-
Content Сount
382 -
Joined
-
Last visited
-
Battles
12538
Content Type
Profiles
Forums
Calendar
Everything posted by TheKingOfUm
-
No changes to the download for Update 0.10.7.2, only the installation path has changed. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4365481 in the World of Warships installation on your computer.
-
No changes to the download for Update 0.10.7.2, only the installation path has changed. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4365481 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
You can only use one flag mod at a time, so you can't combine two mods, I'm afraid. But I am considering to offer a Rising Sun version of this mod. I know the Rising Sun Flag is controversial in a number of countries (and for good reasons), and I'm making the mod for users all over the world, so the standard version of the mod would continue to use the Hinomaru. The first priority is to have smooth operation of the mod without major bug reports from users. Once that is achieved (maybe for update 0.10.8?), offering versions and also applying for inclusion in modpacks is next.
-
Download Update 0.10.7 Thanks to @MatroseFuchs helping with the testing, the files should now be fixed. This version contains a few new flags, for example replacements for the premium ship flags of the Journey to the West series. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4344082 in the World of Warships installation on your computer.
-
Download Update 0.10.7 The Dutch cruisers are now complete, with camouflages for De Ruyter and Gouden Leeuw having been added to the mod. This mod has for a long time contained textures for Dunkerque, removing the French neutrality stripes, changing the ship's tone of grey, and modifying some other things. For this update, these textures have been redone to bring these changes in line with the technical possibilities for mods that were added in recent years. Dunkerque with permanent camouflage herself looks almost exactly as before, but the directors, which are also used on other ships (e.g. Strasbourg) look better on the other ships. Also, Dunkerque's permacamo now has a second colour scheme that reproduces what was the base colour of the ship, so if you like that lighter grey better, you can now use it without having to go to battle without camo. Apart from that, replacement textures for the WG Fest and the two Legend of Galactic Heroes collaboration camouflages have been added. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4344082 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
Download version 0.10.6 I still haven't made all the flags that I have planned, but I feel the mod is now advanced enough to be released. This work is still very much in progress, so things can and will be added and changed. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4181350 in the World of Warships installation on your computer.
-
Download Update 0.10.6 In this patch, the Type 1/2/5 camouflages for Dutch cruisers from tier V to IX are added. Camouflages for De Ruyter at tier IV, which was added to the game before I got around to making camouflages for her, and Gouden Leeuw at tier X, which should become available in 0.10.7, will be added in the next patch. The new Flying Dutchman camouflage is changed to a design that is heavily inspired by one of the great Dutch artists of the 20th century, Piet Mondrian – specifically, the Victory Boogie Woogie. Also, the Maple Leaf camouflage for Yukon is changed to a monochrome white. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4181350 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
Download Update 0.10.5 This update adds only the Battle of Jutland camouflage cleaned up, i.e. without bolts and bullet holes and colour splashes. The past weeks, I have been working on the Dutch cruisers to be prepared for their introduction into the game. Also, I have been busy with an entirely new project, which I hope to publish soon. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/4046169 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
That's a good idea, thanks for the suggestion. I have added the description text and preview picture that I had made for modpacks last year to the first post.
