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Old 03-31-2009, 12:18 PM   #31
Nisgeis
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Will do a TM and RFB version Soon (TM).

Without the crew constantly looking at me, we've been spotting some ships. Plus, I've never eaten so many sandwiches in all my life.
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Old 03-31-2009, 12:27 PM   #32
Sailor Steve
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Just installed it myself. Works great!
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Old 03-31-2009, 12:51 PM   #33
ATR-42
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i replaced my RUIM mod with this. you did a fantastic job!

thread drift...
i was getting a little bored of the formal crewman (RUIM), i dont think it was all that real... the hats, medals, ranks ect inside the ship. It sure looked nice and polished but this eye fix was a fantastic relief.

if anything, someone should come up with a shorts and flip flops mod for the crew man. I think that may have been more accurate to what they wore at sea...

i digress.

thanks Nisgeis, nice job.
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Old 03-31-2009, 01:16 PM   #34
Nisgeis
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All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?
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Old 03-31-2009, 03:30 PM   #35
Captain von Keldunk
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Caps and uniforms

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Originally Posted by Nisgeis View Post
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?
Here is part of TMO readme credits

Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms
- smaller seabed rocks
- smaller seaplants (medium version)
- pull down speed chart mod
It is Captain Cox work and I think that "fall of the rising sun" also has Captain Cox mod.
If Iremember right you do not have to ask permission but only give gredits to
Captain Cox and Ducimus in your readme and that you are willing to share your work.
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Old 03-31-2009, 03:40 PM   #36
Budds
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I was expecting a Black Pirate "Eye Patch".........
Im disappointed !


Nice Work !
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Old 03-31-2009, 04:47 PM   #37
Nisgeis
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Thanks Captain and Budds :-).
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Old 03-31-2009, 04:50 PM   #38
LukeFF
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Quote:
Originally Posted by Nisgeis View Post
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?
Yes, it's part of RFB, but more has been added to the mod by conus00 than can be found in the standalone RUIM download.
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Old 04-02-2009, 12:13 PM   #39
Sailor Steve
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Quote:
Originally Posted by Nisgeis View Post
Will do a TM and RFB version Soon (TM).
I'm glad to hear that! Right after I posted about it working perfectly I loaded up RFB and saw the empty eye sockets for the first time!



Or rather
:rotfl:
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Old 04-02-2009, 03:21 PM   #40
Anvart
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I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...
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Old 04-02-2009, 03:53 PM   #41
Captain von Keldunk
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Eye or no eye

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Originally Posted by Anvart View Post
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...
I think it depends of your Graphic gard and driver some have this problem som do not .I have ati 3870 and have this problem but only on bridge crew
Command room eyes were ok. Also when I Renamed EyeBallsPS.FX
To disable it, my bridge eyeles zombies went to Command room and
command room Good eye crew went to bridge. Why it happened I do not know
Maybe Missing "EyeBallsPS.FX" file forced game engine use different "initialization of eyes animation"as you say.
But I woud be interested to know if you who do not have this eye problem,
Downloaded and tried this "Eye Partch" . to see if it makes any problem for you.
If not then what ever is behind this eye problem ,is solved I hope.
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Old 04-02-2009, 04:02 PM   #42
Anvart
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Do you have the same problem after use "Eye Partch"?
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Old 04-02-2009, 04:41 PM   #43
Captain von Keldunk
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Quote:
Originally Posted by Anvart View Post
Do you have the same problem after use "Eye Partch"?
No, I do not have any problems. But I was wondering I those who do Not
have any problems with eyes, have any problem with "eye Patch mod.
Edit: If you meant that while using "Eye patch" mod disabling "EyeBallsPS.FX"
has any effect, the answer is: it does not .(maybe eyes are shaded a bit differently but I can not
see any difference.)
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Old 04-02-2009, 05:38 PM   #44
Nisgeis
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Quote:
Originally Posted by Anvart View Post
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...
It's not the initialisation, as some people have crew with eyes, who at some later date get a knock on the head and their eyes fall out. The problem, I have theorised, is bad target data being sent.
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Old 04-03-2009, 03:32 AM   #45
Anvart
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Quote:
Originally Posted by Nisgeis View Post
...
The problem, ..., is bad target data being sent.
What do you mean?

P.S.
In early version of game sometimes i had blind crew right after loadings of game and after reload all was OK ...
And ...
You know that each character type has the StateMachine Class and accordingly the animations sequences (depending on a situation) ...
and may be not obligatory to change geometry and another (delete EyeBall controller)? ... though it can be one of variants ...
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