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DivingDuck
07-13-07, 02:28 AM
Moin Reece,

the lamps arenīt pure white. The red a yellow parts of the particle generator cause this most probably when interferring with the blue ambient light. Iīll see whether I can make my new tweakfile user friendly. Thus you could adjust the lampsī lights as well.
But thereīs a rub in it though. The adjusted lamps are the same for night and day.

Regards,
DD

Reece
07-13-07, 03:49 AM
That's wierd as stock the lamp is red only at night, your posted screen shows blue lamps, I assume you have changed the particles for this? Does yours have Dual lights?
Could you show me where to make the changes there please (assuming this will give dual color lights).
Thanks.:yep:

For those who use a blue night light will find that the NavMap still uses a Red filter, here is a blue one:
http://i66.photobucket.com/albums/h244/Reecehk/NavMapBluenightfilter.jpg
Can download here:
http://files.filefront.com/SH3+Blue+NavMap+night+filrrar/;8039833;;/fileinfo.html
Cheers & thanks again DD!:up:

DivingDuck
07-13-07, 04:03 AM
Hey Reece,

yeah, Iīve changed particles. My screenshots where made from my NYGM installation. Maybe GWX/NYGM changed the color of those lights already. In fact the lampsī color doesnīt change to red at night. Itīs just the ambient light layered on top, serving as a filter. Kick me if Iīm wrong.
Iīll rework the tweakfile and release it the next days.

Regards,
DD

Reece
07-13-07, 04:13 AM
A Big Thanks DD.:yep:

Chisum
07-13-07, 07:06 AM
Reece, this pretty blue map is an update or a light rendering ?

I try to get a natural old electric light, something between pale white and light yellow(covered with filth and oil…), but it's very hard due de reflections and the light intensity.

http://img444.imageshack.us/img444/8972/realll6.th.jpg (http://img444.imageshack.us/my.php?image=realll6.jpg)

http://img382.imageshack.us/img382/8674/orangeyf2.th.jpg (http://img382.imageshack.us/my.php?image=orangeyf2.jpg)

For the red, I only put some in the CT by night. It seems more realistic but I would like nevertheless to know how it was really…

wildchild
07-18-07, 04:43 PM
hi top work have been using your mod but iv noteis that your can still see your lights and just thinking. What about doing one to open the coning hatch's but they would have to close soon as you hit your dive butten :hmm:

http://img507.imageshack.us/img507/76/sh3img1672007182354562tr0.th.png (http://img507.imageshack.us/my.php?image=sh3img1672007182354562tr0.png)
http://img105.imageshack.us/img105/664/sh3img1672007182912187if8.th.png (http://img105.imageshack.us/my.php?image=sh3img1672007182912187if8.png)

DivingDuck
07-19-07, 09:46 AM
Moin,

@wildchild:
first pic - through a curtain. Iīll leave it that way.
second pic - itīs the hatch itself, Iīll check whether itīs my fault or a SH3 bug. The raytracing controller used by the SH engine isnīt the most accurate one, you know.
But thanks for the advice anyway.


Regards,
DD

wildchild
07-20-07, 11:21 AM
have you thort about the coning tower hatch think that would be top
what do you no about making a node :hmm:

Steel_Tomb
07-20-07, 12:39 PM
Inside the sub the light from the bulbs is still visible through poles and through the hatch like in the pic. Is this just SHIII, because the lighthouse light passes through my watch crews heads lol.

Shepelly
08-07-07, 04:30 PM
Did this thread continue any where:hmm:

Alex
08-07-07, 05:04 PM
DD is on vacation, right now ! :sunny:

:arrgh!:

Shepelly
08-08-07, 05:24 PM
Thanks Alex, will wait patiantly:up:
I don't suppose he went to the pacific for vacation;) I'd hate to see another go over, only to come back later:rotfl:

Kaleun_Endrass
08-13-07, 11:07 AM
Hi,

all links for TypeIX OpenHatch that were posted in this thread are dead. Could someone reload it please.
Although the links for the TypeII_Peri_Correct Mod are dead too. Fix that too, please.

urfisch
08-13-07, 04:30 PM
DD is on vacation, right now ! :sunny:

:arrgh!:

really? thought he was building a house...

:hmm:

lutzow
08-13-07, 04:36 PM
Urfisch - can you tell me where is your MODPAGE ?
I'm looking everywhere...Does your page exist for rough mortals like me?
GreetingZ

Alex
08-13-07, 04:38 PM
Yes, but before he had to leave for a 2 week vacation to Norway. ;)
He should be back soon.

@ Urfisch : Didn't you have received any of my PM, mate ? :huh:

Alex
08-13-07, 06:03 PM
Just visited his site, and the fact that he is on vacation right now is confirmed.

@ Urfisch : :roll: :oops: ?

Mast
08-16-07, 03:41 PM
Is there a working link for the type IX? Seems filefront deleted it.

Mast

Alex
08-16-07, 03:49 PM
http://www.divingduck.de/

:up:

Sailor Steve
08-16-07, 05:10 PM
Nope, the link at his site takes you to FileFront's main page as well; no link to the mod.

Alex
08-16-07, 05:29 PM
@ SS : Aw, sorry ! :huh:

@ Mast : I'll upload it for you tomorrow. :up:

Mast
08-17-07, 09:09 AM
Thanks Alex! No rush here...in the middle of a patrol using GWX 1.3.

Mast

Alex
08-17-07, 11:03 AM
http://rapidshare.com/files/49569857/DD_TypeIX_OpenHatch_V1_1_.01.rar.html

:cool: :up: !

Mast
08-17-07, 01:07 PM
Danke Herr Kaleun!! Downloading now. :up:

Mast

DivingDuck
08-21-07, 01:48 PM
Moin,

back from Norway. Seems that FF has deleted the file without sending a message that it has been queued for deletion.
Iīll re-upload it the next days. Have to make a tremendous leeway reading all posts that have been written during my absence. Thank you Alex for hosting the file in question.

Regards,
DD

Kaleu. Jochen Mohr
08-21-07, 02:05 PM
DD. im sorry to ask this question again.
is it possible to open the hatch from the zentrale to the cunningtower ?
couse. you can shift + F2 trough it (like the zentrale -> radio room)


would be nice to have it.
i would try it myselve if i knew how to do. and wich programs to use

DivingDuck
08-21-07, 02:15 PM
Moin,

basically no problem. But actually it is lower priority on my to do list. First I have to rework the buoy mod. Then ...

Regards,
DD

Kaleu. Jochen Mohr
08-21-07, 02:53 PM
Moin,

basically no problem. But actually it is lower priority on my to do list. First I have to rework the buoy mod. Then ...

Regards,
DD

any chance you can learn me how to do ? :hmm:

DivingDuck
08-28-07, 11:42 AM
Moin Kaleu Mohr,

basically it would be no problem to teach you. Iīm not withholding any information. But donīt get this wrong. It would be the same amount of work than doing it myself, even if you have some modding experience already. It would mean to introduce you to 3d modelling and 3d models hex structure as well as to hex editing. So itīs a matter of time I donīt have atm. I will consider adding this open hatch to CT asap. I keep you advised. Besides, I donīt know how many would be interested in an addition like this. Consider that the hatch could not be closed, at least I donīt have a clue how to do atm. Maybe there is a clue waiting to be found. Time will tell.


Regards,
DD

Kaleu. Jochen Mohr
08-28-07, 12:01 PM
Moin Kaleu Mohr,

basically it would be no problem to teach you. Iīm not withholding any information. But donīt get this wrong. It would be the same amount of work than doing it myself, even if you have some modding experience already. It would mean to introduce you to 3d modelling and 3d models hex structure as well as to hex editing. So itīs a matter of time I donīt have atm. I will consider adding this open hatch to CT asap. I keep you advised. Besides, I donīt know how many would be interested in an addition like this. Consider that the hatch could not be closed, at least I donīt have a clue how to do atm. Maybe there is a clue waiting to be found. Time will tell.


Regards,
DD

i have no modding expirience atm.. but i would like to lear it ;)
btw. have a look here
http://www.subsim.com/radioroom/showthread.php?t=119757

DivingDuck
08-28-07, 12:32 PM
Hey Kaleu Mohr,

thanks for pointing out this thread. I must have missed that one. Seems as if there are some guys around who would be interested. And to be honest, youīre not the first one to approach me for this matter. Over in the German UBI forum I was asked about this as well. I donīt promise anything, but I can tell you, it is still on my list.

Regards,
DD

Kaleu. Jochen Mohr
08-28-07, 12:44 PM
Hey Kaleu Mohr,

thanks for pointing out this thread. I must have missed that one. Seems as if there are some guys around who would be interested. And to be honest, youīre not the first one to approach me for this matter. Over in the German UBI forum I was asked about this as well. I donīt promise anything, but I can tell you, it is still on my list.

Regards,
DD

manny thanks DD :rock:
and i would like to be the beta tester if you need one :88)

silentwayIII
08-29-07, 11:33 AM
Diving Duck:

Many of us play SHIII with the XXI using reconfigured basic and flotilla configs. So, I was wondering if your mod could be adapted for the XXI. Its a great mod and adds much to the immersion factor...can it be done and...would you do it at some time?

SilentwayIII

K Gunz
08-29-07, 02:16 PM
Genedige Urfisch,

What a great mod:D. Downloaded it last night and tried the mod in Kiel prior to setting off on patrol. One thing (you did say that you wanted to be informed of any observations), when I went to the radio and sonar rooms both of the crewmen were not at their posts (cleared off, AWOL - disciplinary matter I'm sure). Is this meant to happen (I was stationary in the dock) as normally the sonar and radioman are at their posts awaiting orders etc?

Bis dann,
K Gunz

Jhereg
08-29-07, 05:01 PM
Hi DD, great work on this amazing mod!:rock:

I can not seem to find your interiors for the type II on your filefront page, FF might have nerfed them.:damn:

DivingDuck
08-30-07, 08:51 AM
Moin,

@silentwayIII:
it can be adapted. There have been others asking for this already. Sorry, I didnīt do til now. Never played the XXI so far. Last time I saved a mission was in June 2006. Itīs on my to do list. Hope you can live with that.

@K Gunn:
which version do you use? They should be in position after installation.

@Jhereg:
thanks for the info. Iīll have to check all my links. Seems as if FileFront deleted some files of mine without prior info that they have been qeued for deletion. Iīll re-upload the file in question.

Regards,
DD

K Gunz
08-30-07, 02:23 PM
Genedige DivingDuck,

Thanks for the response. I am running the VII (JSGME compatible ver) with Peri Correct and I am running the GWX mod. If I look at the crew icon (where you can see where all the crew are in the different compartments), positions are filled. When I then click on the radio/sonar icon and am actually looking at where the guys should be at their stations there are just the empty seats - the posts are unoccupied. If I look through the hatch into the command room, I can see the nav officer and weapons officers at their posts. Hope this helps because I have disabled the mod as I needed to get out on patrol. I will have to wait until U-83 hopefully returns safely to try this fabulous mod again.

