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Old 01-13-15, 03:20 PM   #286
Fahnenbohn
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When importing a 3D model :

- import vertex normals : NO
- flip coordinate system : YES
- reverse face winding : NO
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Old 01-23-15, 07:27 PM   #287
moxeys
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Hey there,

Thanks for this mod - I am a bit confused on what I should do with my existing "GWX - 16km Atmosphere" mod - should I uninstall this before installing yours?

Thanks,
Max
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Old 01-23-15, 09:23 PM   #288
moxeys
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Nevermind - got my answer in another thread, thanks for this great looking mod!
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Old 02-01-15, 06:50 PM   #289
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Quote:
Originally Posted by moxeys View Post
Nevermind - got my answer in another thread, thanks for this great looking mod!
What was the answer?
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Old 02-03-15, 04:29 PM   #290
makman94
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Quote:
Originally Posted by cherbert View Post
What was the answer?
hi Cherbert,

look here (at post 59 of Sailor Steve):
http://www.subsim.com/radioroom/show...55#post2281255
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Old 03-04-15, 01:43 PM   #291
RushTheBus
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Anyone ever run into any issues using MEP v5.0 & GWX (w/o the 16km mod enabled)? I enabled it yesterday and had some really bizarre results: there was an odd cone of black in my direct visual path but that did not exist toward my peripheral vision (its difficult to explain). I couldn't figure out how to correct it or what was causing it other than the mod itself. Anyone have any suggestions, as i do find MEP's environment a bit richer than GWX's.

Kind Regards,

Rush
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Old 03-04-15, 07:02 PM   #292
fitzcarraldo
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MEPv5 is an standalone environment. You don´t need GWX 16k enabled. MEP v5 is a 20k environment.

Best regards.

Fitzcarraldo
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Old 03-04-15, 11:21 PM   #293
RushTheBus
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Thanks for the reply but i knew that already The issue was it was causing some odd issues and i couldn't correct it w/o uninstalling WEP v5. Maybe the install is shot, I'm not sure D:
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Old 03-05-15, 06:01 AM   #294
Fubar2Niner
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@ RushTheBus

Perhaps a screen shot showing your prob mate.

Best regards.

Fubar2Niner
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Old 03-10-15, 10:22 PM   #295
TOY
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Hi Makman,

(My english is very poor.... so plz don't mind errors etc...)

Thank you so much 4 your fantastic mod, it work fine and well on my PC, the only "issue" (but is not very important... I'm just curious) is about the visual undewater, the seafloor don't have a fade out as show in the picture, it ends in a straight line.

Iit is normal? (or I assume is a limitation of the SH3 engine).

Thanks in advance.







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Old 03-11-15, 01:09 PM   #296
makman94
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Quote:
Originally Posted by TOY View Post
Hi Makman,

(My english is very poor.... so plz don't mind errors etc...)

Thank you so much 4 your fantastic mod, it work fine and well on my PC, the only "issue" (but is not very important... I'm just curious) is about the visual undewater, the seafloor don't have a fade out as show in the picture, it ends in a straight line.

Iit is normal? (or I assume is a limitation of the SH3 engine).

Thanks in advance.







hello TOY,

thank you too for your kind words

about your question: i don't 'see' underwater the same thing with you with MEP v5 installed. the following pics are showing the underwater vissibility in the navigation training mission with MEP v5:







my thought is that maybe is 3d driver or graphic cards theme (but i am totally noob on these themes for helping further).
the values that are responsible for the underwater fog fading are located in scene.dat at EnvSim>FogDistances>UnderwaterObjectsRelativeZMin and UnderwaterObjectsRelativeZMax
so try changing (increasing or decreasing) these values there to see if it is getting any better for you


off theme: a pic that i liked showing one of the new amazing ships (''Le Triomphant'') that ''The frog'' released (http://www.subsim.com/radioroom/show...php?t=218227):
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Old 03-11-15, 02:18 PM   #297
TOY
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Quote:
Originally Posted by makman94 View Post
hello TOY,

thank you too for your kind words

about your question: i don't 'see' underwater the same thing with you with MEP v5 installed. the following pics are showing the underwater vissibility in the navigation training mission with MEP v5:







my thought is that maybe is 3d driver or graphic cards theme (but i am totally noob on these themes for helping further).
the values that are responsible for the underwater fog fading are located in scene.dat at EnvSim>FogDistances>UnderwaterObjectsRelativeZMin and UnderwaterObjectsRelativeZMax
so try changing (increasing or decreasing) these values there to see if it is getting any better for you


off theme: a pic that i liked showing one of the new amazing ships (''Le Triomphant'') that ''The frog'' released (http://www.subsim.com/radioroom/show...php?t=218227):
Yep, you are right, your pic are completely different than mine. I'll try your suggestions.

SuperThanksssssss!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!
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