-
Update 0.10.4: With Elbing becoming available in the next update, the camouflages for her are added. Apart from that, several new camouflages were added. I have made replacements for Ultimate Guardian, Ultimate Titan, In Memory of Heroes and Golden Week. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/3912232 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
[12.6] Replace all expendable camos with chilled single-colored ones
TheKingOfUm replied to Smeggo's topic in Visual Mods
Quite a lot of the permanent camouflages reuse textures for the turrets, directors and miscellaneous parts. If you have a look at the camouflages.xml, the entry for Ohio contains this line: Which means that if you change the texture for the consumable camouflage, you also change it for Ohio's turrets. The only way to avoid this is editing the XML file, sadly. -
To remove a Type 1/2/5 camouflage from the mod, you need to delete the entry from the camouflages.xml file. I have a description of how to do that in this post:
-
[12.6] Simply Grey Paint + Historical camouflage v.1
TheKingOfUm replied to Lutjens41's topic in Visual Mods
I think WG are now using a master XML file to export different XML files for different servers. You will notice that the camouflages.xml has "realm:notcn" at the top, which suggests that there is a different file for the realm CN (i.e. China). They probably decided that the comments are not needed in the export file. After all, the file is only meant to be read by computers, not by humans. -
It's working for me, maybe somebody at Dropbox tripped over a cable when you tried to download... Please try it again: https://www.dropbox.com/s/9f6z669j7vb3w11/MOD_Unique_Camouflage_Plus_0-10-3-0.7z?dl=1 Thanks for the offer, I'll check out your camouflages when I find the time for it. First I want to do Elbing and the new consumable camouflages for 10.3 and 10.4
-
It's time for Update 0.10.3. Much like the German shipbuilding industry in World War II, I rushed to get the German destroyers finished in time. Unlike them, I mostly managed to achieve that goal, adding Type 1/2/5 camouflages for tiers VIII to IX of the new German DD line to the mod. The Type 5 camouflages include (fictional) ship insignia: Also included for this update are replacements for the Roman camouflages for Andrea Doria and F. Caracciolo. I ended up giving them solid grey paintjobs, similar to the Azzurro-grigio camouflages for the cruisers (partly because a monochrome design allows to better appreciate the elegant shape of the ships and partly because there are already patterned camouflages for Type 1/2/5 in the mod and partly because I was running out of time). To install, copy the folder res_mods from the mod download. Open the folder World_of_Warships/bin in the World of Warships installation on your computer. Inside, you will find one or more folders with numbers as names. Open the folder with the highest number and paste the folder res_mods into it. I'll update this post with the installation path once I have the update installed myself. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
As Update 0.10.2 is released, I have just two changes to existing camouflages to offer. Victory Salute and Team Fire until now were a bit of a compromise in this mod, using a shared texture. With some XML trickery, they can be remade and improved. We're keeping the grey/orange combination that I like a lot, but now the orange is only applied to the turrets, making the scheme a little more realistic and consistent. Team Fire gets a totally new scheme as well. ...and that's all from me for now. I've been in a particularly crunchy crunch time at work, so I haven’t been able to do anything else. This includes the new German destroyers so far. We'll have to see how much I can get done for them until their release next update. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/3611516 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
Which camouflages are we talking about, the "Roman" camouflages for Andrea Doria and F. Caracciolo, or the "Legion" camouflages for Vittorio Veneto, Lepanto and C. Colombo? If it's the "Roman" camouflages, those are standard camouflages, i.e. just a coat of paint on the regular ship, and those usually cannot be hidden with in-game settings (see for example the "Go Navy" camouflages from the US cruiser split event back in the day). But that also means that they can be modded, and that's what I'm going to do. Probably for update 0.10.3 - I've been very busy in the past weeks and had almost no time to work on the mod... If it's the "Legion" camouflages that look like the ships are cosplaying as Roman soldiers and that have all the Latin scholars up in arms with their grammar, those are actually different 3D models and modding those is much more difficult. I'm not even sure if I would be able to do that, even if I had unlimited time for that. But those can normally be switched off in the game settings.
-
Well, authentic colours would probably be just grey ;) I think I would go with version 2. The Azur Lane port has very good lighting for looking at the models, but the colours usually have less contrast than on real maps. Which means that if the colours look good in this port, they are often a bit too intense in the rest of the game – and if the colours look a bit too washed out in this port, they look just right in the rest of the game. So version 1 could look too colourful in other surroundings.
-
The instructions are for the coming game version 0.10.1. Folder 3343484 is the mod folder for version 0.10.0., which is still the current version for a few hours, so at the moment it still uses that folder. The new game version 0.10.1 will use 3471783 (unless something changes with this update...)