Bis dann mein freund
K Gunz

silentwayIII
08-30-07, 03:18 PM
DD:

Thanks for your reply. Looking forward to when your XXI mod is available.

SilentwayIII

DivingDuck
08-31-07, 08:08 AM
Moin K Gunn,
Genedige DivingDuck,

Thanks for the response. I am running the VII (JSGME compatible ver) with Peri Correct ...
K Gunz
make sure to use the following versions and enable following this order:
TypeVII_OpenHatch_V1.01
TypeVII_OpenHatch_HiRes, if needed
TypeVII_OpenHatch_Peri_Stock OR TypeVII_OpenHatch_Peri_CorrectThe problem you reported occured with V1.0 only, IIRC. The actual version is linked directly from my sig. Try this one and report back if you donīt succeed.


Regards,
DD

K Gunz
08-31-07, 01:15 PM
Genedige DD,

Many thanks for your response. I have checked the files that I downloaded and I did download the v1.01 and followed the instructions from earlier in this thread. You mention HIRes if needed (what is the difference between the HIRes and the other one - I am running a 32bit system, is the HIRes for use with a 64 bit?)- I ask that question because I don't think I used the HIRes version. Anyway, I will probably try deleting and then re-downloading and see if this helps (I am mid patrol at the moment and so will have to wait until (hopefully) U-83 makes it back).

Bis dann mein freund
K Gunz

DivingDuck
08-31-07, 01:32 PM
Hey K Gunn,

the mod was based on my NYGM installation. Thatīs why GWX users lost their HiRes gauges and interior textures. Therefore I released the HiRes addition. Other major mods than GWX and Stock may be affected as well. I donīt remember atm. If you didnīt recognize a loss of detail, you donīt need to enable HiRes. Check the installation instruction, it gives two screenshots regarding this matter.

Regarding your problem:
which other mods are you running?
what is the size of your NSS_UBoat7_RR.dat? (should be 0KB after installation)
Regards,
DD

K Gunz
09-01-07, 03:19 PM
Genedige DD,

Thanks for the reply. I do not seem to have lost any detail in my command room graphics - except that my radio operator and sonar operator have deserted their posts :D. I am running a multitude of mods (obviously GWX) and others such as the Elite U-boat Uniform Mod, Improved Das Boot Icons Mod, Twisty Periscope Mod, Viib Skin Mod, Sea Floor bottom Mod, Extended Wakes Mod, Peri UZO Mod, Contact Colour Mod, Torpedo Damage Mod and loads of others. Does this help?

Thanks for looking into this for me.

Kind regards
K Gunz

DivingDuck
09-01-07, 04:26 PM
Moin K Gunn,

the easiest way would be to make a screenshot with JSGME open. And please check the size of the NSS_UBoat7_RR.dat after installation of OpenHatch.

Regards,
DD

K Gunz
09-02-07, 01:58 AM
Genedige DD,

Thanks for your patience on this one. I couldn't figure out how to put a screen shot on here (I know there's just no hope for me is there?:oops:). I have taken a screen capture (snagit) of the JSGME open, is there any way I can attach that to these replies or forward it to you? Regarding the size of NSS_UBoat7_RR.dat after installation of OpenHatch - have just got back to Kiel after the most successful patrol I have completed and tried reloading the open hatch mod. The NSS_UBoat7_RR.dat shows as 0 bytes - could this be what the problem is?:cool:

Bis dann Karleun
K Gunz

DivingDuck
09-02-07, 04:51 PM
Moin K Gunn,

if the file is 0KB in size everything should be fine.
Iīve heard about snagit, but never seen it. Which file format does it use? If it is a common image file format (jpg, bmp, gif, ...) I would recommend to use imageshack.us or photobucket.com to upload your screenshot. Both are free to use.

Regards,
DD

TarJak
09-02-07, 08:24 PM
Moin K Gunn,

if the file is 0KB in size everything should be fine.
Iīve heard about snagit, but never seen it. Which file format does it use? If it is a common image file format (jpg, bmp, gif, ...) I would recommend to use imageshack.us or photobucket.com to upload your screenshot. Both are free to use.

Regards,
DD

SnagIt saves images in most common formats. You get to choose the format you want to use. It can also do vidcaps. Only drawback is that it's payware but worth it if you need some of the features it has.

Kpt, Otto
09-03-07, 09:43 AM
Hello DivingDuck, first can I say I think this is a great Mod and to thank you for all the time you must have spent on it. :up:

I have it installed and it works great, but I was just wondering if the elements bleeding over in other compartments got solved in an update? :hmm:

The version I have is type VII 1.01.



if not then ah well ! Its still a brilliant Mod! :up:

Kind regards,

DivingDuck
09-03-07, 10:59 AM
Moin Kpt.Otto,

the problem is fixed already with version V1.01. Make sure you have V1.01 installed. If so try to disable and re-enable the mod.
But there are still fragments intersecting the bulkhead to the command room. They are on my to do list for further updates.

Regards,
DD

K Gunz
09-04-07, 12:49 PM
Genedige Karleun DD,

Just got back from the patrol mentioned above and now upgraded to a VIIC. I have several other problems with the graphics (trying to get my exhaust smoke working is one). I will try and get these basics working first and see how I get on - then with your kind permission will try open hatch again. Thanks again for your patience on this.

Kind regards and respect
K Gunz (U-83)

Slick Rick
09-04-07, 10:30 PM
This is a great mod....thank you for all your work in this regard....you guys are the best!! Rick:up: :up:

DivingDuck
09-17-07, 07:36 PM
Moin,

Iīve made the tweakfiles to adjust
ambient light
bulbīs brightness + coloruser friendly.

Files for OpenHatch and NON-OpenHatch installations included.


http://img406.imageshack.us/img406/4471/bluesonar05dm7.jpg http://img243.imageshack.us/img243/1084/turquoiseviisonar02ic9.jpg
ambient light

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/T7_Party_01.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/T7_Party_02.jpg
bulbīs color + brightness

Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (http://files.filefront.com/DD+Interior+Lights+V2+Tweakes/;8580327;/fileinfo.html) (ca 1.0MB)

Regards,
DD

Myxale
09-17-07, 08:15 PM
Yesterday was the first tim I installed open Hatch and sailed around. This is great stuff. The feeling is great. Needed a few minutes to adjust to the new open room, but i will never sail without it ever again.

I'm also very fond of the Peri_fix for the Type II since this is my work Horse over at W@W III.

I just hope that one day you will add the missing parts and in all the subs.:hmm:

Keep working your magic and thanx:up:

Reece
09-17-07, 08:23 PM
Ah, many thanks DD,:yep: I have been waiting patiently for this!:up:

XanderF
09-17-07, 11:10 PM
Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (http://files.filefront.com/DD+Interior+Lights+V2+Tweakes/;8580327;/fileinfo.html) (ca 1.0MB)

Regards,
DD

...that definitely looks like a very cool set of files for the Sh3 tweaker, and would be very helpful, but...

...I dunno, any thought to making your own configuration of dimmer ambient illumination/variation in bulb colors into a JSGME-ready mod?

Venatore
09-18-07, 12:33 AM
http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/T7_Party_02.jpg
bulbīs color + brightness

Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (http://files.filefront.com/DD+Interior+Lights+V2+Tweakes/;8580327;/fileinfo.html) (ca 1.0MB)

Regards,
DD
Bloody show off DD. :o totally outstanding.

XanderF
09-18-07, 12:57 AM
One more question on the 'open hatch' mods...

In the mod 'DD_TypeII_Peri_Correct_V1r.rar', 'TypeII_Peri_Correct_HiRes' directory, you make use of a texture 'periscop_2.tga'. In the lower left of this file is the texture for the periscope shaft from inside the boat, and I REALLY like this effect. However, it only seems to be used on the Type II U-Boats. The periscope shaft in the Type VIIs is just a flat gold-brown color, no apparent texture at all. And when using the 'peri_correct' version of the mod, the 'scope is pretty much right in the middle of the room, so gets seen quite a bit!

Oh, and one more thing...

:D

A number of pages back, there was some discussion surrounding adding the periscope 'wells' into the control rooms for the second 'scopes. Per below. Did anything come of this?

MOST looking forward to some developments on this!

Moin,

proofing that this mod isnīt dead Iīm investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below).

http://img267.imageshack.us/img267/3017/tviiperi05jr0.jpg
periscope well without TMAP

below is the same well with TMAP
http://img267.imageshack.us/img267/7946/tviiperi03gg6.jpg http://img267.imageshack.us/img267/7858/tviiperi02hi0.jpg
This is what Iīve got so far. Some objects belonging to the periscope housing are still missing. Besides this typeIX well is looking strange in a typeVII. FlakMonkey modelled a correct typeVII well. But unfortunately heīs got no TMAP. As a result the texture remains dark. See this thread (http://www.subsim.com/radioroom/showthread.php?t=116934).



Regards,
DD

(Also - have you considered accepting Paypal donations for your work? I'm sure quite a few wouldn't mind 'tossing some coins in the till', as it were!)

DivingDuck
09-18-07, 03:09 AM
Moin,

@XanderF:
as everybody has installed MiniTweaker to another (non-standardised) path, I canīt make it JSGME ready. But itīs only a matter of copy&paste. Copy all files to ...\SH3_MiniTweaker\TweakFiles\... and run MiniTweaker. Thatīs it.
As for the periscopeīs skin. I didnīt change anything about the uvw mapping or the textures themselves. That would be a job for a guy more talented in skinning than me.
The persicope well is not abandoned yet. Still investigating TMAP.

@All:
had no chance to test the files with other than my OpenHatch installation. So I would need some feedback on the non-OH typeVII and typeIX.


http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Lights_V2_T21_002.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Lights_V2_RR.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/Lights_V2_CR.jpg

Regardless of what mod you use, the CT lights have to be modified separately. OpenHatch users donīt need to / must not load the RR tweakfiles for types VII + IX. All others have to tweak RR lights as well separately.

Regards,
DD

lutzow
09-18-07, 03:33 AM
Ducky - thanks for your lights!:up:

XanderF
09-18-07, 10:54 AM
as everybody has installed MiniTweaker to another (non-standardised) path, I canīt make it JSGME ready. But itīs only a matter of copy&paste. Copy all files to ...\SH3_MiniTweaker\TweakFiles\... and run MiniTweaker. Thatīs it.
As for the periscopeīs skin. I didnīt change anything about the uvw mapping or the textures themselves. That would be a job for a guy more talented in skinning than me.
The persicope well is not abandoned yet. Still investigating TMAP.

1. Right, but what I was getting at is that a JSGME-ready version wouldn't use the mini-tweaker. Once a configuration is finished up as 'good', you could just export the changed files as a JSGME-ready mod. It wouldn't be a "tweakable" mod, just one you import directly.
2. Ah, right. I'll have to dig into that some, it's definitely a cool effect.
3. Looks great!

DivingDuck
09-18-07, 03:12 PM
Moin,

...Once a configuration is finished up as 'good', you could just export the changed files as a JSGME-ready mod. It wouldn't be a "tweakable" mod, just one you import directly. Ok, Iīve got it. Dimmed/adjusted lights will be part of the next update.


