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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Seasoned Skipper
![]() Join Date: Jan 2010
Posts: 713
Downloads: 209
Uploads: 0
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![]() ![]() The pic is looking bad but its much much better in game and doesnt hurt my eyes or obscure my plotting/drawing like the one we're replacing. (which is a toggle in NewUIs, visible at any zoom) Very simple: Download http://www.mediafire.com/?guyxxthqkw2 open the .rar untill you find a .dds file for example inside folder NSS_Uboat7c41 is a file "NSS_Uboat7C41_shp.dds" drag the .dds file to desktop and rename it to: NavMapBearingOverlay.dds Now you get to make a mod! (this hopefully helps people understand what JSGME is doing) Create a new folder on desktop named - Gui Drop your new NavMapBearingOverlay.dds inside that folder. Create a new folder again on desktop named - Menu Drop the folder Gui inside the Menu folder. Create a new folder Data, drop the folder Menu inside it. Like so: Data\Menu\Gui\NavMapBearingOverlay.dds Now to name the mod. Create a folder and name it anything. For example: WhiteBearingOverlay. Drop your data folder you made above into it. This is now our mods folder structure: WhiteBearingOverlay\Data\Menu\Gui\NavMapBearingOve rlay.dds Drop folder WhiteBearingOverlay (or whatever you named your mod) into your SH5 MODS folder. Enable in JSGME After either MagnumOpus or NewUIsbyTDW. It will prompt you that something is being overwritten: Duh! All we did was replace a single texture of part of the UI mod. Hope you enjoy, and if you are new to modding, hopefully you learned something about how the program JSGME works. Thanks to Conus00 and this thread http://www.subsim.com/radioroom/show...=166244&page=2 |
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#2 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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*waiting for the day when all mods will have a stand alone version*
the outcast |
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