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About PunishedKAsual

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  1. Update 0.8.7 support for version 0.8.7 Download Link:https://drive.google.com/open?id=1YxsjQeySgFXYGmYeqIkEXKwBTvP5cTRj
  2. Update 0.8.6 support for version 0.8.6 Download Link: https://drive.google.com/open?id=1XXS_CPE3MUGlKRe85pJg1snLce5onbcp
  3. PunishedKAsual

    Noob modding question

    https://forum.worldofwarships.com/topic/150855-sound-mod-creator-v-024/ seems so
  4. Update 0.8.5 support for version 0.8.5 Download Link: https://drive.google.com/open?id=1cC7SDGkb56CWvgzW8WWo17es7fg5cBOI
  5. PunishedKAsual


    I've always thought the past tense of Yeet was Yat(/jɛt/). Following the convention of single syllable words with the /i:/ syllables like how keep /kiːp/ become kept /kɛpt/, meet /miːt/ becomes /mɛt/ and feed /fiːd/ becomes /fɛd/.
  6. PunishedKAsual

    So German Cruisers are Bad?

    First, congratulation on your sense of success with the Admiral Hipper. As much as I frequently disagree with streamer opinion, I wouldn't agree to your view that people who watch streamer contents are "brainwashed sheep" like it was "Germany after WW1". German Cruisers has been known in the WoWs community as mediocre-at-best ships before Yuro had published his recent video. Ever thought why German Cruisers are much rarer to encounter in MM, in comparison, than other cruiser lines? It's undeniable that the Kreuzers has been powercrept and made complacent by newer-ships and meta-changes, and his conclusion only served to accentuated this fact. Frankly, I am not convinced that your 57k 6 kill kraken game changes the sorry state of German Cruisers at this iteration of World of Warships. Sure, you can have successful games with the Admiral Hipper, but often times you will find that other lines can perform just as good, or even better than your ship given the same circumstances. The generalized form of this mediocrity is the epitome of the German Cruiser problem.
  7. PunishedKAsual

    So German Cruisers are Bad?

    They are not great and it's both a consequence from newer ships and really a more skilled playerbase. To say they are “jack of all trade” ships is essentially just a polite way of saying they do everything in a mediocre manner. Frankly, German cruisers was my first love in game. But over the years it has been powercrept so hard there isn't really a reason to grind them over other line(s)
  8. PunishedKAsual

    Karma Karpetbombing

    It's ok I have zero karma and I've learnt to ignore it
  9. PunishedKAsual


    我覺得不能 把首勝獨立出來,從宏觀角度考量,首勝的勝率其實與任何場次的勝率都是一樣。但由於我們格外留意首勝這場遊戲,會造成所謂「確認偏誤」的現象,體感上第一場的勝率機會好像就特別差
  10. PunishedKAsual


    這裡https://pt.worldofwarships.ru/registration/?game=wows 其實在新聞公告裏的「話說,我要如何參與公測?」就已經附上了這個連結 https://worldofwarships.asia/zh-tw/news/public-test/public-test-085/
  11. PunishedKAsual


    面對克里姆林,在12 公里外洗不就好了嗎。蘇聯戰艦的「近戰戰艦」屬性,令她的火控只能在中近距離發揮作用(其實就是在這些距離也不太連貫),在高階場遠距離被HE 洗火災傷害,就幾近無還擊之力。 至於防護方面,雖然的確擁有60mm主甲板抗擊不少HE 傷害, 但艦艏艉依然是32 mm 裝甲,足以被203 口徑的HE 擊破。若果打中中間沒有效果,選擇艏艉和塔樓為目標是不錯的選擇。 順帶一提,克里姆林的457 mm 的確無法碾壓32mm裝甲,你的角度當時應該已經超越了強制彈跳角。令457mm 可以擊穿Jean Bart的裝甲。 話說回來,不明白閣下強調使用引擎加速和傳奇插,和被敵方擊穿裝甲有什麼關係。
  12. PunishedKAsual


    ??? 三階艦除非與四階艦組隊,是不會上五階的。 一至四階艦一向都是+-1階,以三階艦為例,只會被派到二三階/三四階遊戲中。 話說回來,低階空母是四/六階吧。你是不是記錯了什麼
  13. PunishedKAsual

    Just got the Kremlin, do you any tips for this Soviet T10 beast?

