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Old 08-28-14, 08:16 AM   #196
fitzcarraldo
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Quote:
Originally Posted by glassbottom View Post
Brand new to these forums and Silent Hunter 3, but am glad I've found both of them.
I've been looking into mods for SH3, which I currently have outfitted with GWX gold, and Thomsen's sound.
The other 2 mods I'm interested in are both makman94 creations; M.E.P. and MagUI.

Regarding the installation of the M.E.P. files, do I simply extract them to the SH3 MOD folder?
The folder estructure will be:

Your SH3 folder\MODS\ManosEnvironmentPro\Data...

You need MEP 4.2 and the patch MEP 42 to 43, and the visual sensors patch.

Apply with JSGME and good hunting!

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Old 08-28-14, 02:15 PM   #197
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Thanks for the help Fitz.
Unfortunately I'm still a little confused.
Do I extract only the MEP 4.2 file to the SH# MOD folder, and then the sensor and update to 4.3 in the MEPS folder within the MOD folder?
Or do I simply extract all files to the SH# MOD folder and they will sort themselves out via the extraction process?
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Old 08-28-14, 03:11 PM   #198
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@Glassbottom Hello and welcome Hopefully I can help a little.

Basically, and this goes for most mods, you want to put the MEP folders you need into the Silent Hunter 3\MODS folder. No MEP folder needs to go within another MEP folder as JSGME sorts this out.

If you open any of the MEP folders or any other mod in MODS and see the folder "data", then you've installed it correctly. (With exceptions, always read the readme!)

So anyway, for MEP, I've followed the readme and activated these folders, with JSGME, in the following order:
M.E.P. v4.2
M.E.P. v4.2 to v.4.3
Optional - ShipVanishingHull for MEP v4.3
MEP v4.2 - VisualSensors for GWX3

The logic is: Mods further down the list overwrite the mods loaded before.

Hopefully this'll help get you going! Good hunting!
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Old 08-29-14, 02:46 PM   #199
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thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?
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Old 08-30-14, 10:18 AM   #200
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Quote:
Originally Posted by glassbottom View Post
thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?
Hello glassbottom,

I haven't tried FM interior or sh4 effects, but I recommend with GWX

1) rubini's flag enlighten - ship flags easier to id at night
http://www.subsim.com/radioroom/show...01&postcount=1

2) TDW's Unit damage from smoke and/or fires
http://www.subsim.com/radioroom/show...33&postcount=1

3) Hsie's bad weather fix
http://www.subsim.com/radioroom/show...88&postcount=1

4) iambecomelife's wooden lifeboats mod
http://www.subsim.com/radioroom/show...38&postcount=1


Also if you don't use SH3 commander I recommend you do:
http://www.subsim.com/radioroom/showthread.php?t=147237

p.s best to install while in port
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Old 08-30-14, 10:34 AM   #201
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Quote:
Originally Posted by glassbottom View Post
thanks, Captain.


Is FlakMonkey's interior worth getting?
How about the SH4 effects?

So far I've got GWX, MEPS, Magui, and torpedo damage.
Any other essential Mods I should look into?
SH4 Effects is definitely worth having, as is FM's New Interior if you are playing a Typ VII. Otherwise, I recommend Diving Duck's Open Hatches mod. (which is built into FM New Interiors.) All three are eye candy and don't affect game play, but nice to have. They work just fine with NYGM as well as GWX.

And SH3 Commander - Don't leave port without it!
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Old 10-05-14, 07:57 AM   #202
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Hello !

First, congratulations to makman for his great job !!

Makman, your mod could be perfect, if there were not a little problem : it is a strange effect just before the land disappears. See the picture below. The bottom of the hill disappears unlike the top !!



Could you tell me what's wrong ?


Last edited by Fahnenbohn; 10-05-14 at 08:17 AM.
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Old 10-05-14, 08:38 AM   #203
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Quote:
Originally Posted by Fahnenbohn View Post
Hello !

