PDA

View Full Version : [REL]OpenHatch_V3_RH released


Pages : 1 [2] 3 4 5 6 7

ReallyDedPoet
03-05-07, 03:23 PM
Moin,

@Rubini:
I´ve not used a font named IVANOV. Check your downloaded file. Maybe it´s corrupt.


For anybody having troubles opening the installation instructions:
Copy the NSS_Uboat7_CR.dat to the folder ...\SilentHunter3\data\interior\NSS_Uboat7\...
and delete NSS_Uboat7_RR.datBackup your original files before!

Regards,
DD

Thanks DD, look forward to trying this out tonight:up:

rascal101
03-05-07, 04:22 PM
THis is an unbelievable development, I really didnt think you guys would pull it off and now I'm downloading the beta!

On a connected issue, when Urfish first hinted at this mod he had also posted pics of a smoke mod where smoke from damage and ship funnels goes higher and looks a tad more realistic, this mod was to have been released but then it all went quiet, does any one know ifit was released, is Mr Urfish still alive?

Moin,

BETA Version is available for download at my FileFront Site (http://hosted.filefront.com/DivingDuck) (ca 16.13MB). Thanks Urfisch for pushing me this far.

http://img147.imageshack.us/img147/7671/crpro001ebene1oe8.jpg

Known Problems:
+lights still shine through the walls
+hatches not rotated yet

Dont´forget to backup your files before overwriting/deleting!!!

Since I haven´t had the time to test it to all detail I NEED FEEDBACK whether all sections of the radio room work correctly or not.


Regards,
DD

Kumando
03-05-07, 04:34 PM
I dont know if it is imcompatible with some of the other mods i have but all the interiors went to stock again (depht gauges, compass, hidrophone dials),also i couldnt acess the radio room trough the hatch i had to click the side bar and in the radio room the sonar operator didint looked at me when i ask for contacts, and another probem was that i couldnt man the hidrophones myself it would exit from outside the sub like i hited the external view or something. This is the problems i´ve found:huh:.

rascal101
03-05-07, 05:30 PM
Hi there,

Downloaded it, installed it, ENJOYED IT!- Well done it works, at least for me;



I tested it on a single mission and could clearly see the captain’s bunk from the control room, from both control room camera viewpoints. And I could see into the control room when looking back from the radio / hydrophones room.

Some issues- In the old game (without this mod), you could click on the hatch door and go to the captains bed, radio and hydrophone room, you could stand virtually in the middle and look down on you radio man or your hydrophone operator or turn around to look at your nicely made bed, with the Playboys stashed underneath.

With the BETA version a few things change:

1. You cannot click on the hatch lid, (because its not there), and the hatch space itself does not work, so you cannot click on the space to enter or leave either the control room or the radio/hydrophones compartment. The only way to enter either from the other is to use the relevant icon in the menu slide out.

2. You can sit in the radio man’s chair and look around but the ugly radio and Hydrophones guys are not at their stations, presumably the modders have not placed any one in there yet.

3. You cannot sit on the captain’s bed and twiddle your thumbs, nor look about you. The camera positions in this compartment seems to have been moved further back into the compartment which does produce some weirdness which I shall describe.

4. When you move to the hydrophones station the camera positioning problem becomes apparent as you wind up sitting half in your own body and half in the hydrophones machine housing, you cannot see the direction dial, cos your kind of sitting in it and you cannot therefore work the dial to find direction, the station itself seems to have been rendered inoperable by the mod.

In summary:
You guys should be congratulated for making this work, you are 98% there, the graphics work, (though I wouldn’t want to be rushing around my U-Boat with those hinges blocking my way, hopefully that issue can be fixed).

The lights shining through bulkheads are still there but hey that’s always been an issue, and can be sorted later.

The big problem as I see it are with the camera and crew positions in the listening / radio rooms and captains bunk, no doubt these can be sorted out and this s a beta after all! Well Done!

I played a single mission and the fact that I could look around the control room and see into the next compartment sure made my boat feel like a long thin tube, rather than a rather badly dressed film set.


One thing I would love to see is more fruit and cold meat hanging around or scattered around all compartments, Germans love their delicacies such as cold or preserved meats, and fruit would have been a high priority. U-Boat men were treated like gods and got much better rations than the general population. Unlike the US subs they did not have fridges or air con, at least not in the smaller early war boats, so they would have been loaded to the max with canned food, fruit and preserved meats, please modders more messy Uboats!!

Hope you get the other rooms and issues sorted this mod lends a nice feel to the game!


Moin,

BETA Version is available for download at my FileFront Site (http://hosted.filefront.com/DivingDuck) (ca 16.13MB). Thanks Urfisch for pushing me this far.

http://img147.imageshack.us/img147/7671/crpro001ebene1oe8.jpg

Known Problems:
+lights still shine through the walls
+hatches not rotated yet

Dont´forget to backup your files before overwriting/deleting!!!

Since I haven´t had the time to test it to all detail I NEED FEEDBACK whether all sections of the radio room work correctly or not.


Regards,
DD

ReallyDedPoet
03-05-07, 08:44 PM
Nice write-up, look forward to this new option. Amazing what modders continue to do:yep:

Reece
03-05-07, 09:17 PM
Very good & although I'm not really bothered about the hatch the lights shining through the walls is not good, thanks for the work done so far but I'll wait for the fix!:D
Cheers.

zaunkonigII
03-05-07, 11:49 PM
Two thumbs up! :up: :up: Next stop: Torp room and engine room!

DivingDuck
03-06-07, 05:10 AM
Moin,

thanks for testing guys.

Status report:
clicking at the hatches position does not bring you to the RR, you have to go there by feet (SHIFT+F2) ;)
"F9", "H" and "R" work fine with NYGM2.4
"H" and "R" lead to nowhere with GWX, problem is solved already, *.cam files had been altered by GWX, I took stock files for this mod, I´ll provide all needed files with the next update
the guys in RR only look at you if you go there by F9
if the hatch is closed (viewing from RR to CR), you´ve probably forgotten to delete the NSS_Uboat7_RR.dat
if the camera positions don´t match, the issue probably lies with modded *.cam files, I´m at it
the guys should be in position, they are in my NYGM2.4 + GWX installations
other mods (e.g. HiRes Gauges) that are part of the uboat itself are disabled as I´ve used stock files to modify
lights are the #1 problem to be solvedOne thing I would love to see is more fruit and cold meat hanging around or scattered around all compartments, Germans love their delicacies such as cold or preserved meats, and fruit would have been a high priority. :rotfl:
I think about it.

Regards,
DD

rascal101
03-06-07, 06:18 AM
Hi DD, glad you took my comments in the spirit that they were meant, I've lived in Germany though now I'm in Australia, and I recon you guys have a very health attitude to food, except mayonaise and chips, thats just odd

Moin,

thanks for testing guys.

Status report:
clicking at the hatches position does not bring you to the RR, you have to go there by feet (SHIFT+F2) ;)
"F9", "H" and "R" work fine with NYGM2.4
"H" and "R" lead to nowhere with GWX, problem is solved already, *.cam files had been altered by GWX, I took stock files for this mod, I´ll provide all needed files with the next update
the guys in RR only look at you if you go there by F9
if the hatch is closed (viewing from RR to CR), you´ve probably forgotten to delete the NSS_Uboat7_RR.dat
if the camera positions don´t match, the issue probably lies with modded *.cam files, I´m at it
the guys should be in position, they are in my NYGM2.4 + GWX installations
other mods (e.g. HiRes Gauges) that are part of the uboat itself are disabled as I´ve used stock files to modify
lights are the #1 problem to be solvedOne thing I would love to see is more fruit and cold meat hanging around or scattered around all compartments, Germans love their delicacies such as cold or preserved meats, and fruit would have been a high priority. :rotfl:
I think about it.

Regards,
DD

robbierob2005
03-06-07, 07:18 AM
Downloaded it and tested it. Looks Great!!!!:up:


Miner issue: I have a slightly decrease in fps in the commandroom further in my single mission. Anyone noticed?

Kumando
03-06-07, 07:44 AM
Moin,

thanks for testing guys.

Status report:
clicking at the hatches position does not bring you to the RR, you have to go there by feet (SHIFT+F2) ;)
"F9", "H" and "R" work fine with NYGM2.4
"H" and "R" lead to nowhere with GWX, problem is solved already, *.cam files had been altered by GWX, I took stock files for this mod, I´ll provide all needed files with the next update
the guys in RR only look at you if you go there by F9
if the hatch is closed (viewing from RR to CR), you´ve probably forgotten to delete the NSS_Uboat7_RR.dat
if the camera positions don´t match, the issue probably lies with modded *.cam files, I´m at it
the guys should be in position, they are in my NYGM2.4 + GWX installations
other mods (e.g. HiRes Gauges) that are part of the uboat itself are disabled as I´ve used stock files to modify
lights are the #1 problem to be solvedOne thing I would love to see is more fruit and cold meat hanging around or scattered around all compartments, Germans love their delicacies such as cold or preserved meats, and fruit would have been a high priority. :rotfl:
I think about it.

Regards,
DD

But is there going to be an update with the Hires gauges?

DivingDuck
03-06-07, 07:57 AM
Moin,

But is there going to be an update with the Hires gauges? I didn´t use the HiRes Gauges Mod. I don´t know who´s work it is. If there are enough calls to do so I could contact the author and ask for permission to incorporate. But don´t bet on that since SHIV is going to be released soon. Who cares about an old SHIII mod then? So don´t take this as an announcement that it will be done. First of all I´ll have to fix know problems.

Regards,
DD

Kumando
03-06-07, 08:00 AM
Moin,

But is there going to be an update with the Hires gauges? I didn´t use the HiRes Gauges Mod. I don´t know who´s work it is. If there are enough calls to do so I could contact the author and ask for permission to incorporate. But don´t bet on that since SHIV is going to be released soon. Who cares about an old SHIII mod then? So don´t take this as an announcement that it will be done. First of all I´ll have to fix know problems.

Regards,
DD

Its part of GWX,its not an external mod of hi res gauges.

DivingDuck
03-06-07, 08:08 AM
Moin,

Its part of GWX,its not an external mod of hi res gauges. Thanks for the info. Depending on the feedback I´ll get, I turn to them in time.

Regards,
DD

DivingDuck
03-06-07, 10:34 AM
Moin,

sorry to bother you again guys. I´ve uploaded the whole NSS_Uboat7 folder. So it´s basically BETA V2. This should fix the following problems :
camera positions
"H" key
"R" key
"F9" key
closed hatch
sonar and radio guys not in positionAt least it did with my GWX installation.

USE ON OWN RISK! BACKUP YOUR FILES BEFORE USING!
OTHER MODS MAY BE EFFECTED!


FEEDBACK STILL REQUIRED!



Download available at my FileFront Site (http://hosted.filefront.com/DivingDuck) (ca 23.1MB). Other d/l sites in preparation.

Alternative d/l :
http://www.mediafire.com/?65nyyzgjnyy
http://www.filefactory.com/file/7a9db2

TO INSTALL


Just replace the folder ...\SilentHunter3\data\interior\NSS_Uboat7. Backup before!
NSS_Uboat7_RR.dat must be deleted.