    sail around early game for potshots until you see a opening in the enemy formation to push up in mid-late game
  14. Camouflage Modding: Camouflage textures and .xml manipulation ^a possible out come of camouflage modding. Note that this particular "historical IJN DD" mod now longer use camouflage modding due to various reasons. Musashi Baltic camouflage mod: my all time favorite and frankly the my best camouflage work ever. A demonstration of this very mod's creation process is available as a demonstration in the appendix. Not every camouflage has to be grey-ish tho, with camouflage.xml you can specify the camouflage to sport any color schemes you want. Preface This is a comprehensive guide to modding in regard to World of Warship's camouflage mechanism and implementing skins as camouflages. The material is based mostly from my 3 year experience in wows modding, but I should not be so self-absorbed to deny many had helped me along the way. I hope this little guide will prove useful for newer mod creators who want to make skins in the form of camouflages. I should mention that some of the effects with camouflage modding are achievable with direct texture modding, which in many case might be easier. Guide Tools you will need 1. Wows Unpacker A tool released by Wargaming. You need it to extract relevant files from the WoWs Game Client. You can acquire them here ttps://forum.worldofwarships.eu/topic/113847-all-wows-unpack-tool-unpack-game-client-resources/ 2. Image manipulation program (Paint.NET/ GIMP / Photoshop) A image manipulation software such as Paint.NET, GIMP and Photoshop is needed to edit .dds texture files. Paint.NET is a lightweight freeware. While the software is capable for simple edits, on more complex edits, one will quickly find the Paint.NET ‘s functionality on the rudimentary side, limiting the potential of what you can do. GIMP is a open source software counterpart to Photoshop. To open and edit dds file you will want to download a DDS plugin for GIMP. Photoshop(+ Nvidia dds plugin). Software of my choice. Note that this being a commercial software it WILL incur licensing fees. 3 Adobe Illustrator/ Inkscape/ any(optional) Should you want to draw precise geometric forms, in which case camouflage files has plenty, you might find such vector graphics editors invaluable for drawing patterns. 4. A decent Text Editor A capable text editor is needed to edit “camouflage.xml” Examples being NotePad++, Atom, VIM, Microsoft Visual Studio. Please do not use the notepad program that came included with your windows installation. It’s easy to lost track of things and make mistakes with the rudimentary functionalities. Install NotePad++ for editing if you don’t already have an appropriate text-editor. 5. An up-to-date Wows Client Obviously. Extracting Files Open the wows unpack tool. Access \res\content\gameplay\common\camouflage\textures\ with the unpack tool. Camouflage pattern texture files are located in file path as .dds files. Select the camouflage patterns you would like to edit. If, at this stage, you are unsure which camouflage file you need to edit, simply select the entire camouflage folder and work out which file to edit in a latter stage. Despite the numerous files, the overall size of all camouflage texture are decently minimal, comparatively speaking. Select the camouflage.xml file for advanced camouflage configuration. If you are only interested in changing the pattern of some camouflage, you will not need this file. However, if you are interested in altering colour schemes, or reassigning camouflage for guns/ torpedo tubes, you will need the camouflage.xml file.You might also find it useful to find the files affecting the ship you want to edit, even if your final mod may not need the camouflage.xml. Camouflage structure Unfortunately, no one can be told what the camouflage rendering engine truly is. You'll have to see it for yourself. In this guide, I will first introduce various component of the mod to form a clearer picture of what’s going on. Where necessary, sample images and codes will be used to aid demonstration. camo .dds .dds files serves as patterns of the camouflage. They look like this and is always in straight Black, Red, Green, Blue pixels. Ideally, a camouflage pattern file should only contain these 4 colors, altho some gradient transition between them are possible. Ship-specific camouflages, such as Permanent Camouflages following file name convention ShipID_ShipName_[year]_camo_01.dds, Common camouflages, such as Type 1, Type 2, Type 5, has various files to them. Look up camouflage.xml for the exact file paths. Demonstration: Anatomy of “camouflage.xml” with demonstrations An intuitive interpretation of the camouflage.xml configuration file would dissect the file into 3 sections: 1. Ship Groups 2. Indexed colour palette 3. Camouflages