GOOD NEWS about TMAP

@All:
And hereīs good news guys. I was able to create a TMAP section and attached it to FlakMonkeyīs periscope well. As you can see on the screenie, thereīs way to go. A new light map matching the mapping coords is needed. But itīs a start to begin with.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/FM_Well_TMAP_001.jpg

Regards,
DD

Jimbuna
09-18-07, 04:13 PM
Looking good DD :up:

kiwi_2005
09-18-07, 05:11 PM
Haven't popped in SH3mods thread for ages and boy am i glad i did, what ive seen here totally rocks :rock:

joegrundman
09-18-07, 08:43 PM
Just want to say that the Type IX link on the first page isn't correct. I managed to get to the file by going to the Type VII link and tracking back from there.

looney
09-19-07, 03:30 AM
I read that the open hatch mods are very hard on the cpu, can I reposition the periscopes alone to? Or do I have to cope with the current position??

Myxale
09-19-07, 03:43 AM
I read that the open hatch mods are very hard on the cpu, can I reposition the periscopes alone to? Or do I have to cope with the current position??
Well i don't thing that. Sure if you GC had already slowdown problems with the interior of the sub then it will still be there and even a bit worser.

As for me i did not notice any changes since the Open H. mod. And i don't even ovn a a strong PC!:hmm:
Sure they expand the loading time as the newer sub interior is a bit larger than the old one. But not that bad you nay not even notice any of this. Depends on your PC.

Don't worry try it out. If it doesn't go well just remove it with JSGME!

looney
09-19-07, 04:42 AM
True true... d/lling them now

DivingDuck
09-19-07, 07:56 AM
Moin,
Just want to say that the Type IX link on the first page isn't correct. I managed to get to the file by going to the Type VII link and tracking back from there. as the thread was started by Urfish he has access to the #1 post only. I always recommend to visit my site (www.divingduck.de (http://www.divingduck.de)) every now and then for any news, version information and download links.



...can I reposition the periscopes alone to? Or do I have to cope with the current position?? I could, so everybody else can. Itīs quite easy to move the periscope itself. But the periscopeīs floor housing is tricky and needs hex editing.


Regards,
DD

DivingDuck
09-21-07, 04:09 PM
Moin,

far from perfect, but...

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_D001.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_D002.jpg

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_N001.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TMAP_Well_N002.jpg

... itīs getting better.

Regards,
DD

Venatore
09-29-07, 06:10 AM
This is looking really good DD.:up:

Alex
09-29-07, 06:28 AM
http://yelims3.free.fr/Hein/Hein26.gif




:arrgh!: http://img294.imageshack.us/img294/8071/party09ra7.gifhttp://img294.imageshack.us/img294/4559/fumeur13uu2.gif !

tommyk
09-29-07, 09:30 AM
sweet! :up:

KaustikSoda
09-29-07, 05:02 PM
DivingDuck how's it going mate, any progress? :arrgh!:
I'm really looking forward for this.

Kapteeni Rantala
10-09-07, 04:21 PM
The links TypeVII_OH_Peri_Correct (http://files.filefront.com/DD_TypeVII_OH_Peri_Correctrar/;6993745;/fileinfo.html) and TypeIX_OpenHatch_V1.0 (http://files.filefront.com/DD_TypeIX_OpenHatch_V10rar/;7045557;/fileinfo.html) are not working. New links for these two, please (might have been done already but I don't like reading so many pages < :P)?

DivingDuck
10-09-07, 11:18 PM
Moin Kapteeni Rantala,

check my site: http://www.divingduck.de You will find the most current versions there. And donīt use OpenHatch_V1.0, actual version is V1.01

Regards,
DD

Wolfehunter
10-09-07, 11:42 PM
Moin Kapteeni Rantala,

check my site: http://www.divingduck.de You will find the most current versions there. And donīt use OpenHatch_V1.0, actual version is V1.01

Regards,
DD

Thankyou DD.

When I use your Open hatch 1.1 and the corrected one on top of it. Generic Mod enabler is in conflict with peri corrected over the Original VII OH. Should I delete the Original to fix it or just let the GME take over?

Capt. Shark Bait
10-10-07, 01:14 AM
got it, but it didn't show up in game:-?

edit: nm working now, and it definitely add to things when in the control room or sonar/radion shacks:rock: :rock: :rock:

DivingDuck
10-10-07, 07:09 AM
Moin,
When I use your Open hatch 1.1 and the corrected one on top of it. Generic Mod enabler is in conflict with peri corrected over the Original VII OH. Should I delete the Original to fix it or just let the GME take over? You donīt need to delete any file. Just enable as follows:
TypeVII_OH_V1.01
TypeVII_Peri_CorrectAs TypeVII_Peri_Correct is an update only, it is necessary to enable on top.

Regards,
DD

Wolfehunter
10-10-07, 10:36 AM
Moin,
When I use your Open hatch 1.1 and the corrected one on top of it. Generic Mod enabler is in conflict with peri corrected over the Original VII OH. Should I delete the Original to fix it or just let the GME take over? You donīt need to delete any file. Just enable as follows:

TypeVII_OH_V1.01
TypeVII_Peri_CorrectAs TypeVII_Peri_Correct is an update only, it is necessary to enable on top.

Regards,
DD

Thats what I did. I just wanted to be sure its the right way of doing it. Thanks DD again:rock:

Capt. Shark Bait
10-10-07, 05:26 PM
:hmm: , if the forward hatch can be opened, why not the aft?

Shepelly
10-18-07, 08:12 PM
Bump ???????? How goes it ????????:hmm:

Reece
10-18-07, 09:34 PM
Oh I'm fine how are you!:lol:

EZeemering
10-18-07, 11:01 PM
Ill be fine if I get an answer? :)
Do you need to be in port to install this mod?

DivingDuck
10-19-07, 03:50 AM
Moin,

thanks, Iīm fine as well. Actually I have some other modding issues to care about. So no news for today. There will be, but later. ;)

Ill be fine if I get an answer? :)
Do you need to be in port to install this mod? As this mod is an eyecatcher only, there is no need to be in port when installing.

Stay tuned,
DD

nikbear
11-13-07, 06:19 PM
This is exactly the same problem I'm having,could anyone please help with a solution;)

jimmie
12-18-07, 06:07 PM
That's truly impressive if it can be done but it must be really really difficult.

But for the back compartment, putting a paint of inside may be an idea. Yes, static picture will not change according to your eye movment. But the hatch is small, the inside of the command room is dark, and you won't see back compartment close with various default camera position, just a picture of inside of compartment may be well workable for "open feeling." And it'll be friendly to system req etc, too. If some artist can such picture!

Kaleu. Jochen Mohr
12-18-07, 07:45 PM
That's truly impressive if it can be done but it must be really really difficult.

But for the back compartment, putting a paint of inside may be an idea. Yes, static picture will not change according to your eye movment. But the hatch is small, the inside of the command room is dark, and you won't see back compartment close with various default camera position, just a picture of inside of compartment may be well workable for "open feeling." And it'll be friendly to system req etc, too. If some artist can such picture!

like this ?
http://www.subsim.com/radioroom/showpost.php?p=398265&postcount=59

jimmie
12-18-07, 10:01 PM
Yes, it's probably too luxurious to use an image from 3D model ;), but since incorporating the 3D model into the game has been a real hard task, that 3D work can be appreciated even as a 2D image. Just change the color to current control room and integrate it... (default camera sets at stand-up eye position so the picture of the model needs to be taken from much higher angle tho)

rascal101
12-19-07, 04:47 AM
Was wondering about this as it mead headlines when it first was released, can any one tell us if its GWX2 compatable?

Woof1701
12-19-07, 05:31 AM
No it's not. they're working on making it compatible. You CAN install it, and it will work, but it will delte all the changes the GWX crew made to the periscope housing etc. So just take your time. Open hatches will be coming soon.

XanderF
12-20-07, 01:50 AM
No it's not. they're working on making it compatible. You CAN install it, and it will work, but it will delte all the changes the GWX crew made to the periscope housing etc. So just take your time. Open hatches will be coming soon.

What changes did the GWX team make to the periscope housing in 2.0?

Nothing like this (http://www.subsim.com/radioroom/showthread.php?t=116934&page=5), right?

DivingDuck
12-20-07, 03:04 AM
Moin XanderF,

the link you posted has the answer inside already. ;) Weīve added the typeVII attack scope housing to the command room, re-arranged and re-modelled the observers periscope. New OpenHatch versions (GWX2/NYGM/Stock) for the typeVII will be released soon. Stay patient.

Regards,
DD

Myxale
12-20-07, 06:21 AM
The periscome housing blew me away...such a piece of art! And the whole sub-interior is mindbending! The details are crazy. Kudos to that!:rock:

I really don't wanna sound needy...but haven't you mentioned something like adding ladders to the type II way back. Wadda ya say! Is this still planed!:hmm:

Jochem
12-20-07, 06:27 AM
Outstanding, I'm very impatient to definitively enjoy the authentic type VII compartments. Thank you very very much for the hard work ! :rock:

tommyk
12-20-07, 07:48 AM
What a great work! Thank you very much for putting such effort into it. :up:

I never understood the SH4-PR-yadda-yadda about less interaction is better and all other is 'only' eyecandy.

Then comes your type VII compartment and all the other great mods and although I own the sh4CE, I only play sh3(gwx) because of all the detail and the immersion created by this and other mods.

Thank you & Cheers :up:

Jimbuna
12-20-07, 08:13 AM
Where's The Milkman ? :hmm:

;)

RICH12ACE
12-20-07, 08:52 AM
please keep working on this mod! it will be great:rock: :rock: :rock:

DivingDuck
12-20-07, 01:04 PM
Moin,

thanks for your appreciation, gentlemen. But, please, bear in mind that the attack scope housing 3d model was made by FlakMonkey. My task was just to incorporate it into the CR, and I got much help by Ref.

As for the typeII ladder, donīt remember any plans about adding it, but would be no problem to do so. Itīs on my ToDo list now.

Regards,
DD

tommyk
12-20-07, 01:09 PM
Of course cheers go out for FlakMonkey :yep: I can only salute to such skills! :up:

XanderF
12-21-07, 01:55 AM
Wow. Quite an embarrassment of riches, then, if we can get all these things in! Amazing work!!

Jochem
12-21-07, 05:42 AM
yep, I hope sincerely we could enjoy it ! Keepin' the good work !

Mikey_Wolf
12-21-07, 05:51 AM
All I can say is don't muck with the duck!

DD delivers the goods.

Sniper_Fox
12-21-07, 01:30 PM
lookin good, if this can be implemented completely that means you can change the whole interior of a ship, and change it into anything you want? like add and delete cells and put ones in different locations and what not?

that would mean interiors for surface ships could be done :D

wildchild
12-21-07, 04:41 PM
All I can say is don't muck with the duck!