Regards,
DD

ReallyDedPoet
03-06-07, 11:52 AM
Thanks DD, still didn't try the first version of this, great response to the feedback!!

tommyk
03-06-07, 01:34 PM
Wau! What a great work! Thank you very much! :rock:

rascal101
03-06-07, 05:34 PM
OK some feedback on the new version.

Camera position in RR Room, listening room and captains bed all seem to be back in the right place, and all are usable.

Can enter the control room from RR Room by clicking on the hatchway now, but cannot do so from the control room to the RR room

Hydrophones station is now functioning again and can be accessed and used.

Both ugly crew men are back iin their respective positions.

Lights are still shining through bulkheads, and hinges are still at an angle to cause instant castration for all passers by.

Most issues are fixed, except there are a lot of hungry crew men with little or no salami, fruit or canned goods.

R
Moin,

sorry to bother you again guys. I´ve uploaded the whole NSS_Uboat7 folder. So it´s basically BETA V2. This should fix the following problems :
camera positions
"H" key
"R" key
"F9" key
closed hatch
sonar and radio guys not in positionAt least it did with my GWX installation.

USE ON OWN RISK! BACKUP YOUR FILES BEFORE USING!
OTHER MODS MAY BE EFFECTED!


FEEDBACK STILL REQUIRED!



Download available at my FileFront Site (http://hosted.filefront.com/DivingDuck) (ca 23.1MB). Other d/l sites in preparation.

Alternative d/l :
http://www.mediafire.com/?65nyyzgjnyy
http://www.filefactory.com/file/7a9db2

TO INSTALL


Just replace the folder ...\SilentHunter3\data\interior\NSS_Uboat7. Backup before!
NSS_Uboat7_RR.dat must be deleted.



Regards,
DD

Alex
03-06-07, 06:42 PM
Most issues are fixed, except there are a lot of hungry crew men with little or no salami.

http://yelims4.free.fr/MDR/MDR81.gifhttp://yelims4.free.fr/MDR/MDR56.gif:88)

Kumando
03-06-07, 07:28 PM
What about the GWX hi res gauges are they fixed in this release?

Shepelly
03-07-07, 12:46 AM
Diddo, with Rascal101, However the OBPeriScope, has moved out of its housing,:huh:

http://i153.photobucket.com/albums/s237/Shepelly/Obscope.jpg

Can this be returned or does it stay.

Again great work:up:

rascal101
03-07-07, 12:51 AM
Sorry I didnt notice tha, would love to see whats behind the round door at the other end!!!

Diddo, with Rascal101, However the OBPeriScope, has moved out of its housing,:huh:

http://i153.photobucket.com/albums/s237/Shepelly/Obscope.jpg

Can this be returned or does it stay.

Again great work:up:

Ducimus
03-07-07, 03:58 AM
Diddo, with Rascal101, However the OBPeriScope, has moved out of its housing,:huh:

http://i153.photobucket.com/albums/s237/Shepelly/Obscope.jpg

Can this be returned or does it stay.

Again great work:up:


This was intentionally done by the NYGM team. The position its at in their mod, is acutally the correct position. By default it was improperly located.

Ducimus
03-07-07, 04:01 AM
Holy ****.

If this is ever 100% completed, i might acutally play sh3 again.


Hi there,

Downloaded it, installed it, ENJOYED IT!- Well done it works, at least for me;



I tested it on a single mission and could clearly see the captain’s bunk from the control room, from both control room camera viewpoints. And I could see into the control room when looking back from the radio / hydrophones room.

Some issues- In the old game (without this mod), you could click on the hatch door and go to the captains bed, radio and hydrophone room, you could stand virtually in the middle and look down on you radio man or your hydrophone operator or turn around to look at your nicely made bed, with the Playboys stashed underneath.

With the BETA version a few things change:

1. You cannot click on the hatch lid, (because its not there), and the hatch space itself does not work, so you cannot click on the space to enter or leave either the control room or the radio/hydrophones compartment. The only way to enter either from the other is to use the relevant icon in the menu slide out.

2. You can sit in the radio man’s chair and look around but the ugly radio and Hydrophones guys are not at their stations, presumably the modders have not placed any one in there yet.

3. You cannot sit on the captain’s bed and twiddle your thumbs, nor look about you. The camera positions in this compartment seems to have been moved further back into the compartment which does produce some weirdness which I shall describe.

4. When you move to the hydrophones station the camera positioning problem becomes apparent as you wind up sitting half in your own body and half in the hydrophones machine housing, you cannot see the direction dial, cos your kind of sitting in it and you cannot therefore work the dial to find direction, the station itself seems to have been rendered inoperable by the mod.

In summary:
You guys should be congratulated for making this work, you are 98% there, the graphics work, (though I wouldn’t want to be rushing around my U-Boat with those hinges blocking my way, hopefully that issue can be fixed).

The lights shining through bulkheads are still there but hey that’s always been an issue, and can be sorted later.

The big problem as I see it are with the camera and crew positions in the listening / radio rooms and captains bunk, no doubt these can be sorted out and this s a beta after all! Well Done!

I played a single mission and the fact that I could look around the control room and see into the next compartment sure made my boat feel like a long thin tube, rather than a rather badly dressed film set.


One thing I would love to see is more fruit and cold meat hanging around or scattered around all compartments, Germans love their delicacies such as cold or preserved meats, and fruit would have been a high priority. U-Boat men were treated like gods and got much better rations than the general population. Unlike the US subs they did not have fridges or air con, at least not in the smaller early war boats, so they would have been loaded to the max with canned food, fruit and preserved meats, please modders more messy Uboats!!

Hope you get the other rooms and issues sorted this mod lends a nice feel to the game!


Moin,

BETA Version is available for download at my FileFront Site (http://hosted.filefront.com/DivingDuck) (ca 16.13MB). Thanks Urfisch for pushing me this far.

http://img147.imageshack.us/img147/7671/crpro001ebene1oe8.jpg

Known Problems:
+lights still shine through the walls
+hatches not rotated yet

Dont´forget to backup your files before overwriting/deleting!!!

Since I haven´t had the time to test it to all detail I NEED FEEDBACK whether all sections of the radio room work correctly or not.


Regards,
DD

DivingDuck
03-07-07, 05:11 AM
Moin,

IMPORTANT COPYRIGHT INFORMATION

Ducimus´ posting made clear to me that I´ve used the NYGM version instead of the stock one to modify, by mistake. So the NYGM team has to be added to the credits.

I´m in contact with them to obtain permission. Let´s hope they don´t dislike this little mod.

Sorry for the inconvenience guys.

Regards,
DD

Ducimus
03-07-07, 05:28 AM
As long as you cite your source, i dont think they'd have a problem with it. Ive used ALOT of their stuff, cited my source, they knew about it, and was fine with it - infact, DTB even sent me the spec sheet on some of their sensor settings when he saw some of the work i was doing based on some of their stuff.

Besides, if your looking for a reply, you have a potentially long wait, most of the NYGM team that i know of doesnt show up here very often (if at all) anymore.

Shepelly
03-07-07, 07:14 AM
Thanks Ducimus,

I'll just have to remember its there so I dont run in to it when i go for the coning tower:damn:

Or wait for the Duck to release it with the stock:rotfl:

Great work guy's.:up:

Filax
03-07-07, 12:36 PM
Hello
Moin,

IMPORTANT COPYRIGHT INFORMATION

Ducimus´ posting made clear to me that I´ve used the NYGM version instead of the stock one to modify, by mistake. So the NYGM team has to be added to the credits.

I´m in contact with them to obtain permission. Let´s hope they don´t dislike this little mod.

Sorry for the inconvenience guys.

Regards,
DD Don´t be silly. Why shouldn´t they like this mod? Anyone was waiting for this as long as SH3 is available.

Filax

CaptainNemo12
03-07-07, 04:39 PM
Wait, so the Beta V2 only removes the hatch to the Radioroom? Is it still possible to remove the hatch connecting the aft interior of the boat? (I hope so! Those CG renderings of the officers' quarters sure look nice!:D ) If so, when can we expect the full version to be released?

Please forgive me for sounding so impatient, but this is just an amazing mod!

Der Teddy Bar
03-07-07, 04:56 PM
Moin,

IMPORTANT COPYRIGHT INFORMATION

Ducimus´ posting made clear to me that I´ve used the NYGM version instead of the stock one to modify, by mistake. So the NYGM team has to be added to the credits.

I´m in contact with them to obtain permission. Let´s hope they don´t dislike this little mod.

Sorry for the inconvenience guys.

Regards,
DD
Great Work DD :up:

No issues mate! An honest mistake, it happens.

I really liked the changes that Observer did for the command room.

Hartmann
03-07-07, 10:16 PM
Great work :up:

i tested it and the only know problem is the lights through walls and a slight framerate drop , but nothing serious. :up:

Castout
03-08-07, 01:54 AM
Oh my God.

I even tried to knock the hatch open by knocking my head off my monitor:damn:.
I guess brain does better than physique. Much better.:up:

Pls pls pls get around the lights shining thru problem.
Perhaps by turning off those lights when we are in the command room?

CptGrayWolf
03-08-07, 09:47 AM
Diving Duck, you know about that 'no lights through body' mod? Maybe it's the same basic idea, or maybe the author can help you out.

DivingDuck
03-08-07, 10:08 AM
Hi,

@DTB:
MANY THANKS.

@CptGrayWolf:
I´ve figured out how the lights are blocked in stock RR compartment already. But when importing a new bulkhead it doesn´t block the lights, although the necessary RayTracedHalo nodes are attached. Once more the issues seems to lie with the TMAP. Working hard on that.

Regards,
DD

Kumando
03-08-07, 11:17 AM
And what about the GWX hi res gauges? Are fixed or will be?

DivingDuck
03-08-07, 11:30 AM
Hi Kumando,

you never give up, don´t you? After I´ve fixed the light´s and hinges problems I´ll ask the GWX team as well to obtain permission to alter their files. So, there´s reasonable assurance that the HiRes Gauges will be "re-incorporated" some day.

Regards,
DD

Cheapskate
03-08-07, 11:38 AM
Have just tried out v2 on a number of program versions i.e modded Stock, LSHIII 2.2, NYGM 2.2, WAC 2.0

In the all above cases access to Radio/Sonar from Control Room is either by F9 or shift+F2. BTW Really like the latter - feels so natural moving about using this function...until you try to go up the ladder to attack-periscope location :damn: Re-entry to control room achieved by shift+F2 or right click on mouse.

All functions involving Officer icons seem OK. Instruments working fine and unchanged from desired appearance.

Graphic anomalies ( bits of pipework coming through wall.) appear in Radio position ....most notably on and north east of the poster/picture.

Also tried on GWX (1.02 patched)..Same comments as above apply except instrumentation changed back to Stock 1.4b.

Really liked the effect of the open hatchway, although I didn't think I would. Was much more interested in the Mess/Officers sleeping area. Anyway, as your cranium is probably getting a bit warm....I won't mention that yet :D

DivingDuck
03-08-07, 12:27 PM
Hi,

Have just tried out v2 on a number of program versions i.e modded Stock, LSHIII 2.2, NYGM 2.2, WAC 2.0

Thank you very much for testing all these mods with my little one. Your feedback is highly appreciated.

I was moved to tears seeing you care about my health. ;) Thanks.

Regards,
DD

Cheapskate
03-08-07, 02:11 PM
My pleasure. Glad to help. What you have managed to do so far is really impressive. For the first time I'm beginning to think that Urfisch's vision is achievable.