Block 1. Ship Groups <shipGroup> <name>RUS_group_1</name> <ships> PRSD103_Derzky PRSD104_Izyaslav PRSB001_Nikolay_I PRSC101_Orlan PRSC002_Diana_1905 PRSC010_Diana_1905_Asus PRSC001_Avrora_1917 PRSC503_Oleg PRSC105_Kirov PRSC003_Murmansk_1944 PRSC106_Pr_94_Budeny PRSC506_Molotov_1943 PRSC107_Schors PRSC108_Pr_68_Chapaev PRSC508_Kutuzov_1952 PRSC110_Pr_66_Moskva PRSC513_Varyag PRSD709_Pr_41_Neustrashimy PRSB103_Knyaz_Suvorov PRSB104_Gangut PRSB105_Pyotr_Velikiy PRSB106_Izmail PRSC610_Smolensk</ships> </shipGroup> At the top of camouflage.xml you will find such “ship group” declarations. ShipGroup Elements declares any number of ships into a group to be easily assigned camouflages in bulk. You may define new ship groups by inserting new block of <shipGroup></shipGroup> in the same format. Be aware that each ShipID should only appear in one(1) ship group, or the game client will become unstable when loading. This Section takes up around 200 lines in the camouflage.xml file. 2. Indexed colour palette Palettes <!--//IJN UNIQUE Yamato colour scheme 26--> <colorScheme> <name>colorSchemeIJNP26</name> <color0>0.108 0.117 0.085 1.000</color0> <color1>0.025 0.037 0.012 0.784</color1> <color2>0.344 0.364 0.316 1.000</color2> <color3>0.263 0.275 0.133 0.784</color3> <colorUI>0.509 0.529 0.278 1.000</colorUI> </colorScheme> About 200 line or so into the camouflage.xml, you will encounter the “ship”. These elements assign a color to the Red/Green/Blue Pixels in the .dds file we discussed previously. The <name> element defines the official name for software look up. This information has to be consistent with the data in the next section. <color0> affects the black pixels, <color1> affects the pixels in red, <color2> are blue and <color3> are the green one. <colorUI> Sorry, I'm not sure about this item. Values in each color elements read from left to right Red, Green, Blue, Alpha. Adjusting the each value is analogous to dragging the RGB slide bar in Photoshop. To choose a color, break down their RGB or hex code to decimals by dividing 256 and then divide by a factor of 4 (or 5). The reason for further dividing the RGB color is that the game engine will magnify the brightness of the RGB value when rendering, simply inputting the RGB value in decimal form will usually result in a glowing effect. To get a more accurate color, you are adviced to divide the decimal value by 4~5. Regrettably, I am not yet able to confirm the role of <colorUI> in the camouflage.xml . It would be nice if experienced modders may be able to chime in to help us with this mystery. Example using the Z-52 again. 3. Camouflage Block Example 1 camouflage assigned to ship groups - you will first encounter this Subsection <camouflage> <annotation>Restless Fire tile camouflage block for the ships with a texture 4096*4096+2048*1024</annotation> <name>camo_EU_special_tile</name> <shipGroups>RUS_group_6 GER_group_5 IJN_group_6 FRA_group_7</shipGroups> <tiled>true</tiled> <UV> <DeckHouse>1.25 1.25</DeckHouse> <Tile>2.5 4</Tile> <Gun>0.5 0.75</Gun> <Bulge>0.6 1</Bulge> </UV> <Textures> <Tile>content/gameplay/common/camouflage/textures/Dazzle_tile_camo_07.dds</Tile> </Textures> <colorSchemes>colorSchemeRF01</colorSchemes> </camouflage> Example 2 ship-specific camouflage (for Z52) - you will find this after the ShipGroupCamouflage Blocks Subsection. Premium camouflages and reward camouflages specific to a ship(such as the 2017 birthday camouflage) follows this format. <camouflage> <annotation>Z 52 unique permOflage block</annotation> <name>camo_permanent_1</name> <targetShip>PGSD110_Z_52</targetShip> <tiled>false</tiled> <UV> <Tile>1 1</Tile> <Gun>1 1</Gun> </UV> <Textures> <Hull>content/gameplay/common/camouflage/textures/GSD009_Z52_1945_camo_01.dds</Hull> <Gun>content/gameplay/common/camouflage/textures/Black_gun_camo_01.dds</Gun> </Textures> <colorSchemes>colorSchemeGERP25</colorSchemes> </camouflage> The camouflage block assigns camouflage .dds files and .color schemes to either a group of ships (as in example 1) or a specific ship (as in example 2). Each of the elements control an aspect of the camouflage. Usually, tiled camouflage pattern are used on ship groups as common camouflages and ship specific files are unique to a ship. However, you can write a overriding declaration to replace a tiled pattern with a new ship-specific by injecting code blocks. <annotation> lists the name and comments on the mod and is not interpreted by the game client. Evidently, you will find the information listed by Wargaming Studio useful to find which camouflage block affect which ship’s camouflage. Write relevant information in this to help your development process. <name> lists the official name that correspond with the in game engine. The camouflage name should be self-explanatory, camo_1_tile would be Type 1 in game, camo_2_tile