DD delivers the goods. and what a top duck he is....... HEX'S he no's his stuf:D

MCM
12-26-07, 04:45 AM
i am patient, but i dont want to play GWX2 without the open hatch mod :yep: so i am sorry, but i have to ask: will it be released for GWX2 this year? or more until the end of januar! i would like to know because one week i can wait, one month i must begin playing without this great mod...

rik007
12-26-07, 06:47 AM
i am patient, but i dont want to play GWX2 without the open hatch mod :yep: so i am sorry, but i have to ask: will it be released for GWX2 this year? or more until the end of januar! i would like to know because one week i can wait, one month i must begin playing without this great mod...

MCM.. Why wait? I use the 'old' Open Hatches without a problem in GWX 2.0. Ok, I miss the candy inside the ships added by GWX 2.0 but that is Open Hatch is just too great to miss.

Jimbuna
12-26-07, 08:19 AM
Give the guy a chance to spend some time with his loved ones over the festive season guys......I'm confident there'll be a release sooner rather than later http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

http://img167.imageshack.us/img167/2297/sh32007121917242573xq3.jpg (http://imageshack.us)
http://img167.imageshack.us/img167/1636/sh32007121917251345pc6.jpg (http://imageshack.us)

tommyk
12-26-07, 09:07 AM
I am quite happy with this mod and gwx1.03 right now! Take your time and have nice holyday DivingDuck (and all)! Family and friends are important!

cheers!

MCM
12-26-07, 09:39 AM
WOW great news, iīll take the old versions until the new will come :up:

but another question is coming up: how can i manage, that the new designed periskop (that u can see in both pictures) in the middle of the "zentrale" disapear? itīs right in my sight...

THX alot
McM
:sunny:

Jimbuna
12-26-07, 09:49 AM
WOW great news, iīll take the old versions until the new will come :up:

but another question is coming up: how can i manage, that the new designed periskop (that u can see in both pictures) in the middle of the "zentrale" disapear? itīs right in my sight...

THX alot
McM
:sunny:

Use the free camera function...tis either alt or Ctrl+F2 http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

MCM
12-26-07, 10:10 AM
i know that but everytime i switch to map or something else and come back i have the standard position again...

MCM
12-26-07, 11:33 AM
GREAT NEWS, THX alot!!! :D

EDIT:
the open hatch link for the IX isnīt working...
THX for the link :)

rik007
12-26-07, 04:25 PM
GREAT NEWS, THX alot!!! :D

EDIT:
the open hatch link for the IX isnīt working...

The link is dead as the version has increased. Here you have them all:

http://hosted.filefront.com/DivingDuck/1933634

Use JSGME to enable them (or make them JSGME installable by creating the right directory structure), so you can disable them when updates arrive.

Capt. Shark Bait
12-27-07, 12:12 PM
is there somewhere else i can get the typeIX cuz i keep getting the main filefront page:x

edit: umm... nm. found the last post :D

Tarnsman
02-20-08, 01:09 PM
Is this GWX 2.0 compatible?
Thanks

nikbear
02-20-08, 01:33 PM
No it isn't,it will work but it will ruin the new command room in GWX2.0,There are hints that the Next GWX2.1 update will have DD's work for open hatches included;) here's hoping:up:

Tarnsman
02-21-08, 05:48 PM
Man this is one cool mod! I didnt realize that you could see the crew operating in the command room from the capt's bunk, I assumed that one of the views was just a still photo but I was wrong. Dude this kicks butt:rock:

Steiner88
02-21-08, 05:58 PM
:rotfl: :rotfl: :rotfl: :rotfl: :rock: :rock:

Steel_Tomb
02-21-08, 06:12 PM
I was hoping this would be updated for GWX 2.0.... lets hope theres good times ahead in 2.1 :P

Madox58
02-21-08, 07:17 PM
I'm kinda sure there are good times ahead.
:hmm:
Along with the mandatory 1 to 2 months of complaining.
:rotfl:

Kpt. Lehmann
02-21-08, 09:46 PM
I'm kinda sure there are good times ahead.
:hmm:
Along with the mandatory 1 to 2 months of complaining.
:rotfl:

No doubt. :lol: :lol: :lol: :damn:

Filax
02-22-08, 09:17 AM
IIRC the open hatch mod will be part of GWX2.1. I have read it on some other thread weeks ago, but can not remember which one it was. Besides i would like to know if the authors will release a new version for NYGM too, with the new periscope housing.

Filax

Jimbuna
02-22-08, 10:11 AM
I'm kinda sure there are good times ahead.
:hmm:
Along with the mandatory 1 to 2 months of complaining.
:rotfl:

Only 1 to 2 months :o .....it's popularity must be waning :hmm:

Madox58
02-22-08, 06:16 PM
IIRC the open hatch mod will be part of GWX2.1. I have read it on some other thread weeks ago, but can not remember which one it was. Besides i would like to know if the authors will release a new version for NYGM too, with the new periscope housing.

Filax

That's totally up to Lt. Slacker!
(DivingDuck)
:rotfl:

Contact
03-10-08, 02:41 AM
One little question. Will those open hatches be closed on crash dives ?

Jimbuna
03-10-08, 04:03 AM
One little question. Will those open hatches be closed on crash dives ?

In short.....no. AFAIK there are no plans to animate the opening and closing of said hatch/es.

If I'm wrong.....spike me down on Fritz chopping block.

http://img137.imageshack.us/img137/8388/chefye0.gif (http://imageshack.us)

MF.Hansen
03-26-08, 02:24 PM
I have a bit of a problem with this mod. I have installed the normal, hires and the correct periscope version. And.. When i try to use the F9 key to enter the radioroom, i cant access the captains bed and my men in the radio + sonar room is missing.. It gets worse. When i try to enter the sonar room, i just get the notepad from the sonarroom. No dials or anything. Likewise when i try to enter the radioroom. Its like all the possitions have shifted a bit..

I have installed the 1.4 patch.

Regards
Kaleun Hansen

DivingDuck
04-02-08, 10:54 AM
Moin MF.Hansen,

post a screenie with JSGME open please.
Make sure you have OH_V1.01.

Regards,
DD

MF.Hansen
04-05-08, 06:19 AM
Moin MF.Hansen,

post a screenie with JSGME open please.
Make sure you have OH_V1.01.

Regards,
DD

Here it is.

http://mf.hansen.homepage.dk/Mod_enabler.jpg

i_b_spectre
04-05-08, 07:41 AM
Man this is one cool mod! I didnt realize that you could see the crew operating in the command room from the capt's bunk, I assumed that one of the views was just a still photo but I was wrong. Dude this kicks butt:rock:
If you were impressed by that, you'll love this:

http://www.youtube.com/watch?v=0QdEyexrybY

Marko_Ramius
04-05-08, 09:23 AM
If you were impressed by that, you'll love this:

http://www.youtube.com/watch?v=0QdEyexrybY



:o :o Wohh !!!! Amazing !

CaptainNemo12
04-05-08, 11:31 AM
If you were impressed by that, you'll love this:

http://www.youtube.com/watch?v=0QdEyexrybY


:o :o Wohh !!!! Amazing !

Could this be leaked footage from GWX 2.0???:hmm:

Sailor Steve
04-05-08, 12:00 PM
Could this be leaked footage from GWX 2.0???:hmm:
I could be wrong, but I don't think he's part of their team. It's probably just the regular mod; especially since he gives a straight up tribute to the creator, Diving Duck.:sunny:

CaptainNemo12
04-05-08, 01:45 PM
Well, someone's gotta have a real knack at controlling the free-cam in order to get a shot like that!;)

Jimbuna
04-05-08, 01:58 PM
Could this be leaked footage from GWX 2.0???:hmm:
I could be wrong, but I don't think he's part of their team. It's probably just the regular mod; especially since he gives a straight up tribute to the creator, Diving Duck.:sunny:

Hardly leaked from GWX2.0 matey....that was released Dec 16th last year :lol:

That tribute is quite old now....and yes, we are very fortunate to have DD on the GWX Dev Team http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Sailor Steve
04-05-08, 02:05 PM
....and yes, we are very fortunate to have DD on the GWX Dev Team http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Just so there's no misunderstanding, I was referring to the guy who posted the video, not DD himself.

Jimbuna
04-05-08, 03:18 PM
....and yes, we are very fortunate to have DD on the GWX Dev Team http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
Just so there's no misunderstanding, I was referring to the guy who posted the video, not DD himself.

Me and Mr. Misunderstanding are complete strangers.....never met the guy http://img221.imageshack.us/img221/4030/winkbigid2zj6.gif

Sailor Steve
04-05-08, 03:38 PM
There, you're doing it again. He's a she; mis...oh, never mind.

Christoff
04-05-08, 05:56 PM
Hey Jimbuna, Is Fritz chewing while chopping? tut :nope:

:rotfl:

Jimbuna
04-06-08, 05:49 AM
Hey Jimbuna, Is Fritz chewing while chopping? tut :nope:

:rotfl:

No matey...he's grinding his gums. His teeth fell out long ago, all those years of tasting the crap he usually serves up http://img217.imageshack.us/img217/18/img20060814215651mw4.gif

Even the trees in his local park act similarly http://img223.imageshack.us/img223/5858/oldtreeyo0.gif

http://img221.imageshack.us/img221/4030/winkbigid2zj6.gif

oscar19681
04-22-08, 11:27 AM
TypeVII and TypeIX Open Hatch Mods

To prevent all who are interested from browsing all the postings to find whatīs new, where to download and how to install here is an overview.

These mods attach fully functional radio rooms to the command rooms of TypeVII and TypeIX boats. They are fully JSGME compatible.