We must all be concerned about your well being. The sultry siren SH4 is beckoning and some of our fine modders are thinking of jumping ship:-

http://www.subsim.com/radioroom/showthread.php?t=107099

Ducimus ( bless him :up: ) is already hanging off the guard rail waiting for the picket boat to draw alongside. Seems he's almost talked nvdrifter (bless him too :up: ) into joining him! Can't lose another of our most valued "hexperts"to a spontaneously combusted brain before his time is up!

tschuess :rock:

CS

Kumando
03-08-07, 02:34 PM
Hi Kumando,

you never give up, don´t you? After I´ve fixed the light´s and hinges problems I´ll ask the GWX team as well to obtain permission to alter their files. So, there´s reasonable assurance that the HiRes Gauges will be "re-incorporated" some day.

Regards,
DD

Thank you, sorry for the persistance :oops:.

Castout
03-08-07, 08:05 PM
Take your time. Litlle by little, step by step is okay. We could be so demanding at times. Well that's part of you to blame since we couldn't resist the tempation when we saw your work. Simply beautiful.

jimmie
03-09-07, 07:00 PM
shouldn't this be the hottest topic besides SH4 :lol:

ReallyDedPoet
03-09-07, 07:10 PM
shouldn't this be the hottest topic besides SH4 :lol:

It must be close, just checking again, close to 20,000 views, pretty good for a non-sticky:up:

Reece
03-09-07, 09:27 PM
Yes I check this on every visit to subsim, If only there was an easy way to stop the lights shining through the Bulkheads!!!:oops: Ahh, lead plating, that should do it!:up:

Madox58
03-09-07, 11:17 PM
Kudos DD!!! :rock:
I stand in AWE at your work! :o
If you have any notes on changeing the light colors
I'd love to see them for some Flares I'm working on.

Jimbuna
03-10-07, 08:57 AM
Same as Reece, I regularly check this thread in the hope of a solution :yep: :arrgh!:

DivingDuck
03-10-07, 12:02 PM
Moin,

no breaking news unitl now. I´ve duplicated the partition that divides the sonar from the radio and put it between CR and RR. It works, the lights are blocked. But the newly "created bulkhead" is intersecting the real bulkhead. As soon as I implement an object that fits in form, the lights shine through again.

@privateer:
can you tell which files belong to the flares? I´ll have a look at them tonight.

Regards,
DD

Madox58
03-10-07, 01:30 PM
From shells.dat star shells leads to Partacles.dat which has a @Flares and a @starshells
Then both lead to materials.dat
which has Flare_omi, @Flare_reflection, and @Flare_system
I haven't compared the @Flares and the @starshells to see if they may be
different.

Shepelly
03-10-07, 06:08 PM
DD, that is great news:D, Keep at it Mate, not for the reason of me wanting the completed MOD, but I just want to see you complete it after all the time and effort you have put into it. And the other guy's who have helped you.

Also I'll be able to tell my grandchildren I was there when:rotfl:

Keep at it Mate:up:

Venatore
03-10-07, 06:51 PM
Also I'll be able to tell my grandchildren I was there when
You mean to tell me Shepelly your letting your two daughters outside to play with boys, grandchildren ? what hapen to the shotgun ? :rotfl:

JCWolf
03-10-07, 07:25 PM
Also I'll be able to tell my grandchildren I was there when
You mean to tell me Shepelly your letting your two daughters outside to play with boys, grandchildren ? what hapen to the shotgun ? :rotfl:



:rotfl: :rotfl: :rotfl: :arrgh!:

Reece
03-10-07, 07:32 PM
You've gotta give these guys :up::up::up::up::up: for there dedication.:D

Shepelly
03-10-07, 07:52 PM
You mean to tell me Shepelly your letting your two daughters outside to play with boys, grandchildren ? what hapen to the shotgun ? :rotfl:

That was a retorical statement Venatore:D Do you realy think any one is going to make it into my gridsquare with the idea of even thinking about my daughters:nope:

Shotgun cleaned , oiled, cocked and ready on lap:arrgh!:

DivingDuck
03-10-07, 10:34 PM
Moin,

lights are fixed, hinges next.

http://img413.imageshack.us/img413/2463/crblockedlights004zr4.jpg http://img413.imageshack.us/img413/6783/crblockedlights003el5.jpg http://img413.imageshack.us/img413/5218/crblockedlights002lj1.jpg http://img413.imageshack.us/img413/7154/crblockedlights001ph3.jpg

BTW, it wasn´t the damn TMAP.


@Privateer:

I had a look at the Materials.dat.

@Flare_reflection and following chunks contain 1 appearance of 4E 00 00 00 43 6F 6C 6F 72 (N...Color)

@Flare_system and following chunks contain 6 appearances of 4E 00 00 00 43 6F 6C 6F 72 (N...Color)

N...Color is followed by several blocks, 8bytes in size each. The last 3 bytes of it might be the color, turning from pale yellow to white, in this case, if I´m right. (yellow, yellow, white, white, white, white) I have no mission I could check this out with, you probably do. So, keep me informed. Fingers crossed.

http://img413.imageshack.us/img413/2419/hexeditingflarecoloryl1.jpg

Regards,
DD

Madox58
03-10-07, 10:38 PM
You are INDEED my Sansai (SP?)
I had looked at that but had no reference to go by.
I will check it out!

Thank you SIR!

So, since all leads to Materails.dat, could we be looking at
another unfinished feature?
Or can we adjust color in Particles.dat?
Interesting indeed!!!
I'll look closer at Particales.dat

DivingDuck
03-10-07, 10:51 PM
Hey,

don´t SIR me. I´ve come accross similar values while searching for a light source in an early stage of this hatch project. So I thought I knew what to look for. After all I can be wrong with this though.

Regards,
DD

Madox58
03-10-07, 10:56 PM
My apolgize Madam!
:rotfl: :rotfl: :rotfl:
Just Kidding there DD!
That looks like the clue I needed and
I am very much in your debt!!!
Thank you!!!:up:

DivingDuck
03-10-07, 11:18 PM
@Privateer:
:rotfl::rotfl:
Apologies accepted. You´re welcome any time. But let´s stick with Sir then. ;)

For all the others who dropped in later, LIGHTS ARE FIXED. See post #311.

Regards,
DD

ReallyDedPoet
03-10-07, 11:29 PM
Congrats again on this, it just keeps getting better:yep:

Reece
03-11-07, 12:20 AM
Oh yes .... Wow ... Wow, where's the download ... Quick ... Quick!, I need that injection now!:lol:

Edit: OK, I can wait for the hinges!:cry::oops::cry::88)

Shepelly
03-11-07, 12:25 AM
Hello
Moin,

IMPORTANT COPYRIGHT INFORMATION

Ducimus´ posting made clear to me that I´ve used the NYGM version instead of the stock one to modify, by mistake. So the NYGM team has to be added to the credits.

I´m in contact with them to obtain permission. Let´s hope they don´t dislike this little mod.

Sorry for the inconvenience guys.

Regards,
DD Don´t be silly. Why shouldn´t they like this mod? Anyone was waiting for this as long as SH3 is available.

Filax

GO DD:rock: Great work on the lights, will this be available for the stock or can the floor mounting be moved to the new location?

NOT trying to make more work,:doh:...just curios:up:

tommyk
03-11-07, 05:38 AM
> lights are fixed, hinges next.

This is so great news! Love this mod and it is getting better and better and better!

wtg DD! :up: :up: :up:

CptGrayWolf
03-11-07, 11:23 AM
This mod is going to make me reinstall SHIII! :rock:

Dutchtub
03-11-07, 11:30 AM
i really feel happy about all your positive feedback - thanks. today i have a little update for you. some new texturing and new model improvements. thinkin about if i also should open the door to the combuse. :hmm:

and you are right. that should have been the devs job. but anyway. its not just work for me, its also fun...

:sunny:



Will it ever be possible tho have this kind of interior , (first time on this forum )

Dutchtub
03-11-07, 11:41 AM
This mod is going to make me reinstall SHIII! :rock:

I just made a fresh instal + 1,4 + GWX + SH3 Commander
The future is bright :sunny:

Church SUBSIM
03-11-07, 11:47 AM
DivingDuck get's a major gold star on my fridge! Well done!

DivingDuck
03-12-07, 05:22 AM
Moin,

as told before I´m at the hinges now. While working on I´ve noticed this light beeing switched off:

http://img237.imageshack.us/img237/9759/rrlight001ls2.jpg

Is there any situation this light will be turned on ingame?
If not, shall I turn it on? (But there will be no raytraced shadow for this light source.)


ATTN GWX users - HiResGauges

If you´re missing the HiResGauges you may copy the texture files that come with Bordinstrumente V1.0 by OakGroove to the following folder: ...\SilentHunter3\data\Textures/TNormal/Tex

Stock players and user of other mods having the same prob do as prescribed above to get the HiResGauges working.

NYGM users are not affected. Needed HiRes textures are already in the right place.




Regards,
DD

PS: Screwed up my GWX Interior folder. Could anyone provide the full NSS_Uboat7 (GWX V1.02) folder for download?

KrvKpt. Falke
03-12-07, 06:55 AM
You want whole NSS_Uboat7 folder? its 100 MB :) But i packed it using WinRaR to 33 MB and i can upload it to filefront if you still want. (it's 1.02).

DivingDuck
03-12-07, 07:04 AM
Moin,
You want whole NSS_Uboat7 folder? its 100 MB :) But i packed it using WinRaR to 33 MB and i can upload it to filefront if you still want. (it's 1.02).
Yes, please. It would prevent me from doing a complete re-install. Thanks in advance.

Regards,
DD

KrvKpt. Falke
03-12-07, 07:12 AM
Here:

http://hosted.filefront.com/KrvKptFalke/

I checked the file and it seems ok:)

Rubini
03-12-07, 07:48 AM
Yes, please, turn on that light!
(but in truth I also don't know if in some situation this light turn on automatically in the game - Someone more can look at this for DD?)
I will look at it ASAP.

Thanks DD.
All we want to say thanks to you!;)
A masterpiece is what you did!

Rubini.


Moin,

as told before I´m at the hinges now. While working on I´ve noticed this light beeing switched off:

http://img237.imageshack.us/img237/9759/rrlight001ls2.jpg

Is there any situation this light will be turned on ingame?
If not, shall I turn it on? (But there will be no raytraced shadow for this light source.)


ATTN GWX users - HiResGauges

If you´re missing the HiResGauges you may copy the texture files that come with Bordinstrumente V1.0 by OakGroove to the following folder: ...\SilentHunter3\data\Textures/TNormal/Tex

Stock players and user of other mods having the same prob do as prescribed above to get the HiResGauges working.

NYGM users are not affected. Needed HiRes textures are already in the right place.




Regards,
DD

PS: Screwed up my GWX Interior folder. Could anyone provide the full NSS_Uboat7 (GWX V1.02) folder for download?

JCWolf
03-13-07, 04:47 AM
This is in my opinion a Kick Ass Mod!!!!:rock: :rock:

Finaly some real changes over the Comand room are about to Hapend, and I wishh it comes soon,
But take your time, and my greatest thanks for the all project effort and time
dedication...:up:

DivingDuck
03-13-07, 09:59 AM
Moin,

@subeye:
as for now this room will not be part of the mod.