First, congratulations to makman for his great job !!

Makman, your mod could be perfect, if there were not a little problem : it is a strange effect just before the land disappears. See the picture below. The bottom of the hill disappears unlike the top !!



Could you tell me what's wrong ?

....it is amazing what this game does with its graphics. seriously now , i never have played a game with so many 'strange' things happening here and there at the 3d parts.

can you give some detail instructions to do in order to represent the problem ? what is the state of weather when you see it ?

from your pic , i don't see anything disappears at bottom of hill. i see the problem but the hill and its bottom is still there


ps1: if you run the game ,with only the M.E.P. enabled in your mods , you have the same results ?

ps2: are you running the v4.3 of mod?
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Old 10-05-14, 09:50 AM   #204
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I am running the v4.2 of the mod. I've read in the readme file that an improvment eliminates totally an issue at reflections known as ''polygon effect''. What is it ??

I think rather than the problem comes from the fog's 3D model (with an annular shape, in scene.dat) which is not enough large compared to the sky's model. Did you change any of the two 3D models ?

I confirm that it's the bottom of the hill which disappears. What you see is only smallest hills further forward !

Another pic (with light fog) :


Last edited by Fahnenbohn; 10-05-14 at 10:55 AM.
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Old 10-06-14, 08:34 AM   #205
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Quote:
Originally Posted by Fahnenbohn View Post
I am running the v4.2 of the mod. I've read in the readme file that an improvment eliminates totally an issue at reflections known as ''polygon effect''. What is it ??

I think rather than the problem comes from the fog's 3D model (with an annular shape, in scene.dat) which is not enough large compared to the sky's model. Did you change any of the two 3D models ?

I confirm that it's the bottom of the hill which disappears. What you see is only smallest hills further forward !

Another pic (with light fog) :
hi there Fahnenbohn,

polygon effect is discussed in MEP's thread so make a search and you will find it. there is no reason to use v4.2 as it is the same with v4.3 plus the polugon effect fix.

now, back to our theme , i managed to reproduce the problem. it happens only at the very high mountains. from a fast test , i see that this is happening to all enviros (16km 3d models and 20km 3d models---i didn't test the stock 8km 3d models) and not exclusively to M.E.P.
M.E.P v4.x uses its own 3d models,i have edited the 3d models for fixing the fog gradation (look at OP).
the first thought i make is same as yours,maybe the fog's model need redesign or , in the worst case, all models may need to be edited again .what is puzzling me ,is that the upper 'cut' doesn't look like fog's effect but i can't think what may cuasing it.
anyway, i will look at editing fog's model again...maybe this will do the trick,have to try it
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Old 10-06-14, 02:28 PM   #206
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Alright. I wish you success !
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Old 10-08-14, 07:05 AM   #207
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ok Fahnenbohn, i fixed the issue

can anyone tell at which shore is raising the highest mountain in sh3's world ?
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Old 10-08-14, 10:57 AM   #208
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OK, problem solved for me. It took me only ten seconds. I've changed the width and height of the fog model : 120 % of the original (taking in account the sky's dimensions), and +20 for the height.

Before :


After :


I guess you did the same?

Last edited by Fahnenbohn; 10-08-14 at 11:10 AM.
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Old 10-08-14, 12:56 PM   #209
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Hi guys,

could you please describe in more detail what you have done so that others can also fix their files? That would be really great! Thanks!

Regards, LGN1
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Old 10-08-14, 01:09 PM   #210
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Quote:
Originally Posted by LGN1 View Post
Hi guys,

could you please describe in more detail what you have done so that others can also fix their files? That would be really great! Thanks!

Regards, LGN1
Yes, of course ! Very easy in fact. But I let Makman tell us what method he prefers. It's his mod, and I would not impose my solutions. Perhaps has he found a better one ! And I think he will probably soon make available a new version (v4.4?).
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