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

History:

TypeVII_OpenHatch_Beta
NYGM NSS_Uboat7_CR.dat was used as basis for this mod
HiRes gauges missing with GWX
extracted GWX textures files (Bordinstrumente Mod by OakGroove)
TypeVII_OpenHatch_V1.01

TypeVII_OpenHatch_HiRes is included, may be enabled separately
obs periscope was moved to technically correct position by NYGM, floor housing remained in "old" position
TypeVII_OpenHatch_Peri_Stock

as the obs periscope in correct position was disturbing the view at the open hatch many asked me to re-relocate it to stock position
just an update, no stand alone, enable on top of V1.01
TypeVII_OpenHatch_Peri_Correct

moved the periscope and itīs floor housing to the correct position
just an update, no stand alone, enable on top of V1.01


TypeIX_OpenHatch_V1.0
TypeIX_OpenHatch_HiRes is included, may be enabled separately
DOWNLOAD LINKS

TypeVII_OpenHatch_V1.01 (http://files.filefront.com/DD_TypeVII_OpenHatch_V101rar/;6950310;/fileinfo.html) (ca. 40.24MB)

TypeVII_OpenHatch_HiRes included, enable if neededhttp://img490.imageshack.us/img490/435/t7oh005qm0.jpg http://img490.imageshack.us/img490/6667/t7oh001wz8.jpg

TypeVII_OH_Peri_Stock (http://files.filefront.com/DD_TypeVII_OH_Peri_Stockrar/;6970898;/fileinfo.html) (ca. 15.99MB)

http://img490.imageshack.us/img490/7639/peristock005wr4.jpg http://img490.imageshack.us/img490/2485/peristock006zu3.jpg

TypeVII_OH_Peri_Correct (http://files.filefront.com/DD_TypeVII_OH_Peri_Correctrar/;6993745;/fileinfo.html) (ca. 15.99MB)

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

Enable as follows:

TypeVII_OpenHatch_V1.01
TypeVII_OpenHatch_HiRes, if needed
TypeVII_OpenHatch_Peri_Stock OR TypeVII_OpenHatch_Peri_Correct
TypeIX_OpenHatch_V1.0 (http://files.filefront.com/DD_TypeIX_OpenHatch_V10rar/;7045557;/fileinfo.html) (ca. 45.80MB)

TypeIX_OpenHatch_HiRes included, enable if neededhttp://img241.imageshack.us/img241/174/t9oh021rs1.jpg http://img241.imageshack.us/img241/5391/t9oh023qd7.jpg
http://img241.imageshack.us/img241/8624/t9oh024ow4.jpg http://img241.imageshack.us/img241/2452/t9oh025cn5.jpg

Credits:

Urfisch (for initiating this project)
NYGM (basis of these mods)
GWX (texture files)
OakGroove (Bordinstrumente Mod)
JonZ and Marhkimov (tweaks to Bordinstrumente)
Reece (for providing the major clue to make these mods JSGME compatible)Regards,
DD

The periscope correction link does not work where else can i get it?

Sailor Steve
04-22-08, 11:55 AM
The whole Type VII interior, including correct periscope, is included in GWX 2.1. They say the Type IX is waiting in the wings.

Uber Gruber
04-22-08, 05:32 PM
Damn the correct periscope...blocks the view....thats what I say. and my wife. and our litttle Dashhound called colin!

Sailor Steve
04-22-08, 09:07 PM
:rotfl:

Of course it does! Now the control room looks properly crowded. All we need now is the extra men that SH4 1.5 places there. More crowding, I say!

Shakatan
04-22-08, 11:46 PM
:rotfl:
More crowding, I say!
Finally it will looks like in das boot? ;>
Rush hours in command room:
Oh! Excuse me!... Could you be so kind and let me through... yes, i want only look at Tiefenmesser... could you move your head, i cant see anything.. sorry... pardon.. Ouch!!... Yes, that was my foot! Excuse me... can you make me some place? ok, thanks... The Tiefe is 20 meters - ok, now way back to periscope... sorry... exceuse me! move!... f*ck! let me through, please...
http://img408.imageshack.us/img408/7079/dasboot12yg5.jpg

---
BTW: Nobody answer my previous post about moving place of standard cameria view to another - is this possible, or only solution for that problem is free cam in Zentralle?

Jimbuna
04-23-08, 06:48 AM
:rotfl:
More crowding, I say!
Finally it will looks like in das boot? ;>
Rush hours in command room:
Oh! Excuse me!... Could you be so kind and let me through... yes, i want only look at Tiefenmesser... could you move your head, i cant see anything.. sorry... pardon.. Ouch!!... Yes, that was my foot! Excuse me... can you make me some place? ok, thanks... The Tiefe is 20 meters - ok, now way back to periscope... sorry... exceuse me! move!... f*ck! let me through, please...
http://img408.imageshack.us/img408/7079/dasboot12yg5.jpg

---
BTW: Nobody answer my previous post about moving place of standard cameria view to another - is this possible, or only solution for that problem is free cam in Zentralle?

You might just be as well to use the free cam http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

sabretwo
05-15-08, 10:16 PM
Is the type IX Open Hatch mod compatible with GWX 2.1?

I noticed that the GWX crew only included a mod for the Type VII. Does anyone know the reason?

sabretwo
05-17-08, 11:28 AM
Bump?

Will loading DD's IX Hatch Mod break anything in GWX 2.1 other than the location of the periscope?

Any advice is appreciated.

Myxale
05-17-08, 12:15 PM
Is the type IX Open Hatch mod compatible with GWX 2.1?

I noticed that the GWX crew only included a mod for the Type VII. Does anyone know the reason?

DD is still on it. The Open Hatch for the IX Types should be ready soon.

As for the other question...i have no idea what chanes there are between 2.1 and the older one!:hmm:

LGN1
07-12-08, 08:11 AM
BUMP.

Any news for the IX types for GWX 2.1?

Sailor Steve
07-12-08, 11:42 AM
None that I've seen. If there were, it would likely be posted here first.

Jimbuna
07-12-08, 11:57 AM
I believe they are already done.....I'm nearly sure I've got the file on my work computer :hmm:

DivingDuck
07-15-08, 12:31 PM
Moin,

before this thread falls into oblivion, Iīll give a hint. Read the first post. ;)

Regards,
DD

Sailor Steve
07-15-08, 12:50 PM
D'OH!:damn:

:rock:

Jimbuna
07-15-08, 01:35 PM
:lol:

dcb
07-15-08, 03:19 PM
DD, you never cease to amaze me. I had lost hope you'd release the open hatch interiors for other boats than the type VII of GWX 2.1, but now... this. Thank you very much, it is a treat.:rock:

Filax
07-16-08, 12:52 PM
All_Types_OpenHatch_V2

First off all I like to thank 'Urfisch' for transferring the thread and related rights to me. Thank you Neal for switching it to me.

http://img88.imageshack.us/img88/905/hatchopenlight001gj6.jpg
colors/textures may differ from actual look ingame



Moin,

I decided to rework the open hatch mod for typeIX and make a new one for typeXXI. All the interiors are based on GWX files now as I did typeVII and typeIX from scratch again. It took me so long because I had severe HDD troubles in the beginning of this year, my appologies.

The mod should run with all SHIII installations and contains the typeII + VII interiors as you know them from GWX2, except the lights. TypeIX is almost the same as before but got some small improvements regarding graphical glitches, though there are still some remaining. As it is based on GWX files now, the Bordinstrumente mod is not needed anymore to have HiRes graphics for the CR. The typeXXI was a bit tricky as CR and RR do not fit together actually. I hope you donīt recognize. LOL



DOWNLOAD HERE (7z-archive, ca 114.42MB)
http://files.filefront.com/DD+all+types+OH+V27z/;10983181;/fileinfo.html



http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_006-1.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_005-1.jpg
typeII


Credits:
Urfisch (for initiating this project)
GWX (basis of this mod, support)
Ref (great help regarding TMAP issues and camera rotation fix)
FlakMonkey (periscope well 3d modell)
Reece (for providing the major clue to make these mods JSGME compatible)
Skwasjer (Silent3ditor)
Timetraveller (MiniTweaker)
Sensal (Pack3D)http://i182.photobucket.com/albums/x241/DivingDuck/DD/TMAP_Well_001-1.jpg http://i182.photobucket.com/albums/x241/DivingDuck/DD/TMAP_Well_004-1.jpg
typeVII

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_003-1.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_004-1.jpg
typeXXI


Regards,
DD


PS: This is intended to be my last release for SHIII



http://i182.photobucket.com/albums/x241/DivingDuck/SHIV/DevSiggy.png (http://www.divingduck.de)

SHIII Mods (http://hosted.filefront.com/DivingDuck/1933634) | SHIV Mods (http://hosted.filefront.com/DivingDuck/1933631) | http://hosted.filefront.com/DivingDuck (http://hosted.filefront.com/DivingDuck) | OpenHatch_V2 (All Types) (http://files.filefront.com/DD+all+types+OH+V27z/;10983181;/fileinfo.html)

Open Hatch video by Backman (http://youtube.com/watch?v=0QdEyexrybY)

GWX HOME PAGE (http://gwx.mysite.orange.co.uk/)
click my sig or this link to download GWX





has been a very long time. But it was worth waiting. Thank god for the passion of DivingDuck and his team.

Filax

LGN1
07-16-08, 01:45 PM
Great work :up: :up: :up:

Thanks a lot, DivingDuck!

Best, LGN1

XanderF
07-28-08, 03:04 PM
Question - since I haven't tried the new one yet, but...how on EARTH do you get the sub's interior so nice and dark?

The stock models seems to have all surfaces self-lit, looks like they painted the sub in drab grey day-glo or something.

Those photos - MUCH BETTER.

Is this part of the mod, or something else you did?

Sailor Steve
07-28-08, 04:47 PM
There has been a lot of work improving all aspects of the game over the last three years. The original redo of the interiors was the Bordinstrument mod by OakGroove, who recently did some similar work on SH4.

I don't know if his work was incorporated into GWX or if they did there own version, but it doesn't matter. Diving Duck said that the pictures are from GWX, and that's where you'll find that interior.

Marko_Ramius
07-29-08, 10:29 AM
:o

This is just amazing, DD :up:

I have no words enough to thank you :sunny:

wdq4587
07-29-08, 07:25 PM
I deleted the .dat files in "correct interior diving angles" MOD and use JSGME install it. Then I got correct interior diving angles with this MOD or not. The dat files in that MOD is a better interior than sotck game. But with this MOD you don't need that.

Wildhawke11
07-29-08, 07:38 PM
Am i correct in thinking that with this new patch or mod that i can now remove the old open hatch mod ?

DivingDuck
08-01-08, 11:39 AM
Moin,

@XanderF:
Iīve done some work on the overall ligthing as well. So, itīs part of the mod.

@SailorSteve:
The new OH_V2 doesnīt need the Bordinstrumente Mod any longer to have HiRes Graphics. It uses whatever you have in your texture folders. In case youīre using Stock, with no additional graphics in the respective folders, youīll come up with GWX interior graphics, thatīs right. But I canīt tell whoīs work the interior repaint was, as this was before I joined the team.

@wdq4587:
Iīve not checked the "Correct Interior Diving Angles" Mod until now. But from what Iīve read so far it changes the *.dat file. Thus you can not use both mods together. One mod will overwrite the changes of the other. Give me some time to investigate this issue.

@Wildhawke11:
Youīre right. This new version is a stand alone mod. The old OH mod is not necessary any more.

Regards,
DD

Sailor Steve
08-01-08, 12:02 PM
:up:

S'all cool. I was just giving a brief history of how it came to look better than stock. I still have CCIP's "Doctor's Tale" video - it's still one of my favorites, but MAN the graphics have come a long way since then!:rock:

DivingDuck
08-01-08, 12:10 PM
No offence taken, Sailor! :D I was just explaining for those who are not that familiar with the gameīs file/folder structure as you are.

Regards,
DD

Cheapskate
08-01-08, 12:48 PM
Hi DD,

Nice to see you around again! :D

Thanks for rev 2 of your mod. The work you put into it is tremendous and many,many thanks for the ladders in the Type 2. Thought I'd never get to see them.:up:

Have tried rev.2 on GWX, Stock and WAC3. Works well, except for a colouration problem on WAC. The CR Hatch shows a bright yellow ring around the circumference from 2 o'clock, through 6, round to 8 o'clock approx. When I go into the bulkhead using shift +F2 , the underlying self illumination colour is that bright yellow colour. With Stock and GWX it is whiteish grey.