@all:
The hatch is re-attached, light bulb has been "replaced" by a working one.

http://img88.imageshack.us/img88/905/hatchopenlight001gj6.jpg

Some minor issues are still pending. And I´m waiting for approval by OakGroove / GWX to incorporate textures of the Bordinstrumente Mod, that is part of GWX already. If anything works out as expected I´ll release the first final by the end of the week.

And please, nobody ask me to remove this hatch again. It was damn hard work to rotate the hinges by hex.

Regards,
DD

ReallyDedPoet
03-13-07, 10:03 AM
DD, the mod-king:rock: Man it looks good.

JCWolf
03-13-07, 10:04 AM
Nope much more realistic like that opened!

Brilliante stuff DD!:rock: :rock:

Iron Budokan
03-13-07, 10:10 AM
Awesome. Simply awesome.

robbierob2005
03-13-07, 10:18 AM
:rock::rock::rock::rock::rock::rock::rock::rock:
EXCELLENT JOB!!!!

mikaelanderlund
03-13-07, 10:55 AM
:o :o :up: :up: :up: Cool!

Mikael

ReallyDedPoet
03-13-07, 11:44 AM
Thanks to urifish as well, he started the whole thing:yep:

Fender74
03-13-07, 01:36 PM
it looks fantastic well done.:rock:

tommyk
03-13-07, 01:50 PM
> The hatch is re-attached, light bulb has been "replaced" by a working one.

And it looks just great! This mod is way cool! Love it! :up: :up: :up:

Dutchtub
03-13-07, 01:54 PM
Moin,

@subeye:
as for now this room will not be part of the mod.


@all:
The hatch is re-attached, light bulb has been "replaced" by a working one.

http://img88.imageshack.us/img88/905/hatchopenlight001gj6.jpg

Some minor issues are still pending. And I´m waiting for approval by OakGroove / GWX to incorporate textures of the Bordinstrumente Mod, that is part of GWX already. If anything works out as expected I´ll release the first final by the end of the week.

And please, nobody ask me to remove this hatch again. It was damn hard work to rotate the hinges by hex.

Regards,
DD

Why was it noth possible voor Ubisoft to make it like this ?.
DD its unbelivebel that you made this :rock: :rock: :rock: :rock: :rock:

JCWolf
03-13-07, 02:08 PM
Cause they allways rush things a bit I guess,
There were a lot of features that were suposed to
Apon the SHIII release and when it camed out were not !


radar was one of them, that is included in GWX now,
and other detailles like this for example....:rock: :up:

tommyk
03-13-07, 02:38 PM
I don't know but I think they could have done this but been pushed to focus on release date. They just ran out of time to finish their product. I can imagine the devs like this work too!

I love this mod. Its much more than 'just' eye-candy to me. Its adding immersion for me and its great what DD made possible! :up:

JCWolf
03-13-07, 02:43 PM
yea, I've talled that to someone on the moment Urfish camed out with the concept and first graphics, but nobody listened to me, an eye candy most of the times
brings a lot to the game, and if it's something like this will without any doubt
bring a lot more content to the atmosphere and game inmersion or ambience...


this Mod will bring the Comand room new dimension and for sure
a lot more realistic look!:up: :up: :yep:

Shepelly
03-13-07, 04:44 PM
DD:cry: Thats just beautiful Mate, :up:

Rubini
03-13-07, 05:09 PM
Moin,



Some minor issues are still pending. And I´m waiting for approval by OakGroove / GWX to incorporate textures of the Bordinstrumente Mod, that is part of GWX already. If anything works out as expected I´ll release the first final by the end of the week.

Regards,
DD

Many many many many thanks DD!
Your work is awesome!:rock:

I will for the first time speak by the entire GWX team (as nobody reply here to you yet): you not only have our approval but you must release the version with GWX texture or anything more that you need! Please, do it mate!
This is an official post, ok?:up:

Can I use yours debris on a non official SCR for GWX?
(I will only wait for the next upcoming GWX patch...)

Rubini.

Shaffer4
03-13-07, 06:40 PM
Moin,

@subeye:
as for now this room will not be part of the mod.


@all:
The hatch is re-attached, light bulb has been "replaced" by a working one.

http://img88.imageshack.us/img88/905/hatchopenlight001gj6.jpg

Some minor issues are still pending. And I´m waiting for approval by OakGroove / GWX to incorporate textures of the Bordinstrumente Mod, that is part of GWX already. If anything works out as expected I´ll release the first final by the end of the week.

And please, nobody ask me to remove this hatch again. It was damn hard work to rotate the hinges by hex.

Regards,
DD

No, No... The Hatch looks great and doesn't appear to be intrusive at all.... its beautiful man.... :|\\

Reece
03-13-07, 07:48 PM
Wow, I think I'm more anxious to get this mod than the release of SH4!:up:
Excellent job DD & Urfisch!:yep:

ReallyDedPoet
03-13-07, 08:30 PM
This definitely ups the keeping SH3 on the computer factor:yep:

CptGrayWolf
03-14-07, 04:29 AM
Looks like it's time to reinstall SHIII! :yep:
I see alot of talk about high rez dials and GWX...will this work with stock SHIII?

DivingDuck
03-14-07, 07:10 AM
Moin,

@Rubini:
Thank you for encouraging me.
Of course you may use the debris package. It´s free to use for anyone except for commercial purposes.

@CptGrayWolf:
You don´t have to re-install to use this mod. And yes, it will work with stock.

Regards,
DD

urfisch
03-14-07, 01:34 PM
diving duck is my man! AWESOME work, dude! simply FANTASTIC

:rock:

Cheapskate
03-14-07, 02:01 PM
Yes, Urfisch , he's done a fantastic job :up: :up:

But let us not forget that it was your vision and great artwork that inspired all this!!! :rock:

Hope you have kept your working files for the " Combuse ". Really hope to see that one in-game too at some time or other.

Cskate

PS How does Combuse translate into English???

java`s revenge
03-14-07, 02:30 PM
When can we download this beauty or am i missing something?

DivingDuck
03-14-07, 02:39 PM
Moin,
When can we download this beauty or am i missing something?
BETA version is available on my FileFront Site (http://hosted.filefront.com/DivingDuck). First final is planned to be released by the end of this week.

Regards,
DD

tommyk
03-14-07, 03:30 PM
But let us not forget that it was your vision and great artwork that inspired all this!!! :rock:

Hope you have kept your working files for the " Combuse ". Really hope to see that one in-game too at some time or other.

Cskate

PS How does Combuse translate into English???

Yes, thats true! urfisch kicked the first stone. cheers for your work too! :up: :up: :up:

Its a german sub, so 'Kombüse' is allright (or 'galley' or 'caboose') :)

ReallyDedPoet
03-14-07, 03:59 PM
diving duck is my man! AWESOME work, dude! simply FANTASTIC

:rock:

Good to see you back:up:

Ducimus
03-14-07, 04:32 PM
If this mod is fully functional - im starting a new career game when its final version is released.

I NEVER thought id see the day when a mod like this would be working.

KrvKpt. Falke
03-14-07, 05:12 PM
This mod shows how important those "eye-candy" things are. I will download it and install right after its release.
But i hope that version 2.0 will look like this:

http://img402.imageshack.us/img402/521/pdvd003mmcz1.jpg

:lol:

i mean with crew and everything... :rock:

urfisch
03-14-07, 05:14 PM
Yes, Urfisch , he's done a fantastic job :up: :up:

But let us not forget that it was your vision and great artwork that inspired all this!!! :rock:

Hope you have kept your working files for the " Combuse ". Really hope to see that one in-game too at some time or other.

Cskate

PS How does Combuse translate into English???#

sure! i kept them...and maybe we gonna work on the other compartment soon...maybe. but let us first enjoy this nice open hatch, which was a very big stone to kick.

and guys...i appreciate your words. thanks, even my 3d-models were really hard work, i think without the passion of diving duck and his endless hex editing, we would never have a new compartment...

:sunny:

CaptainNemo12
03-14-07, 06:40 PM
Say DD,

I have installed Ducimus's Rusty Interior Mod, do I need to disable it in order for this mod to work? Or will the details get messed up?

The Noob
03-14-07, 06:59 PM
This Mod, and DD, are now officially total pwnage. :D

Hartmann
03-14-07, 09:33 PM
:up: The use of the roam camera and Realistic embodyment mod is better now with the hatch open.

More realism and atmosphere

ReallyDedPoet
03-15-07, 08:17 AM
If this mod is fully functional - im starting a new career game when its final version is released.

I NEVER thought id see the day when a mod like this would be working.

Moin,
When can we download this beauty or am i missing something? BETA version is available on my FileFront Site (http://hosted.filefront.com/DivingDuck). First final is planned to be released by the end of this week.

Regards,
DD

I agree, quite an accomplishment:yep:

CptGrayWolf
03-15-07, 10:11 AM
http://img402.imageshack.us/img402/521/pdvd003mmcz1.jpg


Look! It's...OPEN!

robbierob2005
03-15-07, 11:35 AM
:rotfl:

CaptainNemo12
03-15-07, 05:33 PM
Say DD,

I have installed Ducimus's Rusty Interior Mod, do I need to disable it in order for this mod to work? Or will the details get messed up?

Bump

Ducimus
03-15-07, 06:08 PM
Yes you'll have to disable it. Not compatable. You can always extract the textures and toss them into the tex directory if you want.

edit:
ftp://ftp.ubi.com/us/games/chessmaster10/misc/DatTexExtract.zip

rascal101
03-16-07, 03:16 AM
So the full and final deal is not released yet, or have I missed something, christ its a near thing, bloody SH4 is out next week.

I'll be spending so much time under water in the N Atlantic or South Pacific I wont know which end of the cat to stroke!!

Yes you'll have to disable it. Not compatable. You can always extract the textures and toss them into the tex directory if you want.

edit:
ftp://ftp.ubi.com/us/games/chessmaster10/misc/DatTexExtract.zip

Ducimus
03-16-07, 03:22 AM
yeah, im getting my last hurrah's out of this game now. Once i get SH4 in my grubby mitt's, i doubt ill look at SH3 again for a very long time, if ever again.

DivingDuck
03-16-07, 06:28 AM
FINAL VERSION V1.0 RELEASED (JSGME comp)
SIZE: ca 30MB

http://img88.imageshack.us/img88/905/hatchopenlight001gj6.jpg

USE ON OWN RISK

BACKUP YOUR FILES BEFORE

OTHER MODS MIGHT BE AFFECTED

Detailed installation instructions included.
This mod is JSGME compatible.
all needed files for HiResGauges includedDo not just overwrite your existing NSS_Uboat7 folder. In case you do, make sure to delete NSS_Uboat7_RR.dat.




Credits go to:
Urfish - initiated this mod, pushed me this far, will be on duty for the artwork when incorporating further compartments (actually checking the YES´ or NO´s)
NYGM - used the NYGM version of typeVII to modify
GWX - HiResGauges textures are taken from GWX
OakGroove for his Bordinstrumente mod which is part of GWX
tweaks to Bordinstrumente by Jonz and Marhkimov Download Sites:
http://hosted.filefront.com/DivingDuck
http://www.mediafire.com/?9q4mzmzgg2z

URBS will follow, at the moment no upload possible.

