View Full Version : [REL] Better Leaks Mod
CptJoker
05-23-07, 01:08 PM
Haven't been able to find a mod that addresses this, so I whipped one up quickly myself. It simply makes the stream of water of a leak in the command room look more like water and less like a stream of plasma sparks. :D
STOCK SH4
http://img512.imageshack.us/img512/2384/blstockleakyj3.jpg
Better Leaks Mod v0.1
http://img413.imageshack.us/img413/1540/blbetterleaklq9.jpg
I also adjusted the other leak texture, the one that comes out of the ceiling pipework, but haven't yet found the "perfect" fix.
STOCK SH4
http://img413.imageshack.us/img413/633/blwidestockleakmk8.jpg
Better Leaks Mod v0.1
http://img236.imageshack.us/img236/3286/blwidebetterleakhw5.jpg
DOWNLOAD LINKS
http://rapidshare.com/files/32973359/Better_Leaks_Mod.zip.html
http://www.4shared.com/file/16514251/15bb8838/Better_Leaks_Mod.html
Enjoy!
CaptainCox
05-23-07, 01:21 PM
CHEERS! nice one man! Maybe you should attack the "rain" after this one...similar prob...looks like static spikes or something...
Again Nice one :yep:
MaxT.dk
05-23-07, 01:38 PM
That looks very nice :) Gotta load it! :up: Thanks
bruschi sauro
05-23-07, 02:38 PM
tks mate:arrgh!:
CptJoker
05-23-07, 05:33 PM
The great thing about this mod is that it's also (probably) retroactively compatible with SHIII. :D
Those leaks annoyed me back then too... Good thing I'm a better texturer now!
ReallyDedPoet
05-23-07, 06:05 PM
Nice work:up:
RDP
Vorkapitan
05-23-07, 06:41 PM
Hi,
Great mod!!! :rock: :rock:
Is there something you could do for the missing sounds for water or steam?
W_clear
05-23-07, 07:11 PM
Nice!
Hi,
Great mod!!! :rock: :rock:
Is there something you could do for the missing sounds for water or steam?
that would be nice ...
CaptainHunter
05-23-07, 09:20 PM
Man that's what I love about this place, one guy is working on this, another guy is working on that and the next thing you know it kinda all jells together and you come out with one Big badass mod.
Thanks Modders
;)
CaptainCox
05-24-07, 03:45 AM
Small thing and i think not important but anyhow. You have misspelled the "TLoRes" folder, should be "TLowRes" ;)
CptJoker
05-24-07, 06:29 AM
Small thing and i think not important but anyhow. You have misspelled the "TLoRes" folder, should be "TLowRes" ;)
Doh, well spotted. I don't think it makes a difference, as you said: can't imagine the LowRes version gets used over the Normal one, seeing as they're the same size and tiny. So I'll leave it for now but if anyone notices a problem regarding this please let me know!
Otherwise I'll leave it till next release to fix.
edit: Thanks! :D
Hawk_345
08-21-07, 08:49 AM
does this mod work in 1.3?
ReallyDedPoet
08-21-07, 09:28 AM
Yes, it is in the updated for 1.3 mods list:http://www.subsim.com/radioroom/showthread.php?t=118945
Scroll down and you will see Better Leaks :up:
RDP
Hawk_345
08-21-07, 10:53 AM
ok thanks very much, i enjoyed it in 1.2, i just wanted to make sure. Downloading...
ReallyDedPoet
08-21-07, 11:17 AM
Great :up:
RDP
WilhelmTell
08-21-07, 12:41 PM
Small thing and i think not important but anyhow. You have misspelled the "TLoRes" folder, should be "TLowRes" ;)
Doh, well spotted. I don't think it makes a difference, as you said: can't imagine the LowRes version gets used over the Normal one, seeing as they're the same size and tiny. So I'll leave it for now but if anyone notices a problem regarding this please let me know!
Otherwise I'll leave it till next release to fix.
edit: Thanks! :D
People who play with low texture settings won't see your new textures. So it would be better if the folder would be named TLowRes. :yep:
chopped50ford
08-21-07, 06:33 PM
This is cool.