Don't know what you can do - I'd try fix it myself if I only knew which node was involved. I did look, but trying to compare two versions of that CR dat with S3d made my head hurt!!

DivingDuck
08-01-08, 01:37 PM
Moin Cheapskate,

Have tried rev.2 on GWX, Stock and WAC3. Works well, except for a colouration problem on WAC. The CR Hatch shows a bright yellow ring around the circumference from 2 o'clock, through 6, round to 8 o'clock approx. When I go into the bulkhead using shift +F2 , the underlying self illumination colour is that bright yellow colour. With Stock and GWX it is whiteish grey. Many thanks for your appreciation. Can you post a screenie, please. Iīve got a slight idea of what may cause this "ring". But I need a pic to confirm.

Regards,
DD

Cheapskate
08-01-08, 02:01 PM
Moin Cheapskate,

Many thanks for your appreciation. Can you post a screenie, please. Iīve got a slight idea of what may cause this "ring". But I need a pic to confirm.

Regards,
DD

Will do, as soon as possible. They are at home on my games computer though and getting them posted may take a little while.

Cheapskate
08-02-08, 03:11 AM
Hi DD
Herewith screenies as requested. Apologies if they are a bit scruffy. First time I've tried to do this sort of thing.

http://img53.imageshack.us/img53/7606/shot1217465075rs9.jpg
http://img359.imageshack.us/img359/4912/shot1217627304dw7.jpg

First pic is washed out and doesn't truly show the effect as it appears in game. The second ( inside bulkhead) shot does illustrate the violence of the yellow. Bit scary isn't it!


Rgds
Cskate

DivingDuck
08-02-08, 03:53 AM
Moin,

does this problem occur with the typeVII only?
Iīve checked the *.dat files briefly and noticed that the typeVII bulkhead has no *.tga attached to it. The *.tga node is missing. So, the mapping ID may point to a texture map within another *.dat file. The only way to solve the problem would be to add this node. Have you installed my wooden speedboat by chance? IIRC the ID for the lightīs map was the same once.

Regards,
DD

Cheapskate
08-02-08, 04:37 AM
Moin,

does this problem occur with the typeVII only?
Iīve checked the *.dat files briefly and noticed that the typeVII bulkhead has no *.tga attached to it. The *.tga node is missing. So, the mapping ID may point to a texture map within another *.dat file. The only way to solve the problem would be to add this node. Have you installed my wooden speedboat by chance? IIRC the ID for the lightīs map was the same once.

Regards,
DD

Have checked the TypII and there are no graphical anomalies there. Not sure about the TypIXs. Will have a look at them too!

And yes, I do have your speedboat....HanSolo included in the WAC3 package.

He also found another use for one of the occupants (see:-

http://www.subsim.com/radioroom/showthread.php?t=128050&page=14

Don't know whether you authorised that :rotfl: :rotfl:

DivingDuck
08-03-08, 04:04 PM
Moin,

@Cheapskate:
working on a patch and waiting for further info. TIA.

As for the ladies, they seem to be good friends of my lady in the backseat. LOL

Regards,
DD

Redwine
08-03-08, 04:40 PM
Hi ! :up:

How do you have those "yellow" interior light s ? Mines are completelly white... :hmm:

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_003-1.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V2_004-1.jpg
typeXXI

Thanks in advance for any help... :up:

:up:

DivingDuck
08-03-08, 05:02 PM
Moin,

@Redwine:
I canīt imagine they are white with your installation as this is part of the mod and none of the pics is photoshopped. Can you post a screenie, please?

Regards,
DD

DivingDuck
08-03-08, 05:13 PM
@Redwine:
just checked them ingame. These pics are 2min old. So, I confirm that the uploaded version OH_V2 must show the lights as can be seen on these shots:

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TXXI_001.jpg http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/TXXI_002.jpg

Post a screenie with JSGME open, please!

Regards,
DD

Tomi_099
08-04-08, 07:46 AM
:up: Sieht Klasse aus !! http://207.44.214.111/subsim.com/radioroom/cid:image001.gif@01C8F2FB.C66881F0

Redwine
08-04-08, 09:49 AM
Moin,

@Redwine:
I canīt imagine they are white with your installation as this is part of the mod and none of the pics is photoshopped. Can you post a screenie, please?

Regards,
DD
Sorry DivingDuck... sure it is due to my bad english.

I was out of the SH III forum for a time, tweaking my SH IV installation, then i had lossed some mods.

I was looking for to open my Type XXI Hatch, because i installed UWAC 3.0, customizing UWAC i seen this hatch closed, then i arrive to the topic.

I found your files and installed them (V2), i have the yellow light now... works fine on UWAC.


I am working to change some of your textures now, but some interior files resist to repack the textures into them, the size of the textures you used are diferent of that size i obtain in 24bits. :hmm::hmm::hmm:

I put the files into tex folder then.

But about the yellow lights....

All OK !!!

:up: many thanks !!!!

SquareSteelBar
08-04-08, 11:54 AM
...but some interior files resist to repack the textures into them...
Hi Redwine,

try it with Skwasjer's S3Ditor (http://www.subsim.com/radioroom/showthread.php?t=119571)

Cheers,
SquareSteelBar

Redwine
08-04-08, 01:48 PM
...but some interior files resist to repack the textures into them...
Hi Redwine,

try it with Skwasjer's S3Ditor (http://www.subsim.com/radioroom/showthread.php?t=119571)

Cheers,
SquareSteelBar

Many Thanks SquareSteelBar ! :up:

I know this program, i do not use it often because when you use it over a file, later, TimeTraveller's MiniTweaker become unable to manage that file any more.

:up::up::up:

Reece
08-04-08, 09:11 PM
Hi Red, welcome back, long time no see here in Sh3 section!:up:

Madox58
08-04-08, 09:21 PM
S3D adds info to the start of each file that totally destroys
the Hex offsets used by TT's Mini-tweaker and File Analyzer.
:nope:

Reece
08-04-08, 10:00 PM
S3D adds info to the start of each file that totally destroys
the Hex offsets used by TT's Mini-tweaker and File Analyzer.
:nope: Yes that's the only draw back, I like using a file compare program & when ever I come across a file tweaked with S3d the compare is useless, I then have to load & save to be able to do the comparison, the only problem is that I end up with more and more files with Skwas copyright in it (no offense Skwas), it's a great program, just a shame the copyright has to be there!:cry:

Madox58
08-04-08, 10:02 PM
I'm writing a program to strip all the added stuff.
No offence, but I hate overhead.
A credit should be enuff.

SquareSteelBar
08-05-08, 05:25 AM
Hey, mates

Don't annoy Skwasjer! ;) http://img103.exs.cx/img103/6541/biggrin.gif

Madox58
08-05-08, 04:07 PM
Oh No!!
I'm not putting S3D down at all.
In fact?
With a few small lines of code?
Skwasjer could have it spitting out tweak files!!
It already gathers all the information.

I know TT planned on a version of File Analyzer that would create tweak files.
S3D is in the perfect position to do that now.

A lot of people still use Mini tweaker when able.
If S3D did tweak files?
That would really go over big.

Almost as good as a Pink Floyd Concert!
:rock:

Redwine
08-05-08, 08:23 PM
Well... that was the problem...

It seems the files managed by Silent 3Ditor can not be managed or tweked any more, not only by MiniTweaker, SH 3 Unpaker is unable to repack textures on files tweaked by S 3Ditor.

And... may be the same happens with SH 3 Crush Depth V2, becuase i was having some crash using it. :hmm:

I was able to repack textures using S 3Ditor on those files.

Very sad these programs are not compatibles. :hmm:

Reece
08-05-08, 09:02 PM
I wonder if putting his copyright at the end of the files would work!:-?:yep:

tonschk
08-05-08, 09:24 PM
Hello, I use only the SH3 version 1.4 with some small mods , not GWX , can I download install and enable via JSGME this open hatch mod ?

DivingDuck
08-06-08, 12:24 AM
Moin,
Hello, I use only the SH3 version 1.4 with some small mods , not GWX , can I download install and enable via JSGME this open hatch mod ? yes, you can.

Regards,
DD

SquareSteelBar
08-06-08, 07:22 AM
Almost as good as a Pink Floyd Concert!
:rock:Welcome to the machine, mate. ;)

Redwine
08-09-08, 07:07 AM
I wonder if putting his copyright at the end of the files would work!:-?:yep:

Hi Reece !

Can you explain that... ?

I am adapting now some mods to my personal installation, but sadly those mods have lot of files "hijacked" :lol: by Silent 3Ditor.

Some files DO NOT permit the sim to pick up personalized textures into the "tex" folder, then when i attempt to repack the personalized textures into them, with SH3 Unpacker, i have an error message.

If i do it with Silent 3Ditor, then there are no problem and the texture can be repacked normally.

The main problem is with files where you need to change data values, if i do it with TimeTraveller's MiniTweaker, i obtain a crash... i suspect for the same reason, the files was managed by Silent 3Ditor.

Do you know how to fix the files to be able to manage them with MiniTweaker another time ?

Thanks in advance. :up:

Reece
08-09-08, 07:20 AM
I think what happens is that Minitweaker using the txt files just works on locations starting from the beginning of the stock SH3 file, but when the file has been altered by S3D that has Skwas copyright version at the beginning of the file minitweaker is now out of whak, the beginning bytes are now longer and the addresses are no longer the same!:-? Gee there must have been an easier way to explain that but then it wouldn't be so much fun!:lol: If Skwas placed his copyright & version data at the EOF then minitweaker would still work & doing a compare the difference would only show at the end of the file, all fixed.:up:

SquareSteelBar
08-09-08, 08:21 AM
When I stepped into that prob for the first time, I replaced the Skwasjer file header by the original one before editing in MiniTweaker.

But to be honest: since S3D there is no need anymore for editing values by MiniTweaker... [Sorry, Timetraveller ;)]

Reece
08-09-08, 08:28 AM
But to be honest: since S3D there is no need anymore for editing values by MiniTweaker... [Sorry, Timetraveller ;)]
I don't think Privateer, would agree with you there SSB!:oops:

skwasjer
08-09-08, 09:24 AM
People, you shouldn't be mixing MT and S3D even if I had put the copyright at the back. S3D is a far more advanced program than anything available, and allows full manipulation of any file (insertion/removal of data, like labels/strings/textures/chunks) and thus pretty much ANY file saved by S3D can't be trusted with MT (regardless of where I save the signature). This is why I save it in front, so I am sure people can't mix it, but also so I can keep track of versions used by everyone, and it helps a little getting more exposure too (to those still unaware of it's existance, and alot of modders even forget to mention me).

I respect all the work that has been done in the past on other free tools, but don't ask me to support them too. Making S3D is hard enough as it is. And it is designed as a program that is usable for both new and experienced modders, but sometimes you just can't please everyone. I'm getting a bit sick of the whole 'programs of old age' and 'hex' vs S3D thing by now. If you want to stick with those tools, fine, but don't complain at me or my work. Remember how it was 'before' S3D...