SIZE: ca 30MB

Regards,
DD

HanSolo78
03-16-07, 06:30 AM
really really great!!!! :)

very good work DD :yep: :up:

also big thx to fliegender fisch for the great idea and his work

poor sailor
03-16-07, 06:37 AM
Many thanks for this great improvement of the game.:up: I can't wait to try It. Can I install this in the middle of patrol?

ReallyDedPoet
03-16-07, 06:44 AM
DD and all who helped you:rock::rock::rock::rock:thanks for your tenacity on this:up:

Reece
03-16-07, 06:47 AM
Thanks all. downloading now!:up::up::up::up: and :up:

Kumando
03-16-07, 07:12 AM
Cant wait to try it;) .

poor sailor
03-16-07, 07:47 AM
One question about install. OK, rename the directory NSS_Uboat7 (as backup) and then Copy TypeVII_OpenHatch folder to …\SilentHunter3\MODS \...
Now structure of that directory is TypeVII_OpenHatch\data\Interior and that directory Interior contains all the files needed. Is need to create another directory inside that Interior directory with same name of previous "NSS_Uboat7" and then in that directory copy the needed files to be JSGME compatible or I maybe wrong?:hmm:

Maraz
03-16-07, 08:34 AM
I only checked this thread today and .... that's UNBELIEVABLE !!!! :o :o
Diving Duck and Urfish, that's a great job!!! :up: :up:

Maraz

Penelope_Grey
03-16-07, 08:43 AM
COOL! This is amazing huge kudos to all responsible in it.

I know this is probably not gonna sound good, but its just an honest to god straight up question, having done this for the Type VII. How hard would it be, to take this principle and apply it to the type IX boats and XXI boats? Would it require a start from scratch for them too?

Reece
03-16-07, 08:56 AM
I've done something wrong, when starting SH3 I'm external to the U-boat & if I click to go to control room all I get is a view underwater - no control room!:-?

I renamed the old folder NSS_Uboat7 to OLD NSS_Uboat7 & installed the mod, checked interior folder now contains:
Folders:
NSS_Uboat2
NSS_Uboat21
NSS_Uboat9
OLD NSS_Uboat7
Files:
NSS_Uboat7_CR.cam
NSS_Uboat7_CR.dat
NSS_Uboat7_CR.dsd
NSS_Uboat7_CR.sim
NSS_Uboat7_CT.cam
NSS_Uboat7_CT.dat
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.cam
NSS_Uboat7_RR.sim
I assume that is all?:doh:

Why do I always get a warped one!:damn:

KrvKpt. Falke
03-16-07, 09:02 AM
Create folder NSS_Uboat7 and paste there all files from that mod
ie:
Files:
NSS_Uboat7_CR.cam
NSS_Uboat7_CR.dat
NSS_Uboat7_CR.dsd
NSS_Uboat7_CR.sim
NSS_Uboat7_CT.cam
NSS_Uboat7_CT.dat
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.cam
NSS_Uboat7_RR.sim

Reece
03-16-07, 09:05 AM
I thought this was JSGME ready as is! I suppose the mod enabler can't backup folders, just files!:)
Thanks!

Penelope_Grey
03-16-07, 09:07 AM
The folder structure should be as follows, I think...

TypeVII open hatch, which goes into JSGME's mod folder.

then data > Interior > NSS_Uboat7 > and the files are in there.

Penelope_Grey
03-16-07, 09:10 AM
The original NSS_Uboat7 folder in the data > Interior folder.

Should simply be renamed something like NSS_Uboat7_original or something to the like.

The folder structure to this new (smashing looking) mod is missing a layer - the aforementioned NSS_Uboat7

danlisa
03-16-07, 09:21 AM
Hell Yes:rock:

I shall be testing this at the weekend. WooHoo

Reece
03-16-07, 09:25 AM
There must be a problem with the "DD_TypeVII_OpenHatch_V1.0.rar" file because the files were in the data\intertior folder, the NSS_Uboat7 folder was totally missed! Anyway it is now corrected & works.
Now who stuck the observation periscope right in front of the open hatch, is this correct?:D
I also assume that you can't click on the hatch to enter it anymore?:-?
But ... I can live with that!:yep:
It is still one very cool mod!:up: Thanks again!:rock:

Jimbuna
03-16-07, 09:25 AM
Great job matey :rock: ....just hope it works with GWX v1.03 (fingers crossed) :up:

poor sailor
03-16-07, 09:29 AM
Create folder NSS_Uboat7 and paste there all files from that mod
ie:
Files:
NSS_Uboat7_CR.cam
NSS_Uboat7_CR.dat
NSS_Uboat7_CR.dsd
NSS_Uboat7_CR.sim
NSS_Uboat7_CT.cam
NSS_Uboat7_CT.dat
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.cam
NSS_Uboat7_RR.sim
Yes, this is a solution. I already post the question about this. Thanks!

mikaelanderlund
03-16-07, 09:45 AM
Very cool mod:up: :up: :up: , but does anyone know how to get high res radio and sonar room working with this mod?

Mikael

Reece
03-16-07, 09:59 AM
I assume this is correct:
http://i66.photobucket.com/albums/h244/Reecehk/OpenHatch.jpg
however why delete the old folder, JSGME replaces all the files in there except NSS_Uboat7_RR.dat, and I just created a file with notepad that has 0 bytes and gave it the same name, then placed this in with the other mod files, now I can just enable/disable the mod, no renaming, certainly seems to work ok!:yep:

Edit: What amazes me is that we all wanted an open hatch, now they place a damn periscope in front of it to cover it up!!!

Penelope_Grey
03-16-07, 10:17 AM
That is where the observation periscope is supposed to be though in a Type VII U-boat. Its historically accurate. :) Though, historically accurate isn't always a good thing! LOL But the physics of it make more sense in relation to where the Oberservation periscope emerges from the Conning tower.

CptGrayWolf
03-16-07, 10:25 AM
Yup, everytime I watch Das Boot I'd tell myself "Hey that's not where the periscope is locatedin SHIII!"
Thks DD for this mod and delivering right on time too! :rock:

poor sailor
03-16-07, 10:58 AM
Have installed mod right now and I must say that this is a very cool mod:sunny: Only I will like to have a high res radio and hydrophone but maybe It will be in next release so I'll be waiting for that. Keep up the good work!:up:

Sailor Steve
03-16-07, 11:19 AM
Now only two things are missing: the attack periscope housing which is a very large tube right behind the conning tower ladder, and the helmsman who should be seated right under those controls at the front of the control room.

Jimbuna
03-16-07, 11:27 AM
Now only two things are missing: the attack periscope housing which is a very large tube right behind the conning tower ladder, and the helmsman who should be seated right under those controls at the front of the control room.

Your forgetting the half eaten apple that fell out of the boars mouth as it swung from the overhead saltwater feed pipe Steve ;) :lol:

Kumando
03-16-07, 11:34 AM
2 problems in GWX, the radio room gauges are still stock resolution and i cant move from the control room to the radio room and vice versa by clicking it with the mouse cursor:-? .

DivingDuck
03-16-07, 11:38 AM
Moin,

1. Problem

seems that I´ve made a mistake creating the folder structure to be JSGME compatible.

Check the TypeVII_OpenHatch folder that comes with this package for it´s structure. It should be:

data\interior\NSS_Uboat7\...
NSS_Uboat7_CR.cam
NSS_Uboat7_CR.dat
NSS_Uboat7_CR.dsd
NSS_Uboat7_CR.sim
NSS_Uboat7_CT.cam
NSS_Uboat7_CT.dat
NSS_Uboat7_CT.sim
NSS_Uboat7_RR.cam
NSS_Uboat7_RR.simI´m not at home actually so I´m doing this from memory. If the files aint located where they should be:
if you´ve already enabled the mod, disable it before procceeding
go to MODS\TypeVII_OpenHatch\data\interior
create NSS_Uboat7 folder
copy and paste the files to that folder
enable the mod2. Problem

I´ve forgotten to put in the HiRes Textures for the radio room.


As soon as I´m back at home I´ll upload an corrected version that will be JSGME compatible as announced and will contain all textures needed.

Sorry for the inconvenience.

Regards,
DD

Ducimus
03-16-07, 11:50 AM
Will the radio room accept a texture repack?

edit: what am i talking about the RR.dat isnt even in the mod. will the CONTROL room accept a texture repack? Using ubisofts DatTexExtract.exe ?

DivingDuck
03-16-07, 12:29 PM
Moin,
Will the radio room accept a texture repack?

edit: what am i talking about the RR.dat isnt even in the mod. will the CONTROL room accept a texture repack? Using ubisofts DatTexExtract.exe ?
Yes it will. You can extract all texture files from your previously backed up GWX1.02 NSS_Uboat7_RR.dat and paste them into the tex folder. This will enable HiResGauges in the radio room.

If you wait a few hours I´ll upload the corrected version containing all textures.

Regards,
DD

Ducimus
03-16-07, 12:42 PM
Wait? why, i just did it :88)


In my excitment i didnt read all the new posts in this thread, but glossing over it, people ran into some confusion.

--------------

First, this mod is NOT JSGME capatiable, even if you put the files in the correct directory structure in the mods directory. Took me a few mins to figure out why, but the reason is the RR.DAT is no longer used, needed, required, and for the most part, screws things up by being there. This is one mod where it really is best to NOT use JSGME. Since JSGME replaces and backs up files - it cannot remove them.

In my case i replaced the NSS_Uboat7 directory in the interior directory as DD suggested, but i did that AFTER backing up the existing directory by just renaming it.


You can as DD just said repack the dats with textures. DatTexExtract.exe is awesome for this. Your command room will be in the neighboorhood 53 MB's in size after repacking.


Just an FYI, if you use this mod and find you don't have radioman, or sonarman, and your hotkeys dont work properly in the radioroom, its because the old RR.dat is in there.


Only two problems/annoyances ive noticed so far:

- Frame rate with interior free cam takes a nose dive when around the radioman. Im asuming the polygon count is higher there with the control room protusions.

- Normal lighting (not red lights) in the radrio room, is REALLY bright.


I just saved a singlemission using this mod.. now off to see if it loads correctly, if it does.. im pushing myself back out to sea again!

EDIT:

I forgot one small little item:

DIVING DUCK YOU ROCK! You have accomplished what everyone has wanted, and/or unsuccessfully tried to do, since people first started modding for SH3. I myself am normally the realist (or as some say, the pessimist), i honestly did not expect to see this mod correctly functioning - ever.

You have really made a big accomplishment here, i salute you!

Penelope_Grey
03-16-07, 01:27 PM
I just tested removing it with JSGME. And it does remove.

BUT

In the actual data > Interior folder, there will be a file in there called NSS_Uboat7c its empty, you then have to delete this empty folder. Then bring in your original which you backed up safely, by putting it some safe place else, or, rename the original back if you kept it in the same place.

KrvKpt. Falke
03-16-07, 01:30 PM
When i was testing this mod i thought about making shift+F2 camera a default camera for sub interior. Is it possible? You cant select your crewman (or anything) using this camera - but this can be fixed - i hope... Or maybe im not realist? ;)

I´ve forgotten to put in the HiRes Textures for the radio room.

Don't forget about Conning Tower int. textures :)

Captain Strangelove
03-16-07, 03:27 PM
Hey DivingDuck,

Thanks a lot for this! This is really great!

In my opinion you should create a new thread just for the release. It deserves some more attention. This thread has grown quite a bit, so some people might not expect that you have finally pulled it off.

Thanks again

Kai

Alex
03-16-07, 03:29 PM
:smug: Thanks a bunch, DD.... This is probably the best of all mods.
All of us appreciate your determination, you just gave a new life to this game.
Here's a gift from us, they are all yours....



http://img46.imageshack.us/img46/2760/projetoj8.png
©2007. No animal/women were mistreated during photo shooting.




Apart from that, guys....
We should think of a gift, seriously, cause this man
deserves it. I can't imagine the amount of work it
was to make this mod possible. :huh:

Mush Martin
03-16-07, 03:29 PM
Well done final looks Great DD :up::up:

CaptainNemo12
03-16-07, 04:31 PM
Did DD update the JSGME-comp final release yet? Or did I miss an edit?

ReallyDedPoet
03-16-07, 06:44 PM
Did DD update the JSGME-comp final release yet? Or did I miss an edit?

It is JSGME Comp. check out the read-me in the install for the details:yep:

DivingDuck
03-16-07, 06:52 PM
Moin,

TypeVII_OpenHatch_V1.01.rar is available for download at my FileFront Site (http://hosted.filefront.com/DivingDuck/). (ca 40MB)


Thanks to Reece´s idea it is JSGME compatible this time. (I´ve added a 0KB NSS_Uboat7_RR.dat to the respective folder.)
BACKUP IS NOT NEEDED ANY MORE. JSGME WILL BACKUP YOUR FILES.

HiRes textures are included for:

command room
radio room
conning tower



Regards,
DD

Venatore
03-16-07, 07:16 PM
TypeVII_OpenHatch_V1.01.rar is available for download
Regards,DD

I thank you so very much for this mod. :up:

CaptainNemo12
03-16-07, 07:42 PM
DD, any idea when the mod will be upgraded to UBRS or some other file storage site? FileFront is being a bitch to my download manager right now...

Penelope_Grey
03-16-07, 07:44 PM
Im now confused on what goes where and which bit needs installing.:hmm: Which bit needs taking out etc...

Basically I need help with the installation. Please! :)

eddie
03-16-07, 07:46 PM
Thanks DD!! Might want to check your Private Messages!:yep:

longdog499
03-16-07, 07:46 PM
Diving Duck and urfisch.Thanks for a great mod!!!:up:

JCWolf
03-16-07, 08:00 PM
Thanks Guys for this awesome Mod...:rock:

Reece
03-16-07, 08:01 PM
Hi Penelope, if you have downloaded the latest version then just disable the first JSGME version of the mod & make sure you put the NSS_Uboat7 folder back to standard, then install the new version, there is no need to rename folders etc, as the new version is fully JSGME compatable.:up:
Thanks again DD.:yep:

Penelope_Grey
03-16-07, 08:08 PM
ok will try now! Thanks!

Fender74
03-16-07, 08:16 PM
nice one DD great job.:up:

Penelope_Grey
03-16-07, 08:18 PM
OMG I made such a cok-up!

The original NSS_Uboat7c folder, I have screwed it up! Can anybody send me the original folder!? OMG I am such a tool!

And I still don't get how to install the new MOD.

Penelope_Grey
03-16-07, 08:21 PM
S'alright! I panicked! I used my brain and pinched my brothers NSS_Uboat7c Interior folder! :lol::yep:

JCWolf
03-16-07, 08:30 PM
S'alright! I panicked! I used my brain and pinched my brothers NSS_Uboat7c Interior folder! :lol::yep:

he he he...

litle Thief...:arrgh!:

Penelope_Grey
03-16-07, 08:47 PM
Well, I say pinched it, but, copy and paste is your friend! ;) And I also sussed how to install the mod too. the new one is textures!

I got it working, originally there were two mods, one for the depth guage, the other for the actual open hatch. I took out the depth guage mod and deleted it, then put the new textures in using JSGME. And it seems to be fine now working a-ok.

Is that the proper way to install it?

I have the original NSS_Uboat7c renamed to include "Original" and the files I downloaded from DD of said name I left in.

Is that right?

flyingdane
03-16-07, 09:01 PM
Cok-up?.

Reece
03-16-07, 09:30 PM
What you should end up with is the new version in the JSGME mod folder that you can enable or disable as you wish, you never having to manually rename/change/delete files or folders as in the first version, hope that clears things up a bit!:up:
@Flyingdane, Cok Up - stuff up - fritzed - shagged - nackered etc!:lol:

flyingdane
03-16-07, 10:45 PM
What you should end up with is the new version in the JSGME mod folder that you can enable or disable as you wish, you never having to manually rename/change/delete files or folders as in the first version, hope that clears things up a bit!:up:
@Flyingdane, Cok Up - stuff up - fritzed - shagged - nackered etc!:lol:

You brits. :rotfl: :rotfl:

flyingdane
03-16-07, 10:52 PM
OOps.. sorry i see now.:cool:

Penelope_Grey
03-17-07, 05:00 AM
What I still have is the following.

I have the first download where I have to back up the original NSS_Uboat7c interior file. And I have the new textures, which makes eveyrthing shiny in the Radio Room.

Those two working side by side. I don't think that is the correct install though, but, it seems to be working fine. Any more suggestions?

I put it as "cok-up" instead of "cock-up" because I am a lady and wished to display an element of dignity in my hour of crisis! LOL

Reece
03-17-07, 05:02 AM
Just wondered DD, can I get this mod with a standard VII without the obsevation periscope & the first mate standing in his usual spot?:yep: I think I would prefer this as I could get a better view of the open door?:up: (only if it is easy enough).
Many Thanks.

CptGrayWolf
03-17-07, 05:16 AM
Reece I was thinking the same thing.
Anybody know if there's an easy way to have the periscope in its original position and also have the original textures back in the sound room (eg floor plates)?
In other words all I would want from this mod, is just the open hatch.

Kumando
03-17-07, 06:03 AM
The periscope in its original position its complete nonsense, when you rise the observation scope in the external camera you see the scope emerging in front of the attack periscope wich is the historicaly corrct but in its original position in the comand room its behind the attack perciscope, can you guys explain me the logic of that?

Alex
03-17-07, 06:05 AM
@ GWX dev team : Do you think this open hatch mod will be included in the next GWX patch ? :know:
I must admit that it would be a nice addition. :yep:

Jimbuna
03-17-07, 06:21 AM
@ GWX dev team : Do you think this open hatch mod will be included in the next GWX patch ? :know:
I must admit that it would be a nice addition. :yep:

The 1.03 patch started beta testing yesterday....so I'm afraid it's highly unlikely :nope:

JCWolf
03-17-07, 06:38 AM
Anyway its a not a big problem since its easely installed with the
latest JSGME compat. version....


Most problably it will be included on next release, if people are a bit more
open minded and realistic apon the eye candy subject...:up:

Alex
03-17-07, 06:59 AM
Then we'll have to wait the 1.04.... Ok. :up:
Aw, and another question : does the 1.03 patch includes all the corrections of the 1st and 2nd ones ? :)

DivingDuck
03-17-07, 07:34 AM
Moin,

hope not all of you screwed up their SHIII installations using the first "unfinished" V1.0.

TypeVII_OpenHatch_V1.01 is available.

This thread is growing so fast, I can´t keep up. I beg your pardon that I don´t answer any question that has been asked.

I´ve tried to upload it to URBS for several times now, but without any success. Going to contact terrapin now.

@Alex:
Thank your for your nice pics.


Regards,
DD

JCWolf
03-17-07, 07:56 AM
DD some picks on the awesome work you've made mate...


http://img263.imageshack.us/img263/7387/sh3img17320071223rp5.jpg


http://img263.imageshack.us/img263/9268/sh3img173200712234jpgti9.jpg


:up: :up: :up:

DivingDuck
03-17-07, 08:24 AM
Moin,

@jcwolf:
nice pics. Hope you enjoy.


alternate download site is available: MediaFire (http://www.mediafire.com/?64tygvmgmmz)

Regards,
DD

Jimbuna
03-17-07, 08:25 AM
Then we'll have to wait the 1.04.... Ok. :up:
Aw, and another question : does the 1.03 patch includes all the corrections of the 1st and 2nd ones ? :)

If your referring to GWX...then the answer is yes, it's cumulative (just like the SH3 1.4b patch) :arrgh!:

Alex
03-17-07, 08:32 AM
I´ve tried to upload it to URBS for several times now, but without any success. Going to contact terrapin now.

Terrapin doesn't manage UBRS any more.... :(
I was a member of the UBRS team a few months ago, I can tell you that since Christmas time, I don't have any news from this man, and I've been fired from the team, no more news editor account :(.... Don't know what happened, I just hope that he's fine.... :oops:

@Alex:
Thank your for your nice pics.

:rotfl: You're very welcome, mate.... Thanks to YOU, for making this mod possible. ;)



@ Jim : Ok, thanks for the information ! :D

JScones
03-17-07, 08:48 AM
@ GWX dev team : Do you think this open hatch mod will be included in the next GWX patch ? :know:
I must admit that it would be a nice addition. :yep:
Like patch 1.02, patch 1.03 is focussed on correcting more of the little niggles that have existed in GWX since release. For example, the sinking/floating ships problem; missing gun textures (actually a stock SH3 problem which is now fixed) and numerous others. For this reason it does not include new units or graphics.

However, these fixes will provide a nice stable platform for patch 1.04, which will be focussed on the latest creations such as ships, airplanes and graphics. Some of the guys have already started working on it.

Anyway, this thread is not the place to be discussing the future releases of GWX. ;)

Alex
03-17-07, 08:58 AM
Sorry, I didn't want to highjack the thread. Thanks for your clear answer anyway. :up:

ReallyDedPoet
03-17-07, 09:18 AM
Moin,

@jcwolf:
nice pics. Hope you enjoy.


alternate download site is available: MediaFire (http://www.mediafire.com/?64tygvmgmmz)

Regards,
DD

Thanks DD, anybody experience anything strange with this crew voices with this, sound like they have been inhaling helium. Maybe its something else:hmm:
Again, awsome mod:up:

JCWolf
03-17-07, 09:29 AM
:rotfl: :rotfl: :rotfl:

Ducimus
03-17-07, 12:04 PM
The periscope in its original position its complete nonsense, when you rise the observation scope in the external camera you see the scope emerging in front of the attack periscope wich is the historicaly corrct but in its original position in the comand room its behind the attack perciscope, can you guys explain me the logic of that?


On top of that the obs scope in its current (and correct) position, is acutally more handy if you tend to use your mouse alot, and do your periscope observation before surfacing. I mean, the periscope is right next to you, in arms reach. No wandering into the aft part where it shouldnt have been anyway, and no climbing up into the conning tower.

ReallyDedPoet
03-17-07, 12:22 PM
:rotfl: :rotfl: :rotfl:

Either that or their all on speed:yep:

supposedtobeworking
03-17-07, 02:17 PM
I would like to say congratulations and of course thanks for this awesome dream mod!! Also to echo some previous posters--is it possible to put the obs scope back to its original position--it does obstruct the view of the open hatch--which was kind of the point of this mod--to look at it. I also feel like every time I turn to the helmsman I'm going to hit my nose on the scope. I know its not historically accurate but I wont lose any sleep over it. I just want to be able to wave to the sonar and radio man through the open hatch.

Another quick question:

Is it possible to use the interior textures from NYGM instead of the control room textures from GW? I like the rust, etc. I have been using them with GWX 1.01 and they work fine but I'm not sure how they would affect this mod...thanks again


--I forgot one more question: what happened to the Crew rest room compartment I saw in some previous pics---I thought that was in the works...did that not work out?

DivingDuck
03-17-07, 02:40 PM
Moin,
...is it possible to put the obs scope back to its original position--it does obstruct the view of the open hatch--which was kind of the point of this mod--to look at it.

...Is it possible to use the interior textures from NYGM instead of the control room textures from GW? I like the rust, etc. I have been using them with GWX 1.01 and they work fine but I'm not sure how they would affect this mod...thanks again

...I forgot one more question: what happened to the Crew rest room compartment I saw in some previous pics...

As so many people have asked for re-relocation I think it over. Maybe I´ll release a "non-accurate" version some day. Keep in mind that the relocated periscope was part of NYGM already.
If you use NYGM you don´t need to enable the TypeVII_OpenHatch_HiRes. If you just use the NYGM texture files, leave them where they are, it works fine.
The crew´s chill-out room is not thrown away yet. There are some technical issues I have to come over before bringing in further additional compartments. As soon as I´ve deciphered the TMAP section I´ll give it a go. Urfisch will be responsible for the artwork then. The chill-out compartment you´ve seen was done by him. It will depend on how many people will be left, who are interested, after SHIV is released.Regards,
DD

java`s revenge
03-17-07, 02:51 PM
Thank you very much for this excellent mod and for the time to make this.

Really great!

Penelope_Grey
03-17-07, 02:52 PM
Id be interested in having the aft command room hatch open!

ReallyDedPoet
03-17-07, 02:54 PM
Id be interested in having the aft command room hatch open!
Did I see an earlier post from you PG a the helium sounding crew, just curious? Maybe that was another thread.

Penelope_Grey
03-17-07, 03:09 PM
It was me yes. :) And it was another thread.

Hartmann
03-17-07, 04:21 PM
The mod is for type VII boats..

could work well if i rename the files and use it in a IX boat ???:hmm:

ReallyDedPoet
03-17-07, 04:30 PM
It was me yes. :) And it was another thread.

I meant to ask in the earlier post if you also found a fix:yep:

MRV
03-17-07, 06:19 PM
One big step towards extra internal components :up:

but.....am I the only one who cannot enter the Radio Room anymore through the open hatch?

Penelope_Grey
03-17-07, 07:01 PM
No, I can't either, you have to hit F9 to fo it now.

Penelope_Grey
03-17-07, 07:03 PM
It was me yes. :) And it was another thread.
I meant to ask in the earlier post if you also found a fix:yep:

Oh yeah I am sweet now with the mod, it works fine.

Cheapskate
03-17-07, 07:03 PM
One big step towards extra internal components :up:

but.....am I the only one who cannot enter the Radio Room anymore through the open hatch?

There are several ways into the radio room.

1) Use Shift+F2 and walk through using arrow keys.

2) Use F9 or left mouse click Radio room icon on stations slide out.

3) Right click on radio operator or sonar man. This takes you into operators seat.

To come out of Radio Room into Main control room right click on mouse. Or walk through using Shift+F2.

Tigrone
03-17-07, 07:10 PM
This was a huge labor of love, and a great gift to us all. Thank you so very much, DivingDuck and Urfisch. Adding or opening up the interior like this has been talked about since the game was released. You guys made it happen, after all this time, it's unbelievable! It's simply amazing.

MRV
03-17-07, 07:10 PM
thx ;) great work anyways.

I would also prefer to have the View position unchanged so I can take a look at my sonarman waiting for contact reports.

Venatore
03-17-07, 07:13 PM
I´ve tried to upload it to URBS for several times now, but without any success. Going to contact terrapin now.
Terrapin doesn't manage UBRS any more.... :(
I was a member of the UBRS team a few months ago, I can tell you that since Christmas time, I don't have any news from this man, and I've been fired from the team, no more news editor account :(.... Don't know what happened

And this my friends is why I don't host any of my mods at UBRS. This is going down the same road as IL2 Skins, one host site all mods in one area, then the site goes KAPUT !
:shifty: :stare: :nope:

Reece
03-17-07, 07:32 PM
I will repeat my question:
Is it possable to have this mod in a standard VII without Observation scope?:yep:
PLEASE.:D

Alex
03-17-07, 07:56 PM
@ Ven' : that's right, mate :dead:.... Nowadays I'm glad to see that most of the modders host their work on several host sites. ;)

Shepelly
03-17-07, 10:54 PM
Great work guy's.:up:

My problem is I cant move to the radio or sonar position anymore, or the capt bunk.

Also I dont mind the Obs scope in its correct position, but I would like to have the floor (deck) housing back under it instead of down the back:shifty:

But hey we can't have everything. (I'm using the JSGME loaded version)

panthercules
03-17-07, 11:49 PM
wow - can't wait to try this - just one question. It's probably been answered in here somewhere, but this thread has gotten so long I haven't been able to find it yet.

Anyway - is this something that can safely be activated while on patrol, or do you have to be back in port before you try it?

Ocean Blue
03-17-07, 11:55 PM
Hi DivingDuck :D

Thanks 3D move Space for us. :up:

To use more 3D move space Can you add such operation ?

It is a left-click in a Red arrow of CAPTAIN'S BED moves From Command room To Radio room. (Pic1)

It is a right-click in a place except a lens part. moves From ATTACK PERISCOPE To ATTACK PERISCOPE-02. (Pic2)

Pic1

http://img175.imageshack.us/img175/1064/commandpk2.jpg

Pic2

http://img84.imageshack.us/img84/5551/attackpicty2.jpg

The mods which continues evolving !

Thanks Ocean Blue.

Ocean Blue
03-18-07, 02:35 AM
Postscript :

I think a Such a feeling.

I move an U-boat without using short cut keys.

http://img237.imageshack.us/img237/5010/uboathh8.jpg


Thanks Ocean Blue

Castout
03-18-07, 04:46 AM
DivingDuck Your job is superb. I've downloaded your mod via filefront( it took 3 tries:damn: and totalling to about 8 hours with 56k dial-up modem- the 3rd successful try took nearly 3 hours:doh:). So you know how much your mod means to me:rock:.

If i can make suggestion. In your next patch for this mod pleeze provide another smaller size files for 56kers. I mean we surely don't need to download the entire files again. So only the 'needed' newer files are to be downloaded.

Plzeeze take your time fixing the protuding stuffs. And i think the player position needs to be somewhat changed so the captain wouldn't bump into one of his helmsman when he turned his head around in the command room.


I can wait for type IX open hatch. Pleeze make type VII perfect first.


Thx a lot

Penelope_Grey
03-18-07, 05:32 AM
wow - can't wait to try this - just one question. It's probably been answered in here somewhere, but this thread has gotten so long I haven't been able to find it yet.

Anyway - is this something that can safely be activated while on patrol, or do you have to be back in port before you try it?

I activated mine while out on patrol, and it worked, but just to be safe have a backup.

Also the Observation Scope location..... Think of it like this.

http://img.photobucket.com/albums/v324/Spider-Hulk/Penny/Obsscope.jpg

CptGrayWolf
03-18-07, 08:34 AM
I wouldn't mind the 'realistic' periscope location so much if I din't see traces of its old location.
I'm rather a perfectionist, so seeing parts of the ob scope still left in its original spot is driving me nuts. My apologies to whomever worked on moving the scope but...well, to me it just feels a looks artificial. It doesn't belong there and it shows.

CaptainNemo12
03-18-07, 10:47 AM
I saw one pic of the interior of the U-995, it seems that the observation periscope was raised to eye-level. Is there some sort of way of raising/lowering the persicope in the control room? I think that would solve the problem.

Hartmann
03-18-07, 11:12 AM
i prefer an accurate periscope location.:hmm:

this mod is great for use the free roaming camera and walk around like a real skipper without using shortcuts keys.

Reece
03-18-07, 09:33 PM
Come on DD, Please do a version with stock VII (no obs. Scope)!:D

Note, I'm on my knees here DD!:yep:

panthercules
03-18-07, 09:49 PM
OMG!! - this is sooooo coooool ! I guess I didn't understand what I was reading in some of these posts - I thought this was just going to be some sort of new graphic that would basically replace the graphic of the closed hatch with a static graphic of what the next compartment would look like if you could actually see into it - basically, just "painting" a round picture of the adjacent compartment on top of the closed hatch location (which I thought would have been cool enough to be well worth it, to give the illusion that you were seeing into the next compartment).

BUT NOOOOO - I was amazed to discover that you're actually looking into the next compartment for real! Astounding! I was really blown away when I first looked into the compartment and saw this:

http://i3.photobucket.com/albums/y96/Cladean/Openhatch-nosoundman.jpg

and then I decided to test things by putting my soundman in his crew slot, and saw this:

http://i3.photobucket.com/albums/y96/Cladean/Openhatch-withsoundman.jpg

and even more astonishing, the soundman and the hydrophone needle were MOVING! WOW - I am in awe - great work indeed :rock:

jimmie
03-18-07, 10:10 PM
I will repeat my question:
Is it possable to have this mod in a standard VII without Observation scope?:yep:
PLEASE.:D

Personally I've no problem with correct scope :88) But for nicer frame of view, changing the default camera position might be an alternative idea to relocating the scope :D More left, a bit back step etc if it's possible..

At any rate, after 2 years of same familier sight, it is really an incredible job, can't applaud more :up::up::up::up::up:

DivingDuck
03-18-07, 11:20 PM
Moin,

so many have asked for. Here it is, obs periscope back to stock position. Ready for download at my FileFront Site (http://hosted.filefront.com/DivingDuck/). Use JSGME to enable, no further installation instructions included.

http://img244.imageshack.us/img244/6189/peristock001nd4.jpg http://img244.imageshack.us/img244/9057/peristock002fu9.jpg

For all of you who like the obs periscope in its correct position. Don´t panic. There will be an updated version with fixed fragments too. I´m just moving the periscope´s floor housing to a position underneath.


And I´ve fixed some fragments intersecting the bulkhead to the radio room.

http://img244.imageshack.us/img244/4499/ohnointrr003ot1.jpg http://img404.imageshack.us/img404/7310/ohnointrr001zq4.jpg



Regards,
DD

Reece
03-19-07, 12:46 AM
THANK YOU, THANK YOU, THANK YOU, THANK YOU DD!:up::up::up:

CptGrayWolf
03-19-07, 02:11 AM
Moin,

so many have asked for. Here it is, obs periscope back to stock position. Ready for download at my FileFront Site (http://hosted.filefront.com/DivingDuck/). Use JSGME to enable, no further installation instructions included.

For all of you who like the obs periscope in its correct position. Don´t panic. There will be an updated version with fixed fragments too. I´m just moving the periscope´s floor housing to a position underneath.


And I´ve fixed some fragments intersecting the bulkhead to the radio room.


Regards,
DD


:rock: :rock: :rock: :rock:

Tigrone
03-19-07, 02:12 AM
At some point you will have to give it up and accept that it is almost perfect, not to distract you from the pursuit of perfection.

