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View Poll Results: Should I develop this modification?
Yes. 242 96.80%
No. 8 3.20%
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Old 09-17-12, 01:47 PM   #76
Dogfish40
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Default This is great!



I can't wait to load it up. D40
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Old 09-18-12, 04:04 AM   #77
BIGREG
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Hi

Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left)
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables)
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure)

other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)

I can rename the meshes ,if needed...

Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)
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Old 09-18-12, 07:53 AM   #78
silentmichal
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Quote:
Originally Posted by BIGREG View Post
Hi

Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left)
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables)
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure)

other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)

I can rename the meshes ,if needed...

Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)

Yes, you're right, but if we'll add dinning place, we have to delete two beds. I imported it to *.GR2 file. If you want, I can send You this modified file .

EDIT

Import takes me 2 hours ;-).
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Old 09-18-12, 09:16 AM   #79
BIGREG
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Hi Micha

Not delete the beds (they should use to sit) Maybe,just move up a little the upper beds (for the crews heads not hurt)
What we can make is :

- delete the little wall in captain bunks (after we can add a table attached to the "cabinet")
- delete the middle "wardrobes" on the right side between the crew bunks
- move the table from links to the right side

For your file QR1.GR2 ,i want good to see,But the problem is that we use one that is well advanced, with TheBeast

The best thing is that ,i send you the actualy QR1.GR2 we use

Ps:2 hours for import the QR1_Objects ? what have you for computer
Me that take max 45 minutes and I found it already too long ...
(i have a brand new PC :I7 3770k,16 Go Ram etc...and a big hole in my bank account )
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Old 09-18-12, 09:40 AM   #80
silentmichal
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Quote:
Originally Posted by BIGREG View Post
Hi Micha
Ps:2 hours for import the QR1_Objects ? what have you for computer
Me that take max 45 minutes and I found it already too long ...
(i have a brand new PC :I7 3770k,16 Go Ram etc...and a big hole in my bank account )
My computer is:

MAD Athlon X4 640,
8GB RAM,
Radeon HD 4890
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Old 09-18-12, 09:55 AM   #81
BIGREG
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Check your PM box

Hum,I really think it is necessary to cut the QR1 Objects
Maybe ,i think is a good idea to separate the radio and sonar room from the rest
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Old 09-18-12, 02:54 PM   #82
silentmichal
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Maany thanks!

But now I haven't got much time, so I'll check it in weekend .
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Old 10-09-12, 12:00 PM   #83
sabretwo
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Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?

This mod looks great, with exception to the guys walking around on deck while at sea.
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Old 10-09-12, 12:48 PM   #84
silentmichal
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Quote:
Originally Posted by sabretwo View Post
Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?

This mod looks great, with exception to the guys walking around on deck while at sea.

No, not yet, but i'm working on it .
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Old 10-09-12, 02:13 PM   #85
sabretwo
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Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.
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Old 10-09-12, 02:26 PM   #86
GT182
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Michal, install while docked in port only? Please say it it isn't so. I can't wait, this is gonna be so nice.

Oh BTW. You might want to do it for SH3 too..... if it's possible.. Those SH3 guys are gonna be so jealous and will want it too.
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Old 10-09-12, 02:31 PM   #87
silentmichal
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Quote:
Originally Posted by GT182 View Post
Michal, install while docked in port only?

No, install it wherever you are. It doesn't matter.
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Old 10-09-12, 02:34 PM   #88
GT182
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GREAT!!!!! Thank you.... thank you.... thank you.
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Old 10-09-12, 02:34 PM   #89
silentmichal
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Quote:
Originally Posted by sabretwo View Post
Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.

My beta 0.3 is rather ready to release. And there's special version for TDW's UI. I'll chceck my mod with MMM - is it working correctly... But his mod is... really big!
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Old 10-09-12, 02:37 PM   #90
silentmichal
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Quote:
Originally Posted by GT182 View Post
GREAT!!!!! Thank you.... thank you.... thank you.

OK, but remember: install using JSGME! And, if you want to visibly added crew, you have to load your mission / campaign TWICE.
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