-
Update 0.10.1 is the beginning of the "Italian Battleships Introduction except for Dante Alighieri which was already available in 0.10.0 but only for Twitch prime users and also tier IX costs doubloons and tier X isnt available yet" event, and I have the camouflages ready for that: Also, the Type 5 on Kléber now has a fire director that fits better into the stripey design of the rest of the superstructure. To install, move the folder res_mods from the mod download to folder World_of_Warships/bin/3471783 in the World of Warships installation on your computer. The mod is also available in Aslain's Modpack and the Wargaming ModStation.
-
This is my workflow for identifying ship parts in the texture hat I had made some time ago. Might as well repost it here: Replace the ..._a.dds textures with an image that allows identifying the general area of the texture by colour. Additionally, write coordinates into the texture: I like to use a blue/green texture with letter-number coordinates for the hull and a red/yellow texture with number-letter coordinates for the superstructure. The ship then looks like this: Big parts that are easy to identify can be found just by their colour. For example, the bridge will be in the superstructure texture somewhere in the center to bottom right. Other parts can easily be found by the coordinates that are on them. Even if parts are so small that full coordinates don't fit on them, the colours and the visible numbers and letters give you valuable clues on where to look. Also, this helps you find out if the textures are mirrored. And you can check for reused textures, which may pose additional challenges in modding: If you create your design in half transparent layers on top of the identification texture, it is very easy to line up elements that go over several parts. Just set the opaqueness to 100% when you're done. I have put both identification files in PNG format up here for download, if you would like to use them: https://www.dropbox.com/s/b6ah88838fpomrm/Parts Identification Textures.zip?dl=1
-
You're welcome! I'm always happy to help, and always happy to see more people making mods.
-
[ALL] WOWS Unpack Tool: unpack game client resources
TheKingOfUm replied to MatroseFuchs's topic in Modding Tutorials, Guides and Tools (English)
Keep in mind that Pommern's name in the internal game files is still (mostly) the originally planned "Ludendorff". When ships are renamed during development, they usually don't get renamed in the internal files. It's the same for the "Großer Kurfürst" which is still called "Großdeutschland" in the internal files, or the Kremlin which still goes by "Sovetskaya Rossiya" behind the scenes. If you search for "Ludendorff" in the Unpacker, you'll probably find the files that you're looking for. -
Is there a mod to remove ARP special icons?
TheKingOfUm replied to anonym_nJTNbMhF8nvJ's topic in Announcements and General Discussion (English)
I'm not at my computer right now, so I can't test this, but this should work: You want to extract the game files for the base ships (Kongo, Myoko, etc.) and use them to replace the game files for the ARP ships. The easiest way to make a mod is to take an existing similar mod and look at how they did it :) In your case, this mod is a good starting point, because it includes the ship names in the icons: https://forum.worldofwarships.com/topic/68159-0100x-historical-ensigns-contour-icons/ Look for the icons for Kongo, which are named after the internal ID PJSB007. Now you know which files you need to get from the game files. Use the Unpacker to extract those files. Then go back to find the names for the icons of the ARP clone ships, which are named after their internal IDs PJSB705, PJSB706, PJSB707, PJSB708 and PJSB799. Duplicate the Kongo icon that you extracted from the game files four times, so that you have five identical icons. Rename them to the IDs of the ARP ships. Then just move those icons, including the folder structure that they are in, into the mod folder. You can take the Historical Ensigns Contour-icon Mod as an example for how the folders have to look. And that should be all. Repeat for Myoko, Atago and any other icons that you want to change. If you have trouble finding the icons - Japanese Battleships have IDs starting with PJSB, Japanese Cruisers have IDs starting with PJSC. -
New patch broke a lot of my modded textures
TheKingOfUm replied to worldwaralpha's topic in Modding Tutorials, Guides and Tools (English)
This looks like it could be the "Texture not found" texture, which is really just a small file with that text on it. Scaled up to ship size, it looks like this. Do you use custom textures? In that case, make sure that the texture file names in the XML file are identical to the names that you have given your textures. Or do you use textures from the game files? In that case, make sure that the texture file names have not changed with this update. If they changed and you paste in the code from the old XML file, the game won't find the texture. Check the freshly unpacked camouflages.xml for the texture file names and update the custom code that you paste into the XML file.- 1 reply
-
- 2
-
