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Old 01-09-09, 02:30 PM   #916
skwasjer
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I have not looked at the mod, there's too much files in there and from where I stand every file can be the problem, I just wouldn't know where to look. My suggestion is track back to an older version, and move forward one step at a time until you get a CTD again.

You could also go in reverse trying to isolate the problematic file, and then the problematic chunk, but generally it's easier to start over from the last working version.
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Old 01-09-09, 02:33 PM   #917
keltos01
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the thing is I had to change a few things to try and add two tubes to the boat.

She needs 6 forward and 2 aft.

I think all is ok but for the .dat ...

k
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Old 01-09-09, 02:34 PM   #918
skwasjer
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Have you also copied the zones? I wouldn't know if this can cause CTD, but worth a try.

[edit] try one tube first instead of both....
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Old 01-09-09, 02:43 PM   #919
keltos01
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no not the zones...

will try one tube then ...

is the node number important or can my tubes stay at the end of the file ?


thanks

k
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Old 01-10-09, 08:08 AM   #920
Anvart
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Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Anvart
...
And ... GWX 3.0 Flag.dat, FlagS.dat ...
When i click on any flag in viewer, S3D gives an error message ...
I've looked up the problem.
...
Quote:
Originally Posted by skwasjer
Quote:
Originally Posted by Anvart
I can't see SkyColor model (SkyColors_xxx.dat) in viewer ... very big model for viewer ...?
Yea, it's a big ass ...
Quote:
Originally Posted by Anvart
When i export embedded image from Type 13
...
Thanks for that

Quote:
Necessary to change parent ID of object quickly ...

I know...
Thanks
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Old 01-10-09, 06:35 PM   #921
Ktl_KUrtz
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Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz
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Old 01-10-09, 06:55 PM   #922
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Quote:
Originally Posted by Ktl_KUrtz
Hi,
I would like to say the it was a good jesture to remember LeoVampire in your new update.
Was he the guy killed in a car accident?
KUrtz
No, you're thinking at DeepBlueWolf:
http://forums.ubi.com/eve/forums/a/t...5/m/9661064165

Leo Vampire was the "force majeure" of the ROW mods, and in his case, it was heart problems, IIRC.

Anyway, RIP to both...
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Old 01-11-09, 08:18 AM   #923
keltos01
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Default 8 tubes on german side implemented !

I gave new id numbers to the torpedo doors nodes and voilà,

an axis side submarine with 8 torpedo tubes, this means probably that the game's
maximum number of tubes per boat is 10, either US or german/japanese side.

Keltos

8 tubes sub, soon to become a Kaidai 3 :

http://files.filefront.com/IJN+Jyuns.../fileinfo.html
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Old 01-11-09, 09:29 AM   #924
skwasjer
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@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread.
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Old 01-11-09, 11:49 AM   #925
keltos01
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Quote:
Originally Posted by skwasjer
@Ktl_KUrtz, as Carotio mentioned Leo (Dave) had problems with his heart and went beyond his own illness to finish up some of his work. He was an early S3D adopter and made good use of it with his mods. Thanks Dave...

@keltos, good job, I saw it already in your own thread.
thanks !

would you know why only 6 lights appear on the console when the 8 tubes works ?

also : the attack map shows only 6 tubes, but eight are there if you switch using "W" ?

on the loadout : it's correct.

keltos
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Old 01-12-09, 11:54 AM   #926
skwasjer
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No idea keltos. I'm sure it's possible, but you probably need to do some more digging. Compare with fleetboats that have 6 front tubes. I don't suspect it's configured through the binary files, probably just somewhere in the upcs.
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Old 01-12-09, 12:02 PM   #927
skwasjer
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More news from the animation front, S3D will support real time preview of animations (both mesh and keyframe). This will allow you to edit animations without even needing to test in game.

It's not perfect (because you can't control much of the animation, it's synced to a global timer) and does take significant cpu cycles (my viewer is a cpu-hog in general anyway), but it does the job and makes life oh-so-much easier yet again.

Here's a sample of Tomi's engine room animations I've worked on...
http://sh4.skwas.net/media/S3D_Anims.wmv

I am aiming for a new release with this functionality including zones editor not too far away. The only thing left atm is finalizing mesh import.

Last edited by skwasjer; 01-12-09 at 06:30 PM.
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Old 01-13-09, 03:22 PM   #928
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Now that's impressive.
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Old 01-13-09, 03:49 PM   #929
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Very Impressive Skwas.
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Old 01-14-09, 12:25 PM   #930
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BTW, the units in a SH4 dat file? A decameter. 10m.

Ie: want a node on the bow of Yamato, which is ~263m overall? 263/2= 131.5, or 13.15 units in SH4.
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