Respect my descision (and reasoning) and leave the signature in when you release a mod. You may not realise it but it has saved me, you and hundreds of other modders a whole lot of trouble already.

Thanks.

PS: No, I won't be generating tweakfiles from S3D. There's more interesting features to work on.
PS2: I have no problem doing binary compares. Maybe try different programs?

Reece
08-09-08, 10:27 AM
PS2: I have no problem doing binary compares. Maybe try different programs?
Don't get me wrong Skwas, I love your program and finally getting used to it but when I compare files the offset causes a lot of problems, you mention using a different program, could you please elaborate on that!:yep:
Thanks.

Redwine
08-09-08, 10:40 AM
People, you shouldn't be mixing MT and S3D even if I had put the copyright at the back. S3D is a far more advanced program than anything available, and allows full manipulation of any file (insertion/removal of data, like labels/strings/textures/chunks) and thus pretty much ANY file saved by S3D can't be trusted with MT (regardless of where I save the signature). This is why I save it in front, so I am sure people can't mix it, but also so I can keep track of versions used by everyone, and it helps a little getting more exposure too (to those still unaware of it's existance, and alot of modders even forget to mention me).

I respect all the work that has been done in the past on other free tools, but don't ask me to support them too. Making S3D is hard enough as it is. And it is designed as a program that is usable for both new and experienced modders, but sometimes you just can't please everyone. I'm getting a bit sick of the whole 'programs of old age' and 'hex' vs S3D thing by now. If you want to stick with those tools, fine, but don't complain at me or my work. Remember how it was 'before' S3D...

Respect my descision (and reasoning) and leave the signature in when you release a mod. You may not realise it but it has saved me, you and hundreds of other modders a whole lot of trouble already.

Thanks.

PS: No, I won't be generating tweakfiles from S3D. There's more interesting features to work on.
PS2: I have no problem doing binary compares. Maybe try different programs?
Your Program is great Skwasjer.. :up:

The matter is another program like Crush Depth Mod, wich allows to easy change crush depth, range on surface, range submerged, draft, do not works any more.

The most rare problem is, those files wich cant be managed any more by TimeTraveller's Programs, assumed tweaked by your Program, because they can be managed by S 3Ditor successful, somo times, in some rare cases, do not pick up the personalized textures into the "tex" folder, enforcing a repack of the new texture into the .dat file... here Sh 3 Unpacker is usseless too, enforcing the use of Silent 3Ditor.

The matter is... some textures for some of the files, into "tex" folder become usseless

Happened to me in this days with some sub camos from a mega mod.

Any idea about it ?

:up::up::up:

Thanks in advance !

skwasjer
08-09-08, 02:21 PM
PS2: I have no problem doing binary compares. Maybe try different programs?
Don't get me wrong Skwas, I love your program and finally getting used to it but when I compare files the offset causes a lot of problems, you mention using a different program, could you please elaborate on that!:yep:
Thanks.
Reece, I use HexCmp and it works a treat. You can even align the data in both views, by providing an offset if you want to (in which case you'd provide the length of S3D's signature + 1). I've seen other software that does the same.

Your Program is great Skwasjer.. :up:

The matter is another program like Crush Depth Mod, wich allows to easy change crush depth, range on surface, range submerged, draft, do not works any more.

The most rare problem is, those files wich cant be managed any more by TimeTraveller's Programs, assumed tweaked by your Program, because they can be managed by S 3Ditor successful, somo times, in some rare cases, do not pick up the personalized textures into the "tex" folder, enforcing a repack of the new texture into the .dat file... here Sh 3 Unpacker is usseless too, enforcing the use of Silent 3Ditor.

The matter is... some textures for some of the files, into "tex" folder become usseless

Happened to me in this days with some sub camos from a mega mod.

Any idea about it ?

:up::up::up:

Thanks in advance !

If authors of other programs are still around I encourage them to contact me so I can provide them info on how to work around the signature. It's fairly easy. If not, then I can't do much about it. As stated, use of hardcoded file offsets is a big no, and one should keep as far away as possible from such programs (to minimize headaches, CTD's and whatnot).

As far as texture problems, I am not aware of any problem that S3D introduces regarding this, other then errors on the modders part. If you suspect something is wrong, you can file in a bugreport (in the S3D thread) with sample material for me to check. I'll be happy to check it out...

Please use the S3D thread for further queries. This is about DD's fine Open Hatch mod ;)

SquareSteelBar
08-10-08, 06:53 AM
That's the price of progress when some tools get obsolete... http://img116.exs.cx/img116/934/z0tdntknw.gif

Reece
08-10-08, 07:22 AM
Reece, I use HexCmp and it works a treat. You can even align the data in both views, by providing an offset if you want to (in which case you'd provide the length of S3D's signature
Hey thanks Skwas, I'm downloading the trial to check it out!:yep:

Redwine
08-10-08, 07:36 AM
Please use the S3D thread for further queries. This is about DD's fine Open Hatch mod ;)

If you switch a page back, you will see DD's Open Hatch Mod is the reason of this conversation about your program. :up:

DivingDuck
08-19-08, 01:27 AM
Moin Redwine,

thanks for your report. You are the first to report the interior objects disappearing.
The yellow ring and some other issues have been brought to my attention by Cheapskate already. Iīve made a fix for them, that was tested by Cheapskate successfully. Maybe this will fix your problem too. Grab it here: http://files.filefront.com/DD+OH+V2101+TVII+WACrar/;11540762;/fileinfo.html (only needed for WAC users)
FYI, the yellow ring appears only, if my wooden speed boat is installed. As it is part of WAC, youīll see the ring, because the bulkhead (incorporated to block the lights and prevent them from shining through the walls) calls a texture using the same id than the speed boatīs position lights. This issue is definitely fixed. The included *.sim files fix some equipment node related problems and may possibly get you rid of that strange bug too.

Regards,
DD

Redwine
08-19-08, 06:23 AM
Moin Redwine,

thanks for your report. You are the first to report the interior objects disappearing.
The yellow ring and some other issues have been brought to my attention by Cheapskate already. Iīve made a fix for them, that was tested by Cheapskate successfully. Maybe this will fix your problem too. Grab it here: http://files.filefront.com/DD+OH+V2101+TVII+WACrar/;11540762;/fileinfo.html (only needed for WAC users)
FYI, the yellow ring appears only, if my wooden speed boat is installed. As it is part of WAC, youīll see the ring, because the bulkhead (incorporated to block the lights and prevent them from shining through the walls) calls a texture using the same id than the speed boatīs position lights. This issue is definitely fixed. The included *.sim files fix some equipment node related problems and may possibly get you rid of that strange bug too.

Regards,
DD
Many thanks for quick response... DivingDuck !! :up:

I will try that fix as soon i was able to download, fileFront seems to be busy.

About this strange issue, i found it on a type VIIC, but if not remember bad, i seen it on a type IX too, i was on job over the tyep IX files, changing them for others, and editing them manually, because seems to be a conflict between editing programs, seems to woirks fine now... i cant repeat almost up to today the problem on a type IX.

The issue over type VII, goes out using the WAC files... wich contains the hatch opened, but not the yellow interior lights and the dark ambient illumination.

I was reading to edit them manually, but now, i will try your fix first.

Many thanks for job ! :up:

Redwine
08-19-08, 07:13 AM
Well two quick single missions played... the same where i found the issue... Gibraltar stock mission with type VIIC 1941 asigned by stock mission by default.

Fix for WAC 3.0 users seems to works fine... !

I will report any new... :up::up::up:

Thousand of thanks ! :up:

Cheapskate
08-20-08, 07:12 AM
Hi Redwine :D
I am glad to hear everything seems to be working properly for you!
As DD said, I did some testing on OH_V2 with WAC 3.0.
The patches worked perfectly with most subs but there were seven variants that I could not get to load.
However, I'm confident that DD's patches were not at fault here. These files would not run with only WAC3.0 loaded!
As these difficulties are concerned with WAC3.0 only and in case you may be interested, I'll post a more detailed report over on the WAC3.0 sticky thread.
Rgds
CSkate

Redwine
08-20-08, 10:47 AM
Hi Redwine :D
I am glad to hear everything seems to be working properly for you!
As DD said, I did some testing on OH_V2 with WAC 3.0.
The patches worked perfectly with most subs but there were seven variants that I could not get to load.
However, I'm confident that DD's patches were not at fault here. These files would not run with only WAC3.0 loaded!
As these difficulties are concerned with WAC3.0 only and in case you may be interested, I'll post a more detailed report over on the WAC3.0 sticky thread.
Rgds
CSkate
The fix seems to works fine... no more problems up to right now.

There are two ways to fix it on WAC 3.0 .... almost is how it worked fine for me...

The use of the fix, wich includes V2 files with the new 3D interior for type VII, the yellow lights and dark ambient/enviroment... no yeloow ring.

Or... the use of the V1 files, wich DO NOT includes the new 3D interior for type VII, the yellow lights and dark ambient/enviroment... and having the yellow ring.

Many thanks for help... :up:

U-snafu
08-21-08, 01:04 AM
Hello DivingDuck,

I'm not using WAC but GWX 2.1 with the open hatch JSGME'd in. But I did add your docked speed boat to my data sea & roster folders then scripted some docked speed boats into my harbor traffic. Currently in the IIA w/ no probs but I'm assuming since I added the speed boat I'll have the same issues as the Wac users when I progress to the VII? Will the patch you posted above work with GWX or is it WAC exclusive?


PS: Short off topic----been gone awhile---did you ever finish your floating Marina project (interlocking wooden piers for the harbours)? I might have overlooked it on your site or has it become a wash?

Regards,
Snafu

DivingDuck
08-21-08, 03:13 AM
Moin,

@Redwine:
glad it worked.

@Chepskate:
thanks again for your help.

@U-snafu:
the patch will work with all other installations too.
Regarding the floating marina, it was suspended again and again. The work for GWX was pretty time consuming. I canīt tell about itīs future. Iīve not made any plans so far.

Regards,
DD

U-snafu
08-21-08, 08:02 PM
Thanks DD,

With the patch I can keep the speed boat in now.

Ref the marinas --hopefully you will pick it up again someday--would love to populate the outer banks near the Graveyard of the atlantic with historic fishing villages---but understand the efoort that GWX has taken plus the upcoming SH4 GWX.

Regards,
Snafu

Redwine
08-23-08, 09:31 PM
Hi DivingDuck !!

Please... clear your PM inbox... it is full.

:up:

DivingDuck
08-24-08, 08:34 AM
cleared

Darkbluesky
08-31-08, 01:11 PM
Hi,

I was adding your openhatch mod v2 into my GWX2.1 install, and as you said it works but the lights are somewhat different. Although I like them in general I would like to adjust them myself because I don't like too much the red ones or I would like to fix some "problem": I have found some differences between colors/brightness of several bulbs, and even one pure white bulb in type IX CR when the rest in the same CR are yellow.