What about all the other sounds? Like elecrical failure and such? Do those even come into play?
Lionman
11-07-07, 09:07 AM
This is cool.
What about all the other sounds? Like elecrical failure and such? Do those even come into play?
I agree the more cool ambiant sounds triggered by changing events in the boat that you can introduce, the more convincing and authentic the environment becomes. Sound is SO important for us all. A great muscian friend (the late Simon Jeffes leader of the Penguin Cafe Orchestra) once said to me "You can put any visual junk with a really great music sound track and people will watch it as long as the music grips them but even the greatest movie with a rubbish sound track will lose the audience in minutes." He was right. Nothing convinces like those ambient sounds. Muttered comments, random clanks, footsteps, running up and down ladders sounds, laughter, swearing, low radio sounds, faint music, snoring, distant shouted orders, muffled arguments.
I am no modder but if I was I would make a MOD that triggered appropriate groups of randomised sounds in given action situations. So in really heavy weather you'd start to hear the odd crash of things falling over or off tables (cutlery, breaking plates tools etc.) with curses, (even though real sailors swear a LOT it needn't be too heavy - the occasional "OH ****!" or "Damn it to hell!" would do) groans, muffled sounds of crewmen being sick, angry muffled comments, increased creaking and groaning of the ship etc. In calm, sunny, surfaced passages, fragments of happy whistling, song, laughter, muffled card game sounds etc. (Crew sunbathing on deck? LOL) Approaching port - loud laughter, radio music, animated conversation, lewd anticipatory comments etc. In action - anxious muttered comments, cries of shock after impacts, swearing, sharp comments from officers, urgent requests for coffee for the watch etc. In the extreme stages of prolonged depth charging - perhaps even people muttering prayers and the sounds of damage control parties hurrying through the boat calling orders. The MOST evocative and moving sound of all is that of crewmen singing collectively in celebration, triumph or even to stave off fear and rally spirits! Imagine the lump in the throat hearing your crew lustily singing in unison in a distant compartment in celebration or anticipation of going home or celebration of defeating the enmy after a long battle! This was used by the GErman U boat crews to boost morale, so maybe sometimes yanks did it too, especially at Christmas?
The skies the limit really. The larger the sound sets the longer the interval before repeats of specific effects and accordingly the more convincing and immersive the results. Like the scenery tiles of ground detail in flight simulators but in sound with a temporal randomiser and perhaps designed so that area-specific or time-specific "new packs" might be added in as developed and required. Can I suggest this as a project for one of you marvellous MOD creating guys?
Talking of realism MODs am I correct in saying that I heard a rumour of a sharks MOD for the underwater environment? I ask because, as an ex-pro diver, the ONLY aspect of the subsea virtual world of SH III and SH IV which has always been totally false is the complete absence of fish. Random fish shoals shouldn't be too impossible a thing to develop, surely? And the same code in 4 different sizes could give a good impression of most of what's down there, plus the occasional random shark or EVEN the odd whale of course!
Perhaps a [REQ] Thread for your idea,well get results.
Lionman
11-09-07, 06:22 PM
Perhaps a [REQ] Thread for your idea,well get results.
Forgive my ignorance but what's a [REQ] thread donut? Maybe I should just start a new thread with a "Calling all Sound modders" title and repeat that post as the trigger?
ReallyDedPoet
11-09-07, 06:31 PM
Perhaps a [REQ] Thread for your idea,well get results.
Forgive my ignorance but what's a [REQ] thread donut? Maybe I should just start a new thread with a "Calling all Sound modders" title and repeat that post as the trigger?
Here LM :up::
Please use the following tags when you start a new thread:
[WIP] for work-in-progress mods
[REL] for released mods
[REQ] for mod requests
[TEC] for technical discussions
A few examples:
[TEC] How can I edit .sim files?
[REQ] More deck gun ammo
[WIP] Skin repaint for Gato class
From a sticky in the mods section.
RDP
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