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Old 05-17-10, 06:23 PM   #91
Krauter
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How do I get the flags to show? I am running a 7A..
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Old 06-17-10, 06:35 PM   #92
Sepp von Ch.
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Firstly thank you very much TheDarkWraith for this great mod for the VIIA sub.
Any news about this sub flags mod for the VIIB and C sub please?
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Old 06-20-10, 04:03 PM   #93
ShoCkwaVe
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very nice.. TY

I wanted this way back in sh3 & always wondered why I never saw it..

Now make us flags for all the subs/connings

pretty preeeees
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Old 06-20-10, 06:43 PM   #94
thorn69
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This works great but I would like to be able to raise and lower it manually. Perhaps you could create a third scope but instead of actually having a third scope it raises and lowers the flag? Just need to assign some raise/lower keys for it and make sure it doesn't play any periscope raising/lowering sound.

I would also love to be able to use my port/starboard running lights and see them being used on on other ships - especially at night. Friendly warships should only use them in friendly ports while merchants should use them all the time. Obviously enemy warships should use them in their ports. A script could be made that forces merchants and warships to turn off running lights if they detect they are under attack. This could be set on a timer that triggers them to turn them back on after so many game hours of not being attacked. This script would just be the opposite of how DDs and merchants turn ON search lights when they are under attack.

Additionally I would love to see some different color channel markers/buoys made for the harbors as well. GWX did an excellent job of putting them in SHIII. Can't wait for them to be put in SH5!
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Old 06-24-10, 08:21 PM   #95
OldFrenchy
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Can you get me some peanuts, while you are at it?
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Old 07-16-10, 08:13 PM   #96
TheDarkWraith
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finishing up work on VIIB.

@BIGREG and SteelViking - can you guys find me the texture used by the conning tower so that I can fix the flag staff? It needs a light map added to it also or something to make it look like the rest of the conning tower

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Old 07-16-10, 10:21 PM   #97
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Looking.......
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Old 07-16-10, 10:33 PM   #98
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
is it data\Textures\TNormal\tex\7B_0x.dds?
Just found it, the texture file that controls the flag staff for that conning tower on the B is: Conning_7B_01.dds

I am looking for the exact location of the flag staff in the texture now........
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Old 07-16-10, 10:39 PM   #99
SteelViking
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Crud, looks like the the flag staff uses several little locations throughout the texture file, it might be better to use the shadow map for it since it is probably in one piece there. I will start looking for it there......
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Old 07-16-10, 10:52 PM   #100
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
Crud, looks like the the flag staff uses several little locations throughout the texture file, it might be better to use the shadow map for it since it is probably in one piece there. I will start looking for it there......
how are you seeing the UV maps? Goblin?
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Old 07-16-10, 11:05 PM   #101
SteelViking
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Yeah, I use goblin to see stuff on the fly.

The shadow map for that conning tower is: UBoat7B_O01.dds I am trying to pinpoint the flag staff now.......
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Old 07-16-10, 11:08 PM   #102
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
Yeah, I use goblin to see stuff on the fly.

The shadow map for that conning tower is: UBoat7B_O01.dds I am trying to pinpoint the flag staff now.......
how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.
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Old 07-16-10, 11:48 PM   #103
SteelViking
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Quote:
Originally Posted by TheDarkWraith View Post
how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.
Oh, no, I don't know how to view the actual UV maps with Goblin, I just have a method of finding stuff in a texture file using goblin. By the way, the flag staff is the object in the shadow map at: 552-298 thats in pixels

Are you asking how to get the conning tower to show in goblin?
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Old 07-16-10, 11:51 PM   #104
TheBeast
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Quote:
Originally Posted by TheDarkWraith View Post
how do you view the UV maps using Goblin?

Also does anyone know how to force the 3rd conning tower visible for the VIIB? I need to set the flagstaff and flags on it but I can't make it render in game.
Have you tried changing availablility dates in the UPC files?

To Start out I found this omission:
data\Submarine\NSS_Uboat7b\NSS_Uboat7b.upcge
[UserPlayerUnit 1.UnitPartSlot 1]
ID=VIIBConningSlot
NameDisplayable=ConningSlot-UnitPartSlot-Name
Type=NULL
AcceptedTypes=VIIBConningTower
IDLinkUnitPartIntervalDefault1= NULL, 1940-05-01, VIIBTower0
IDLinkUnitPartIntervalDefault2= 1940-05-01, NULL, VIIBTower1
IDLinkUnitPartIntervalDefault3= 1940-05-01, NULL, VIIBTower2;<--Missing Entry not sure about start date
ExternalNodeName3D= Z01

You may want to look at the Equipement.upc and UpgradePacks.upc to ensure it is available for use as upgrade pack.
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Old 07-16-10, 11:52 PM   #105
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
Oh, no, I don't know how to view the actual UV maps with Goblin, I just have a method of finding stuff in a texture file using goblin. By the way, the flag staff is the object in the shadow map at: 552-298 thats in pixels

Are you asking how to get the conning tower to show in goblin?
no, I can use Goblin. Was just wondering how you were able to view the actual UV maps. Granny viewer shows UV maps but haven't figured out how to isolate a particular set of vertexes with it yet
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