Kumando
03-19-07, 05:37 AM
Thanks DD, im looking forward for the correct obs periscope fix:up:

Rubini
03-19-07, 08:43 AM
Thanks DD!
Perfect work as always!

I also prefer the stock Periscope position because we have an obstructive vision of your awesome work and that office is in it's correct default positions when waiting commands.

Thanks mate!

Just a question: the GWX hi resolution interior and gauges are also added on this stock position version?:hmm: (i noticed the size of the files, they are so different...)

Reece
03-19-07, 09:21 AM
Yes Rubini, the officer, even with stock, is not in his usual position, must be a problem with the mod that he can't stand near the hatch! :-? I can live with that though!:yep:

DivingDuck
03-19-07, 10:27 AM
Moin,
Just a question: the GWX hi resolution interior and gauges are also added on this stock position version?:hmm: (i noticed the size of the files, they are so different...) THIS IS AN UPDATE ONLY, NO STAND ALONE VERSION.
It contains the NSS_Uboat7_CR.dat file only. You have to enable it "on top" of V1.01. If you´ve enabled TypeVII_OpenHatch_HiRes earlier the HiRes interior and gauges will be used.
Regards,
DD

Rubini
03-19-07, 10:32 AM
Moin,
Just a question: the GWX hi resolution interior and gauges are also added on this stock position version?:hmm: (i noticed the size of the files, they are so different...) THIS IS AN UPDATE ONLY, NO STAND ALONE VERSION.
It contains the NSS_Uboat7_CR.dat file only. You have to enable it "on top" of V1.01. If you´ve enabled TypeVII_OpenHatch_HiRes earlier the HiRes interior and gauges will be used.
Regards,
DD

Thanks DD!
Even better then!:arrgh!:

ReallyDedPoet
03-19-07, 01:51 PM
It was me yes. :) And it was another thread.
I meant to ask in the earlier post if you also found a fix:yep:
Oh yeah I am sweet now with the mod, it works fine.

:damn::damn::damn::damn:

CaptainNemo12
03-19-07, 07:46 PM
About the stock periscope mod, do you install that on top of the Hi-Res mod?

ReallyDedPoet
03-19-07, 07:58 PM
http://www.subsim.com/radioroom/showpost.php?p=449315&postcount=473

Should be right at DD post regarding this. Roll Back Commander and be in port wheh doing this. It is JSGME compatible, so if there are problems, uninstall and post issues here:yep:

Hope this helps.

panthercules
03-19-07, 10:39 PM
http://www.subsim.com/radioroom/showpost.php?p=449315&postcount=473

Should be right at DD post regarding this. Roll Back Commander and be in port wheh doing this. It is JSGME compatible, so if there are problems, uninstall and post issues here:yep:

Hope this helps.

I may just have been lucky so far, and I'm sure it's better practice to be in port, but I couldn't wait so I loaded up via JSGME in mid-patrol and so far so good - no problems with the install. And this is very cool - I'm still blown away. I'd read about but never really saw much point in using the free-cam to walk about inside the sub, but it was way cool to do that and walk right through the open hatch into the radio room and then back again.

Now, if we could just add some animated crewmen running through the control room through the hatch into the radio compartment on their way to the bow when we crash dive :up:

Madox58
03-19-07, 10:46 PM
:rotfl:
If we add Mick Dundee from the harbor, he could do a walk through!

Problem is, he may walk several hundred meters out the front and
back of the sub!!!:oops:

Unless we can find a way to cut his path down. :hmm:

Captain Strangelove
03-20-07, 02:38 AM
I can't really explain it, but this fine modification changes SHIII more than I had expected. The sub just seems much more alive and real.
You always suspected they were after this closed hatch, but then again it wasn't modeled.
And now you can see the dials on the hydrophone moving. Unbe-smeggin'-lievable!

Go for the crew room aft of the central, boys!

Cheers

Kai

CptGrayWolf
03-20-07, 07:18 AM
Now, if we could just add some animated crewmen running through the control room through the hatch into the radio compartment on their way to the bow when we crash dive :up:

All hands forwaaaard! Come on move it, move it! This isn't a @#$% pleasure cruise!

CptGrayWolf
03-20-07, 09:01 AM
btw anybody having this strange effect, I'm seeing a hazy/smoky filter effect in the sound room only? Almost like spots or dark smoke patchs. This is only in the sound room, the control room looks perfect.

mikaelanderlund
03-20-07, 09:40 AM
I have the same effect. I think it's because of the strong lightbulbs.

Mikael

DivingDuck
03-20-07, 10:06 AM
Moin,
btw anybody having this strange effect, I'm seeing a hazy/smoky filter effect in the sound room only? Almost like spots or dark smoke patchs. This is only in the sound room, the control room looks perfect. can you post a screen, one showing RR and the other CR?

Regards,
DD

CptGrayWolf
03-20-07, 10:16 AM
DD I don't think a screenshot will do anything, this effect is very transparent'ish and you only really notice it with movement. Like looking around from side to side. Then you notice these transparent 'patchs' and they do not move.
But it looks like i'm not the only one seeing this. :hmm:
But I will try too see if screenshots will help when I get home.

DivingDuck
03-20-07, 10:31 AM
Moin,

@CptGrayWolf:
I´ll have a look.



Here is a new update,
obs periscope in correct position.
floor housing has been moved to a position underneath the periscope.Ready for download at my FileFront Site (http://hosted.filefront.com/DivingDuck/). Use JSGME to enable, no further installation instructions included.

http://img77.imageshack.us/img77/1309/pericor002fc5.jpg http://img77.imageshack.us/img77/3174/pericor001io1.jpg



And I´ve fixed some fragments intersecting the bulkhead to the radio room.

http://img244.imageshack.us/img244/4499/ohnointrr003ot1.jpg http://img404.imageshack.us/img404/7310/ohnointrr001zq4.jpg

THIS IS AN UPDATE, NO STAND ALONE VERSION!

Enable it on top of TypeVII_OpenHatch_V1.01 !


Regards,
DD

Kumando
03-20-07, 10:35 AM
Moin,

@CptGrayWolf:
I´ll have a look.



Here is a new update,

obs periscope in correct position.
floor housing has been moved to a position underneath the periscope.Ready for download at my FileFront Site (http://hosted.filefront.com/DivingDuck/). Use JSGME to enable, no further installation instructions included.

http://img77.imageshack.us/img77/1309/pericor002fc5.jpg http://img77.imageshack.us/img77/3174/pericor001io1.jpg



And I´ve fixed some fragments intersecting the bulkhead to the radio room.

http://img244.imageshack.us/img244/4499/ohnointrr003ot1.jpg http://img404.imageshack.us/img404/7310/ohnointrr001zq4.jpg

THIS IS AN UPDATE, NO STAND ALONE VERSION!

Enable it on top of TypeVII_OpenHatch_V1.01 !


Regards,
DD

Thanks once again mate:up: . Just one doubt, there are two versions correct and stock, for GWX i should use the correct version right?

CptGrayWolf
03-20-07, 10:46 AM
Here is a new update,
obs periscope in correct position.
floor housing has been moved to a position underneath the periscope.
And I´ve fixed some fragments intersecting the bulkhead to the radio room.
Regards,
DD

This mod is becoming more and more perfect! :up:

Zinmar
03-20-07, 12:09 PM
I completely love this addition!!! What would be cool in my opinion but probably not possible would be for the sonarman to lean out when he has a sound contact. I don't see that happening as the crewman would have to levitate his butt closer to the doorway to be seen. I really appreciate the work you have done on this, look forward to you working on the interior of the rest of the boat! :yep: Not that I am hinting to do the torp rooms and such, I would never do that. :smug:

Kumando
03-20-07, 12:46 PM
I completely love this addition!!! What would be cool in my opinion but probably not possible would be for the sonarman to lean out when he has a sound contact. I don't see that happening as the crewman would have to levitate his butt closer to the doorway to be seen. I really appreciate the work you have done on this, look forward to you working on the interior of the rest of the boat! :yep: Not that I am hinting to do the torp rooms and such, I would never do that. :smug:

Yeah the sonarman leaning would be cool:up: .

Jimbuna
03-20-07, 01:53 PM
Sound (no pun intended) :arrgh!:

DivingDuck
03-20-07, 02:15 PM
Moin,
... Just one doubt, there are two versions correct and stock, for GWX i should use the correct version right?
It´s up to you. As far as I remember GWX uses stock position. NYGM has "introduced" the technically correct position. But they did not move the floor housing.
Anyway, both versions work with both mods, NYGM and GWX. (and others)

Remember:

THIS IS AN UPDATE, NO STAND ALONE VERSION!

Enable it on top of TypeVII_OpenHatch_V1.01 !

Regards,
DD

Shepelly
03-20-07, 05:48 PM
Awsome DD:rock: :up:

Castout
03-21-07, 06:29 AM
Thanks DD for listening and for a great work well done.

:up:.

SquareSteelBar
03-21-07, 06:33 AM
Excellent work! :rock:

Go on 'Good Gründeln', Ente!

SquareSteelBar ;)

Flybywire
03-21-07, 08:49 AM
DD I have a question. I have installed your mod and it is wonderful. I also have the mod that was posted in this forum just a week or so ago that gives the rust look in the sub. After I installed your mod and the up update for the original position of the obs scope I do not have the rust anymore. Also, I do have the rust mod still enabaled in JSGME. Should that be disabaled and then enable yours?:doh:

Kindly,

Flyby

DivingDuck
03-21-07, 09:24 AM
Hi Airbus-Driver,

I´ve just checked Ducimus´ Rusty Look Mod. You can´t use it together with the OpenHatch since he´s put all needed *.tga into the *.dat file. They would replace all files that come with OpenHatch. In case Dusimus would provide the texture files for download to be copied to the ...\SHIII\data\Textures\TNormal\tex folder, they could be used with OpenHatch too.

But you can do it yourself. Use DatExtract to extract all *.tga files from Ducimus´ modded *.dat and put these textures to the ...\SHIII\data\Textures\TNormal\tex folder.

Regards and proceed as cleared,
DD

Flybywire
03-21-07, 09:33 AM
Thanks so very much for the reply. I have no idea how to do the things you sugest in your instructions. Therefore, I will disable in the proper order your 2 mod files in JSGME then disable the rust mod. Then re-enable your 2 files...hi-res and the other in order and then add the update dat file and I should be good to go? I have noticed aslo, that I have had a CTD everytime I have been playing since I have added your mod. Maybe this will correct that?

Kind regards,

Dave

DivingDuck
03-21-07, 09:42 AM
Hi flybywire,

I´ve posted in Ducimus´ thread asking him to provide the rusty looking texture files for download to copy them to the tex folder. Let´s see what he thinks about it.

Enable as follows:
TypeVII_OpenHatch_V1.01
TypeVII_OpenHatch_HiRes if needed
TypeVII_OH_Peri_Correct or TypeVII_OH_Peri_StockReport back if you still encounter CTD. Good luck.

Regards,
DD

Flybywire
03-21-07, 10:01 AM
Thanks DD,

When I downloaded your update for the scope it was just a dat file and not in the JSGME format. So I just dropped it into the apprropiate folder. Is that correct/data/internal/type7 sub...

Scire
03-21-07, 10:13 AM
Diving Duck
... a PM for you!
Many thanks for this awesome work!!