXT1. Apart from that the plugin runs like **** on CS2 and Vista, the results ingame leave alot to be desired, no matter the settings i use - it just doesn't look right.
Is there a way to produce quality maps using other methods/ tools?
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Old 07-08-08, 04:04 PM   #11
Herr_Pete
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Hi, thanks for the help m8! working perfectly and looking amazing! cheers
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Old 07-08-08, 05:37 PM   #12
Xantrokoles
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Quote:
Originally Posted by OakGroove
Are you by any chance firm wih normal maps as utilized by SH4? I´m having some issues with the 'Spee normals. The method i've used until now is to save a tangent space normal map using Nvidia's .dds plugin, reload the texture in PS and swap the green and blue channels, saving as DXT1. Apart from that the plugin runs like **** on CS2 and Vista, the results ingame leave alot to be desired, no matter the settings i use - it just doesn't look right.
Is there a way to produce quality maps using other methods/ tools?
Great Textures again from you!
But I don't like your dark deck...Thats no problem, I can use other ones :-)
Have you looked at DXT BMP?

It is a nice tool for textures converting and editing

In my oppinion the game works best with DXT3. It gives the smallest files, too.
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Old 05-05-09, 05:30 PM   #13
captgeo
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Quote:
Originally Posted by OakGroove View Post
Herr_Pete,

after extracting Type IX D2 Exterior Replacement Textures.rar, just copy the *ERT* Folders to your mods folder (i.e. Typ IX D2 ERT Base Package, Typ IX D2 ERT Camouflage Package, Typ IX D2 ERT Emblem Package). The base package needs to be installed in any case, as the Camo and Emblem are not stand-alone, else the archive would have grown too big.

Hope this helps.

@ Mikhayl,

thanks!
Are you by any chance firm wih normal maps as utilized by SH4? I´m having some issues with the 'Spee normals. The method i've used until now is to save a tangent space normal map using Nvidia's .dds plugin, reload the texture in PS and swap the green and blue channels, saving as DXT1. Apart from that the plugin runs like **** on CS2 and Vista, the results ingame leave alot to be desired, no matter the settings i use - it just doesn't look right.
Is there a way to produce quality maps using other methods/ tools?

I have tried to get this skin pkg working for a little bit(comp challenged), what are "ERT" folders
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Old 07-19-09, 11:02 PM   #14
rsvette12
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I think camo is still being worked on

Rich
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Old 08-02-09, 04:18 PM   #15
rsvette12
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Ok it looks like it was finished but links not working anyone kind enought to load up camo version would be appreciated, thank you.

Regards, Rich
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