Could you check that the mod installed OK? Check the date stamp on /Silent Hunter 4/data/library/characters/marine.dat and see if the date says 2009.
Changing the pixel shader won't affect the geometry or the positioning of 3D objects, which is the problem with the eyes. The pixel shaders only affect the colour of the eyes. |
Eye to eye
THX:D:D
I manually moved marine dat to right place and now it works.:salute: About " EyeBallsPS" FX file. If I disabled it I saw eyes ok on bridge. But not inside sub.:06: Also I downloaded nvidia FX composer and opened " EyeBallsPS" FX file here it is:hmmm: float4 stage : register(c0); float4 ambient : register(c1); struct PS_IN { float2 Tex0 : TEXCOORD0; }; sampler EyeTexture : register(s0); sampler LightMapTex : register(s1); float4 main( PS_IN In ) : COLOR { float4 Color, LightMap; Color = tex2D(EyeTexture, In.Tex0); LightMap = tex2D(LightMapTex, In.Tex0*2); Color = lerp(Color, LightMap, stage.x); Color *= ambient; return Color; } Maybe this" float2 Tex0 : TEXCOORD0" has something to do with texture coordinates or something. As it is that some people do not have this eye problem at all. I do not know. Your "Eye Patch for 1.5" is all I need. :D:D:D:yeah: |
Glad it's working for you.
That float2 Tex0 : TEXCOORD0 just defines a data variable that has two numbers and holds the co-ordinates of the pixel on the eye texture being reference. |
I dunno I'd give up the nifty caps for my crew not looking like the undead.
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Eye to eye
Hello:DL
I play now "Fall of the rising sun", and it had marine.dat and marine2.dat files, so removing only marine.dat did not help. I had to remove also marine2.dat. Main reason I think why your patch do not work with "supermods".:hmmm: I see now that " EyeBallsPS" was not reason for this eye problem even if you could with it move you zombie crew from bridge to command room. :DL Some gards+drivers work and some do not, but your fix works for all:yeah: PS If you make a copy of your marine.dat and name it marine2.dat then it will work with all mods, you may lose some eye candy but at least your crew has eyes.:):DL:D:haha::har: |
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Eyes for eye candy
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In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME . :woot: :woot: :woot: Sure I loose some eye candy, but my crew eats too much candy anyway. Zombies are all happy and making movies in hollywood I am sure:DL |
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...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it? Is that really the only thing in the files for TMO that would be affected by that? (Caps would have been nice, but fixing the eyes is much more important) |
MARINE.dat and Marine2.dat
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello :DL Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc :o |
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Thanks for the fix.
I am playing a 100% stock version of SH4 UBM and the will be happy to lose the zombies.. :yeah: |
take the "caps" dats and impliment your fix and call it "caps" patch version
with permission naturally |
I just installed this, and it`s working a treat, glad to get rid of the stares.
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