would be Type 2 in game, camo_3_tile actually points to the Type 5 camouflage in the camouflage tab, etc <shipGroups> (example 1) defines which group of ship are affected by this camouflage block. Look for the Ship Groups section above for details. As shown in the example, you can include multiple Ship Groups in one camouflage bloc. <targetShip> (example 2) is similar to <shipGroups>, except it points towards a specific ship with the ship ID. Such allows for high customization potential for a ship. Do be aware that, contrary to the usual conventions, ShipIDs in the camouflage.xml have 4 character prefixs “PXXX” <tiled> determines if the camouflage pattern is treated a tiles or as a single stretch of canvas, think of tiles in your bathroom's walls. They are either true or false, which common camouflages patterns, whereas ship-specific ones are always “false”. <UV> These parameters stretches the scale of pattern files. Linear Algebra stuff. Normally you wouldn't need to edit this criteria <Textures> This is where it get interesting. The sub-elements <Hull>, <Gun>, <DeckHouse> shows the file path to the camouflage file for their respective areas. Changing the file paths can allow for adding extra/ custom camouflages, should the original file path’s file is not suitable or is being used by multiple ship. For example, some Battleship’s superstructure uses “B_gun_camo.dds” - file thats used by a few dozen ships, and hence cannot be modified without damaging other ships. You can easily insert a new custom.dds into the camouflage folder and modify the file path to the corresponding file name to enable a custom camouflage pattern for that ship only. <colorSchemes> points to the Indexed colour palette we created in section 2 of this chapter. In some cases (mostly on Japanese and American ships), you will find two such instances of <colorSchemes>. This is down to the fact where special Admiral Halsey and Admiral Yamamoto may use an alternative camouflage color-scheme. Editing the first one will affect the left option in the UI and the second one affects the right option. You may also remove the second one, should you decide you do not need a color alternative in the camouflage mod. Exporting and Previewing your work Presumably, you've already outputted dds files when you are making the mod. Your final camouflage mod output should contain a folder with file structure \res_mods\[GameVersion\\content\gameplay\common\camouflage\textures containing all the camouflage files Save your PAint.Net/ Photoshop/ GIMP source files for future editing. A useful trick is to edit the files in the res_mod\ folder while having them loaded with an active instance of the WoWs Client. Any effect you have made to a file will immediately refreshes each time you save the file as .dds and refresh the game model by click another ship in port and back forth. Unfortunately, the same cannot be said about the camouflage.xml file. All changes to camouflage.xml requires a game restart to take effect. Appendix: Extra Camouflage modding demonstration Musashi Baltic camouflage mod process sharing. Others & Troubleshooting Updating your mod Notice that, any mod involving camouflage.xml will require updates to the xml file. Should you release such a modpack to the public world, you should commit to the effort involved updating every patch. At the very least, one should provide documentation to how to update the camouflage.xml. Trick with mg.dds If you are looking into manipulating the areas of the ship covered by camouflages, or simply wants to disable all camouflage on a ship, you might find a trick with the texture files mg.dds useful. For this method, read A simple Guide To Texture Modding Hard Edges and DXT artifacts Due to the way DXT compression works, hard edges between the different colors may sometime result in jarring and ugly artifacts. Camouflage modding may sometime not be able to create patterns too fine. You may circumvent this problem with My pattern loads but it is in some funky shapes than I expected Caused by error in dds file dimension. Check your .dds file dimensions. Each of the sides should be a power of 2, such as 512, 1024, 2048 or 4096. Sometimes software run into an error that accidentally output 4097 sides. If your game fails to load with camouflage mods / camouflage fails to load It can be down to one of these reasons: 1. broken camouflage file. 2. wrong file name / file path in the res_mod folder 3. compression format with .dds file << You are advised to use one of the DxT formats (DXT1, DXT3, DXT5). Conclusion This wraps up all that I know about camouflage modding. If you spot a mistake, have a problem, or has anything to add, please dont hesitate from leaving a comment below.
  15. PunishedKAsual


    So much for the close range BB flavor. It's just novel idea that doesnt really work