In fact, I have tried to modify them using SH3 mini tweaker and your profiles posted some pages away of this topic (the v2 ones), but I have found that TT's mini tweaker gives me a Run-Time error and exits in most of the tweak files.

For example I installed the openhatch mod v2 and then opened the file 'DD_TypeIX_Lights_CR_OH_V2.txt', when trying to access any bulb it gives me the error telling 'Invalid property value'.

Maybe the minitweaker files are not up to date with the mod? How could I tweak the lights?

I would thank any help. Tx

DivingDuck
09-01-08, 05:08 AM
Moin Darkbluesky,

Hi,

I was adding your openhatch mod v2 into my GWX2.1 install, and as you said it works but the lights are somewhat different. Although I like them in general I would like to adjust them myself because I don't like too much the red ones or I would like to fix some "problem": I have found some differences between colors/brightness of several bulbs, and even one pure white bulb in type IX CR when the rest in the same CR are yellow. The lights are different by intention. :cool:


In fact, I have tried to modify them using SH3 mini tweaker and your profiles posted some pages away of this topic (the v2 ones), but I have found that TT's mini tweaker gives me a Run-Time error and exits in most of the tweak files.

For example I installed the openhatch mod v2 and then opened the file 'DD_TypeIX_Lights_CR_OH_V2.txt', when trying to access any bulb it gives me the error telling 'Invalid property value'.

Maybe the minitweaker files are not up to date with the mod? How could I tweak the lights?

I would thank any help. Tx
I donīt recall to have put any tweakfile into the modīs archive. So, any tweakfile you use is probably not up to date. But you should be able to change the values anyway (used relative addressing). One light in RR is missing in the OH_V2, thatīs why the respective lines in the tweakfile cause some error message prompts. They can all be confirmed by clicking 'OK'. Afterwards MiniTweaker will work as expected. But Iīll have a look into the files and post a new set of tweakfiles when time permits.


Regards,
DD

DivingDuck
09-15-08, 02:54 AM
Moin,

Iīve been asked for updated interior lights tweak files for OH_V2 several times. Here they are: http://files.filefront.com/DD+Int+Lights+OH+V2+TweakFiles/;11774086;/fileinfo.html
I didnīt include an installation instruction nor a tutorial on how to use them. I guess you already know. Have fun.

For all who have installed my wooden speedboat and all WAC users, hereīs a little patch to get you rid off the yellow ring around the hatch. http://files.filefront.com/DD+OH+V2101+TVII+WACrar/;11540762;/fileinfo.html. This patch can be used with any other installation as well. But itīs a patch only. OH_V2 must be installed/enabled before using it.

Regards,
DD

Redwine
09-15-08, 07:19 PM
Excellent ! many Thanks for job...

FileFront seems to be busy, but i will download as soon as posible...

:up::up::up:

Admiral Von Gerlach
11-14-08, 03:40 AM
What an incredible work this is, DivingDuck you are indeed an artist. I have read this entire thread with great interest and gratitude for the work that went in to this. I had dl many of the earlier versions and had posted a question about what to use, but now i see that there is a combined one on the first page. Thank you so much. This looks indeed very true to what I have seen long ago. You have brought the past to the present. thank you.

DivingDuck
06-04-09, 07:49 PM
Moin,

ever wondered whether OH has come to itīs final stage yet? It has not!

Everybody was always stating and bemoaning that it would never be possible to have the SHIII hatch revolving, including myself. The time has come to prove them all wrong. I have finally done it for good old SHIII too. And it is my pleasure to show you a short preview:

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/SHIII_OH3_001.jpg

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/SHIII_OH3_002-1.jpg

See a short preview HD video here: YouTube (http://www.youtube.com/watch?v=r-_JcPkV7cQ)



Before you get too overexcited, ... the release is not imminent. All my powerīs going into GWX4 actually. So, donīt expect a release soon. I just wanted to show off a little, before anybody else does. ;)

Enjoy,
DD

nikbear
06-04-09, 07:53 PM
I'm officially gobsmacked:o How on earth did you manage that:06: DD,I take my hat off to you sir :salute::salute::salute:

Rubini
06-04-09, 09:50 PM
Terrific!!! :oPlease DD, finish this ASAP!! :up:

Task Force
06-04-09, 09:58 PM
Very nice DD.:yeah:

tommyk
06-05-09, 06:14 AM
Woah! DD, that is unbelievable! love it! :salute: :salute: :salute:

joegrundman
06-05-09, 06:21 AM
ZOMG11:yeah:

Jimbuna
06-05-09, 06:48 AM
I just wanted to show off a little, before anybody else does. ;)

Enjoy,
DD

As if I would :DL

Ktl_KUrtz
06-05-09, 09:04 AM
Total Immersion!:o
Very cool!:yeah:
KUrtz

asanovic7
06-05-09, 11:40 AM
Nevertheless, I live in a dream some day I will watch my diesel engine working on my old mule.. :rotfl:

SquareSteelBar
06-05-09, 12:19 PM
Nevertheless, I live in a dream some day I will watch my diesel engine working on my old mule.. :rotfl:

http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/8161061747/p/1

asanovic7
06-05-09, 12:36 PM
saw it..

GWX 4, SH4?

hm hm

Ah, nevertheless, looks.. astonishing(what a word) :)

Back to topic..

SquareSteelBar
06-06-09, 03:44 AM
saw it..

GWX 4, SH4?

hm hm

Ah, nevertheless, looks.. astonishing(what a word) :)

Back to topic..AFAIK it's done for SH4.
I think some day it will infiltrate SH3... :yep:

Hartmann
06-06-09, 08:10 AM
:o this mod with more rooms could be really amazing, good work

could be possible it for the conning tower and the bridge ?? :hmmm:

joegrundman
06-06-09, 08:17 PM
wow connecting to the conning tower and bridge would be cool

DivingDuck
06-06-09, 10:14 PM
Moin,

Terrific!!! :oPlease DD, finish this ASAP!! :up:

Sorry, Rubini. But this will take quite some time as GWX4 has the higher priority.


:o this mod with more rooms could be really amazing, good work

could be possible it for the conning tower and the bridge ?? :hmmm:

Technically no problem to put together CR and CT, but no way for CT and bridge as CT belongs to the interiors files while the bridge belongs to the exteriors. The explanation would be rather technical, but is available on request. ;)



Regards,
DD

h.sie
07-31-09, 03:59 PM
Hello DD,

thanks very much for OH V2. Is there an easy way to remove the periscope for the Type VII ? It might be placed realistically, but the camera view sometimes collides with that periscope. For OH V1 you had a little mod to remove the peri, but is there also such a mod for OH V2?

By the way: I'm halfway familiar with S3D.

Thanks again!
h.sie

Jimbuna
07-31-09, 04:50 PM
DD is on holiday atm but I'm confident he'll get back to you on his return.

evan82
08-05-09, 04:08 PM
Moin,

ever wondered whether OH has come to itīs final stage yet? It has not!

Everybody was always stating and bemoaning that it would never be possible to have the SHIII hatch revolving, including myself. The time has come to prove them all wrong. I have finally done it for good old SHIII too. And it is my pleasure to show you a short preview:

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/SHIII_OH3_001.jpg

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/SHIII_OH3_002-1.jpg

See a short preview HD video here: YouTube (http://www.youtube.com/watch?v=r-_JcPkV7cQ)



Before you get too overexcited, ... the release is not imminent. All my powerīs going into GWX4 actually. So, donīt expect a release soon. I just wanted to show off a little, before anybody else does. ;)

Enjoy,
DD

This is wonderfull:rock:. I will be waiting for this.
Also I dream about a moving Obs periscope [up and down] in CR, but I don't know this can be done.:hmmm:

DivingDuck
09-03-09, 03:22 AM
Moin h.sie,
Hello DD,

thanks very much for OH V2. Is there an easy way to remove the periscope for the Type VII ? It might be placed realistically, but the camera view sometimes collides with that periscope. For OH V1 you had a little mod to remove the peri, but is there also such a mod for OH V2?

By the way: I'm halfway familiar with S3D.

Thanks again!
h.sie
the little mod to relocate the obs scope to stock position was in fact some kind of a second version, but stripped down to include the CR.dat only. Quite a lot of people had asked for it. Thatīs why it came as an 'update'. But if youīre familiar with S3D, you can relocate it yourself. First youīll have to remove the attack scope well. Then adjust the Z value for the obs scope. IIRC Iīve made the scope node parent to all belonging installations. So, they should move along with the scope.

Good luck,
DD

urfisch
09-06-09, 07:14 AM
hey dd,

as the development of gwx4 stopped. why you dont release the new hatch mod for sh3?

;)

JMV
09-06-09, 11:18 AM
DivingDuck

These Type II Interiors are " absolut grossartig ! "

DivingDuck
09-14-09, 10:15 PM
Moin,

OH is going to be continued. Expect a first beta release (SHIII_OH_V3_RH_typeVII) around mid October.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_008.png



Regards,
DD

nautilus42
09-15-09, 10:21 AM
Moin,

OH is going to be continued. Expect a first beta release (SHIII_OH_V3_RH_typeVII) around mid October.

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_008.png



Regards,
DD


Hi DD,

:up::up::up::up::up:

nautilus42/trainer1942

Rapt0r56
09-15-09, 11:44 AM
Great News DD :woot::woot::woot::rock:

tommyk
09-15-09, 03:48 PM
Moin,

OH is going to be continued. Expect a first beta release (SHIII_OH_V3_RH_typeVII) around mid October.


great news! :up:

DivingDuck
09-17-09, 10:30 PM
Moin,

a new preview video is available on YouTube (http://www.youtube.com/watch?v=-BXjA9cl0o4)

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_038.jpg

OH_V3_RH features:

reworked cameras
corrected interior diving angles
revolving hatch
vanishing food

onelifecrisis
09-17-09, 10:44 PM
Nice :rock:

Kpt. Lehmann
09-17-09, 10:59 PM
Totally kewl mein freund!!! :cool: Totally kewl!!!

Rhodes
09-18-09, 09:57 AM
I was trying to see what was the diffrence about the pics! Damn, they sure like those sausages!

piri_reis
09-19-09, 03:02 AM
Just wanted to say, this looks awesome DD, great work! :up:

Rapt0r56
09-19-09, 01:33 PM
:o Really Awesome work DD, keep going. :ping:
vanishing food
my favourite one :up:

Jimbuna
09-19-09, 02:33 PM
Moin,

a new preview video is available on YouTube (http://www.youtube.com/watch?v=-BXjA9cl0o4)

http://i182.photobucket.com/albums/x241/DivingDuck/SHIII/OH_V3_038.jpg


OH_V3_RH features:

reworked cameras
corrected interior diving angles
revolving hatch
vanishing food



Just returned home this evening.....I have responded http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

nikbear
09-20-09, 03:53 PM
Blimey DD,that is amazing:overy clever and nice attention to detail,the bit about the sausages is ace:salute::salute::salute:

Rapt0r56
09-20-09, 08:03 PM
the bit about the sausages is ace Agreed! :yeah: