View Full Version : [REL] SH4 effects (and more) for SH3
CapZap1970
12-04-07, 01:24 AM
Racerboy:
Is not that I want to tweak anything, my question was if I can use both mods "exhaust" and "effects" at the same time without overiding one of them... that was it.
i was told by someone else that I had to "tweak" I don't knw what to have both of them working at the same time.
I think it was just a misunderstanding. :up:
CapZap
Bill Nichols
12-10-07, 02:33 PM
Okay, I just gotta ask: Is this GWX 2.0 compatible?
:ping:
brotebjo
12-10-07, 02:56 PM
Racerboy:
some time ago, I asked the following:
I use the "Exhaust mod" and I would like to use the "SH4 effects and More" mod, but I see that both mods have a .val file. Now, i was told that I had to tweak the file, but I have no idea at all what I have to tweak. Is it possible to have both mods enabled and working at the same time so that niether overrides the other? :hmm:
Thanks a lot for your help!! :up:
CapZap
I'm not quite following you here CapZap. You shouldn't have to tweak anything unless you want to get rid of the bleeding body in the effects mod.
You can have both mods enabled with no problems what-so-ever. Are you getting some kind of warning message from JSGME doing this?
http://static3.filefront.com/images/personal/d/DKruger/105661/qvnyqvcdne.jpg
Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )
Awesome!!!!!! :p
melnibonian
12-10-07, 02:58 PM
Okay, I just gotta ask: Is this GWX 2.0 compatible?
:ping:
Probably not although the mod's creator will know better and will let everyone know soon. Nevertheless until a new GWX 2.0 version is released have a go at the new GWX damage effects. They're really good ;)
brotebjo
12-10-07, 03:00 PM
Okay, I just gotta ask: Is this GWX 2.0 compatible?
:ping: yes it is as (well mostly, I haven't found any bugs yet, so I can't say for 100% that it is bug free) long as you don't use their own mod (Damage Effects). Personally I like racerboys better anyway.
TheDarkWraith
12-10-07, 03:48 PM
Okay, I just gotta ask: Is this GWX 2.0 compatible?
:ping:
It will be a couple of days before I can sift through everything to see what I need to add/change to make it compatible (if there's even anything to change). I will let everyone know when I have the answer to this question.
Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )
Uhhh wrong forum maybe?? :doh:
GoldenEagle8
12-10-07, 07:58 PM
http://static3.filefront.com/images/personal/d/DKruger/105661/qvnyqvcdne.jpg
Good news, we are waiting the new 2.23 :ping: , and the corrected smoke... :oops: ( From a touch with water slowly disappearing smoke )
OH GOD!!
That looks SO Painful!!!
However, the one with his teeth showing, lookslike he's smiling almost. Kinda sick. Other wise, that is increadible!!
Madox58
12-10-07, 08:03 PM
RB's mod is not 100% compatable with GWX 2.0
I will assist him to insure it will be at a later date.
It's all about the Game people.
Let's drop the bad and carry on.
RB's mod is not 100% compatable with GWX 2.0
I will assist him to insure it will be at a later date.
It's all about the Game people.
Let's drop the bad and carry on.
@Racerboy and all others involved:
I appreciate very much the work of Racerboy (Literally: PERIOD). And I also like the work of all those other modders putting the word "realism" to a true meaning!
I would VERY MUCH like to see the started work to be continued!
This is sooooo much we all can loose and such a NOTHING that anybody can win :(
I do not know the background and feel that it is something not to be discussed in public.
I feel the VERY STRONG NEED to recognize the doing, idea spending, or at least providing the right mindset for ANYBODY who took part in providing what we all admire today!
Thank you all for your time reading this and thinking about it. :yep:
brotebjo
12-10-07, 08:52 PM
RB's mod is not 100% compatable with GWX 2.0
I will assist him to insure it will be at a later date.
It's all about the Game people.
Let's drop the bad and carry on.
Uh???? What's with the attitude?
TheDarkWraith
12-10-07, 08:59 PM
RB's mod is not 100% compatable with GWX 2.0
I will assist him to insure it will be at a later date.
It's all about the Game people.
Let's drop the bad and carry on.
Uh???? What's with the attitude?
Privateer is not showing any attitude. He said he will assist me in ensuring that my mod is 100% compatible with GWX 2.0.
And in an effort to bring all together to remember that we mod for the game, not for individuals :up:
He speaks with good words is all.
brotebjo
12-10-07, 09:06 PM
RB's mod is not 100% compatable with GWX 2.0
I will assist him to insure it will be at a later date.
It's all about the Game people.
Let's drop the bad and carry on.
Uh???? What's with the attitude?
Privateer is not showing any attitude. He said he will assist me in ensuring that my mod is 100% compatible with GWX 2.0.
And in an effort to bring all together to remember that we mod for the game, not for individuals :up:
He speaks with good words is all.
Oh, sorry about that then! :D
Madox58
12-10-07, 09:13 PM
Why...
I outta.........
:rotfl:
All is cool People!
:up:
Please carry on with assigned Patrols.
BE MORE AGGRESSIVE!!!
:rock:
CapZap1970
12-11-07, 12:15 AM
RB and Privateer:
Pleae, don't forget to release the 2.03 for GWX 1.03 first. That was all.
Thank you guys!!! :up:
CapZap
Trefoil
12-11-07, 02:14 PM
RB and Privateer:
Pleae, don't forget to release the 2.03 for GWX 1.03 first. That was all.
Thank you guys!!! :up:
CapZap
I also hope you will do one more update for GWX 1.03. Not everyone, I think, is planning on switching to GWX 2.0 immediately. Many thanks for all the great work, so far.:up:
RB and Privateer:
Pleae, don't forget to release the 2.03 for GWX 1.03 first. That was all.
Thank you guys!!! :up:
CapZap
I also hope you will do one more update for GWX 1.03. Not everyone, I think, is planning on switching to GWX 2.0 immediately. Many thanks for all the great work, so far.:up:
Afraid not mate, you can stay with 1.3 or go over to 2.0 when your ready, but there will be no further updates for 1.3.
Anyways - lets not hijack RB's thread.
Hi Racerboy,
I agree with the earlier posts. Please release an updated version of your effects for GWX 1.03 and for other mods first. I guess there are quite a few people who like to use your mod without using GWX 2.0. Anyway, thanks for your great work.:up:
Best, LGN1
nikbear
12-11-07, 03:12 PM
I to would like an update for 1.03,I've got careers to finish so not moving to 2.00 just yet:up:
TheDarkWraith
12-11-07, 03:32 PM
I to would like an update for 1.03,I've got careers to finish so not moving to 2.00 just yet:up:
no worries all! I will not forget about everyone using SH3 1.4b or GWX 1.03. I will continue to mod for SH3 1.4b, GWX 1.03, and when I sift through all the files and figure out what I need to change/modify will also be doing the same for GWX 2.0. GWX 2.0 will probably take some time so don't expect anything real soon for it.
I hope to have v2.03 available this weekend (or sooner). It's getting the liferaft to work correctly that's holding things up. If I don't get it working the way I want by this weekend I will release 2.03 without it and make another version with the liferaft. I can already assure you that there will be a 2.04 as I have some ideas from Rubini's mod that I would like to incorporate into mine plus some other ideas of my own that have come to light ;)
CapZap1970
12-11-07, 05:01 PM
That sounds very good for me, RB. :up:
Just another question that somehow was never answered for me. Can I enable the "Exhaust" mod and the "effects" mod together so both work together?
Thanks again RB. :rock:
CapZap
Samwolf
12-11-07, 05:47 PM
That sounds very good for me, RB. :up:
Just another question that somehow was never answered for me. Can I enable the "Exhaust" mod and the "effects" mod together so both work together?
Thanks again RB. :rock:
CapZap
I've used both together and never had a problem.:up:
TheDarkWraith
12-11-07, 06:33 PM
That sounds very good for me, RB. :up:
Just another question that somehow was never answered for me. Can I enable the "Exhaust" mod and the "effects" mod together so both work together?
Thanks again RB. :rock:
CapZap
yes you can :up:
I to would like an update for 1.03,I've got careers to finish so not moving to 2.00 just yet:up:
no worries all! I will not forget about everyone using SH3 1.4b or GWX 1.03. I will continue to mod for SH3 1.4b, GWX 1.03, and when I sift through all the files and figure out what I need to change/modify will also be doing the same for GWX 2.0. GWX 2.0 will probably take some time so don't expect anything real soon for it.
I hope to have v2.03 available this weekend (or sooner). It's getting the liferaft to work correctly that's holding things up. If I don't get it working the way I want by this weekend I will release 2.03 without it and make another version with the liferaft. I can already assure you that there will be a 2.04 as I have some ideas from Rubini's mod that I would like to incorporate into mine plus some other ideas of my own that have come to light ;)
Sounds good!:up:
CapZap1970
12-11-07, 11:07 PM
Thanks Rb for your reply. :up:
All I have to do now is wait.
CapZap
nikbear
12-12-07, 02:07 AM
Excellent news RB,can't wait for the update:up:
coronas
12-12-07, 05:07 AM
Great news, RB. Thanks for remember everyone.
Cheers!
Koondawg
12-12-07, 12:22 PM
RB you keep going bro....Ill look foward to whatever you bring to the table...
as said in another post some of us tweek the game to what the user is enjoying...and I enjoy playing
some of us have one off mods that we have incorporated into the game whether it be stock or a user tweeked mod...keep your chin up :smug:
im currently playing with some SP missions...keep an eye out
great news again Racerboy! can't wait to get my hands on the new version. Many thanks for all the time and effort you spend to bring this great mod to us! :up:
CapZap1970
12-14-07, 05:23 PM
No news yet? :cry:
CapZap
TheDarkWraith
12-14-07, 08:23 PM
No news yet? :cry:
CapZap
It will come this weekend. Probably Sunday but v2.03 will release this weekend :yep:
And it's just coincidence that it happens to be GWX 2.0's public release time though it will not be fully compatible with GWX 2.0 yet. That will come later. This will cover SH3 1.4b and GWX 1.03.
CapZap1970
12-14-07, 09:31 PM
Thanks a lot RB. That's all I needed to know.
I will wait until Sunday arrives, and then.... :rock:
CapZap
A6Intruder
12-15-07, 03:51 AM
No news yet? :cry:
CapZap
It will come this weekend. Probably Sunday but v2.03 will release this weekend :yep:
And it's just coincidence that it happens to be GWX 2.0's public release time though it will not be fully compatible with GWX 2.0 yet. That will come later. This will cover SH3 1.4b and GWX 1.03.
Hi my friend,
i have tried Vers. 2.22 with GWX 2.0 and could not find any problems. I used it in Academy and in two journeys. Everything works fine. :up:
Kind regards
USS Sea Tiger
12-15-07, 06:39 AM
All I know is that for myself, this is one of the best visual enhancements add-ons yet!
can't say enough about it,, Its like a whole new game for me!
TheDarkWraith
12-15-07, 09:30 AM
All I know is that for myself, this is one of the best visual enhancements add-ons yet!
can't say enough about it,, Its like a whole new game for me!
v2.03 will break out of just visual enhancements and step more into audio also. My live AI ships idea will come with this version.
It has changed just a little since I made it public about what I was doing. Here's what you will be able to do for any ship (included in the stock game or GWX 1.03):
- give them a PA announcement and ship's horn/whistle (10 fully customizable announcements/horns combos) or
- give them just a PA announcement (10 fully customizable) or
- give them just a ship's horn/whistle (10 fully customizable)
- with the above you'll also be able to add a second PA announcement if you so like (from one of the 10 fully customizable)
this will make the ship's more 'alive' and not drone like.
I had to make all new files for every ship in SH3 1.4b and GWX 1.03 so that the framework for this and upcoming ideas (one of which is the AI torps) of mine were in place.
The amount of bodies has been reduced considerably. I finally found what I was looking for (the zones.cfg file) which told me what event is called for when something is destroyed, damaged, etc. Now I see why so many bodies were being thrown on certain ships. In v2.04 I will modify the zones.cfg file for some new effects to be added along with some other new ideas.
Carotio
12-15-07, 09:43 AM
I had to make all new files for every ship in SH3 1.4b and GWX 1.03 so that the framework for this and upcoming ideas (one of which is the AI torps) of mine were in place.
The amount of bodies has been reduced considerably. I finally found what I was looking for (the zones.cfg file) which told me what event is called for when something is destroyed, damaged, etc. Now I see why so many bodies were being thrown on certain ships. In v2.04 I will modify the zones.cfg file for some new effects to be added along with some other new ideas.
Every ship - some of us may have added more ships than in Stock or GWX1.03. will this change just mean that they are without this sound?
Zones.cfg - is quite different in stock version and GWX1.03 version, and some of us may have a modified GWX1.03 zones.cfg file. Will you in your readme provide the info of which values, you want to edit, so your effects will take place as intended?
D.Kruger
12-15-07, 09:56 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/phoufdkeca.jpg
And it is possible ? :hmm:
TheDarkWraith
12-15-07, 10:10 AM
I had to make all new files for every ship in SH3 1.4b and GWX 1.03 so that the framework for this and upcoming ideas (one of which is the AI torps) of mine were in place.
The amount of bodies has been reduced considerably. I finally found what I was looking for (the zones.cfg file) which told me what event is called for when something is destroyed, damaged, etc. Now I see why so many bodies were being thrown on certain ships. In v2.04 I will modify the zones.cfg file for some new effects to be added along with some other new ideas.
Every ship - some of us may have added more ships than in Stock or GWX1.03. will this change just mean that they are without this sound?
Yes, those ships will be without sound then unless you want to send me the files for the ship and I will create a new file for it so the sound can be added to it. I found a way to add a new file (well not new but new concept to everyone) to the ship's that hasn't been implemented by anyone that I've been able to find.
Zones.cfg - is quite different in stock version and GWX1.03 version, and some of us may have a modified GWX1.03 zones.cfg file. Will you in your readme provide the info of which values, you want to edit, so your effects will take place as intended?
Good question. I know the Zones.cfg is a critical file and many people have altered it in their mods. I think at first I'll merely give directions on how I did it and if users would like to implement the change they can. After seeing how that fares and if people like the idea then I might go with an actual file to take the place of others zones.cfg files.
see above in yellow.
TheDarkWraith
12-15-07, 10:12 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/phoufdkeca.jpg
And it is possible ? :hmm:
I have an idea of what you're asking but can you please clarify?
Wolfehunter
12-15-07, 11:20 AM
No news yet? :cry:
CapZap
It will come this weekend. Probably Sunday but v2.03 will release this weekend :yep:
And it's just coincidence that it happens to be GWX 2.0's public release time though it will not be fully compatible with GWX 2.0 yet. That will come later. This will cover SH3 1.4b and GWX 1.03.Thanks Racerboy for your hard work!:up:
D.Kruger
12-15-07, 11:33 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/phoufdkeca.jpg
And it is possible ? :hmm:
I have an idea of what you're asking but can you please clarify?
Oil flows from the tanker and burnt near to the tanker...:oops:
TheDarkWraith
12-15-07, 11:35 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/phoufdkeca.jpg
And it is possible ? :hmm:
I have an idea of what you're asking but can you please clarify?
Oil flows from the tanker and burnt near to the tanker...:oops:
oh ok. Yes, we can do that! But it will not make v2.03. It will come in v2.04 ;) That was one of the things I wanted to do but couldn't find the missing piece of the puzzle until I looked into the zones.cfg file :up:
TheDarkWraith
12-15-07, 11:38 AM
if anyone would like to design new skins or new TGAs for my effects I'd be totally ok with it. Design away and release them on your own. If you can improve what I did then by all means please do! All I ask is that you let me know what you did.
If you would like to know what TGAs are used in the effects or the names of the skins for the bodies, debris, etc. just ask :yep:
D.Kruger
12-15-07, 12:14 PM
if anyone would like to design new skins or new TGAs for my effects I'd be totally ok with it. Design away and release them on your own. If you can improve what I did then by all means please do! All I ask is that you let me know what you did.
If you would like to know what TGAs are used in the effects or the names of the skins for the bodies, debris, etc. just ask :yep:
http://static3.filefront.com/images/personal/d/DKruger/95692/ggrcjmvsyu.jpg ;)
TheDarkWraith
12-15-07, 12:35 PM
D. Kruger here are some snapshots of some of the things coming in v2.04:
oil slicks when a compartment is damaged to a certain point (fuel rooms, engine rooms). Ship is still underway here:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_oil_slick_1.jpg
and there's a chance if you cause enough damage that you get the burning oil on the surface spewing from the ship (ship is still underway and moving here):
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_11_burning_oil_sli.jpg
close up view showing flames coming right from the damaged compartment and oil spewing out:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_11_burning_oil_-1.jpg
in all of these the ship was not destroyed. It was damaged but still underway and mobile.
TheDarkWraith
12-15-07, 12:39 PM
if anyone would like to design new skins or new TGAs for my effects I'd be totally ok with it. Design away and release them on your own. If you can improve what I did then by all means please do! All I ask is that you let me know what you did.
If you would like to know what TGAs are used in the effects or the names of the skins for the bodies, debris, etc. just ask :yep:
http://static3.filefront.com/images/personal/d/DKruger/95692/ggrcjmvsyu.jpg ;)
give me about 15 mins. I'll get back to you.
D.Kruger
12-15-07, 12:55 PM
D. Kruger here are some snapshots of some of the things coming in v2.04:
oil slicks when a compartment is damaged to a certain point (fuel rooms, engine rooms). Ship is still underway here:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_oil_slick_1.jpg
and there's a chance if you cause enough damage that you get the burning oil on the surface spewing from the ship (ship is still underway and moving here):
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_11_burning_oil_sli.jpg
close up view showing flames coming right from the damaged compartment and oil spewing out:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_11_burning_oil_-1.jpg
in all of these the ship was not destroyed. It was damaged but still underway and mobile.
:up: :rock: :rock: :rock: :up:
TheDarkWraith
12-15-07, 01:03 PM
D. Kruger here's what you're looking for:
in the event torp_great_explosion the following objects and materials (material = TGA) are used (this is the event right at the point of impact):
material C07C9E553860B360 (pierreE.tga) - the big water splash ball right on the ship @ point of impact
787BDC028B013B5F is an object named Particula01 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
BC2399CCF2E13D5F is an object named Particula02 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
ACB909433B41525F is an object named Particula03 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
EC7042433141525F is an object named Particula04 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
now when the above event is called for there are 4 other events that spawn also. They are the rising water 'walls' on each side of the ship. They are:
torpedo_splash_L - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_L01 - uses the material A4009F553D60B360 (splash_vert.tga)
torpedo_splash_R - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_R01 - uses the material A4009F553D60B360 (splash_vert.tga)
Racerboy :|\\
D.Kruger
12-15-07, 02:55 PM
D. Kruger here's what you're looking for:
in the event torp_great_explosion the following objects and materials (material = TGA) are used (this is the event right at the point of impact):
material C07C9E553860B360 (pierreE.tga) - the big water splash ball right on the ship @ point of impact
787BDC028B013B5F is an object named Particula01 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
BC2399CCF2E13D5F is an object named Particula02 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
ACB909433B41525F is an object named Particula03 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
EC7042433141525F is an object named Particula04 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
now when the above event is called for there are 4 other events that spawn also. They are the rising water 'walls' on each side of the ship. They are:
torpedo_splash_L - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_L01 - uses the material A4009F553D60B360 (splash_vert.tga)
torpedo_splash_R - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_R01 - uses the material A4009F553D60B360 (splash_vert.tga)
Racerboy :|\\
In early "SH4_Effects_for_SH3" versions of this white hole was not,
I did not change TGA skins, and suddenly they have appeared, where the reason ? :damn::/\\!! :damn::/\\!! :damn: :/\\!!
Castout
12-15-07, 07:37 PM
Will AI subs which is implemented with AI torpedo be able to dive just like a player controlled sub? Detect approaching ships, maneuvering for attack on the surface, going to periscope depth to prepare the attack, launching the eels and finally evading the DD's wrath while being DCed?
Man I never thought I could be so happy without GWX2.0 just by typing those possibilitites:D.
Carotio
12-15-07, 07:52 PM
D. Kruger here's what you're looking for:
in the event torp_great_explosion the following objects and materials (material = TGA) are used (this is the event right at the point of impact):
material C07C9E553860B360 (pierreE.tga) - the big water splash ball right on the ship @ point of impact
787BDC028B013B5F is an object named Particula01 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
BC2399CCF2E13D5F is an object named Particula02 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
ACB909433B41525F is an object named Particula03 which is one of the rising water columns. It uses the material A821A1553B60B360 (pierreE2.tga)
EC7042433141525F is an object named Particula04 which is one of the rising water columns. It uses the material C07C9E553860B360 (pierreE.tga)
now when the above event is called for there are 4 other events that spawn also. They are the rising water 'walls' on each side of the ship. They are:
torpedo_splash_L - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_L01 - uses the material A4009F553D60B360 (splash_vert.tga)
torpedo_splash_R - uses the material A4009F553D60B360 (splash_vert.tga) and the material 702E9D553D60B360 (smoke_add.tga)
torpedo_splash_R01 - uses the material A4009F553D60B360 (splash_vert.tga)
Racerboy :|\\
In early "SH4_Effects_for_SH3" versions of this white hole was not,
I did not change TGA skins, and suddenly they have appeared, where the reason ? :damn::/\\!! :damn::/\\!! :damn: :/\\!!
In my installation I don't see this water like white, but I have replaced some TGAs including splash_vert.tga
If you wish Racerboy, I could send you the TGAs so you can compare with your own included?
TheDarkWraith
12-15-07, 11:40 PM
In my installation I don't see this water like white, but I have replaced some TGAs including splash_vert.tga
If you wish Racerboy, I could send you the TGAs so you can compare with your own included?
sure, please do. And if you don't mind send them to D. Kruger also. Thanks :up:
TheDarkWraith
12-15-07, 11:44 PM
Well I got the liferaft to spawn, and spawn randomly at that! What happens is the ship sinks below the waterline and sometimes the liferaft pops up from under the water. This would simulate the liferafts that had automatic deployments when they reached a certain depth.
Now the bad part, it's not a 'solid' object....yet. It has no 'sphere' so it can't collide with anything. Objects will pass through it. I'm going to make it debris for know until I can get it working 100%. Being debris it will sink after sometime like the other debris does.
Screenies to show:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_22_liferaft_0.jpg
close up view:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img15-12-2007_22_liferaft_1.jpg
As you can see it can collide with other objects, like the boxes currently. I'm making progress :yep:
iambecomelife
12-16-07, 01:46 AM
Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:
A few more questions:
Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?
Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
HanSolo78
12-16-07, 03:00 AM
Hi RB!
I just want to say that we from WAC Team have a look on that great great work that you´re doing. We´re looking forward to the developement!!
Well done! :rock: :rock: :up:
Well I got the liferaft to spawn, and spawn randomly at that!
:rock: That's great work, you do! :up:
TheDarkWraith
12-16-07, 10:51 AM
Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:
A few more questions:
Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?
Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
The flares and rations didn't come out right. When I loaded your .obj file into Wings3D the flares and rations boxes were floating above the raft and weren't closed (they had open sides - like unfinished). Maybe the .obj file is corrupt that I have from you. Can you possibly check it out and resend it to me? Also, if I remember correctly, didn't you add some lettering on the side(s) of the liferaft? Oh yeah, the 'skin' for the liferaft was a .bmp file, I had to convert it to a TGA. It seems I didn't receive the correct files from you on the liferaft. Please look and let me know.
iambecomelife
12-16-07, 03:22 PM
Nice!! Does it still have flares & rations? :p I can't see from that distance. I wouldn't want the survivors to starve or have a ship pass them...:hmm:
A few more questions:
Is it possible to make a version with survivors clinging to it? Maybe merge some of the existing figures with the raft model? Can more than one raft be triggered?
Lifeboats, both right-side-up and capsized, would also be a neat effect. I have noticed that a few of the cutters/launches used by the game's warships would make excellent escape craft with very little modification - mainly removing the davits and adding some human figures.
The flares and rations didn't come out right. When I loaded your .obj file into Wings3D the flares and rations boxes were floating above the raft and weren't closed (they had open sides - like unfinished). Maybe the .obj file is corrupt that I have from you. Can you possibly check it out and resend it to me? Also, if I remember correctly, didn't you add some lettering on the side(s) of the liferaft? Oh yeah, the 'skin' for the liferaft was a .bmp file, I had to convert it to a TGA. It seems I didn't receive the correct files from you on the liferaft. Please look and let me know.
I just PM'd you a link with a version that may solve those problems - can you test it and see if it works? The reason for the transparency may have been that the object faces were not inverted with the original version, so I corrected that.
Thanks
TheDarkWraith
12-16-07, 04:03 PM
I just PM'd you a link with a version that may solve those problems - can you test it and see if it works? The reason for the transparency may have been that the object faces were not inverted with the original version, so I corrected that.
Thanks
I will download and look over the new versions of the liferaft tonight :up: I will also answer your questions you asked ealier later tonight.
v2.03 is uploading currently. It will be available here soon. I need to stress the importance of reading the .txt files included!! Please read 'Racerboy's_SH4_Effects_for_SH3.txt' completely. It will tell you about the new features, what has been changed, what hasn't been changed/fixed, what's still being looked into, etc. After that if you want to use my Live_AI_Ships idea then you need to read 'I want sound on a ship!.txt'. It will tell you how to add the sound(s) to a ship. If you want to add the starshell gun then read 'I want the starshell gun on a ship!.txt'. It will tell you how to add this new gun. Reading those will help with lots of coming questions I see coming up.
If you ask me something that's in the .txt files I will refer you to read the associated .txt file again :yep: Problems, troubles, etc. with the mod I will be more than happy to assist with.
RB :|\\
TheDarkWraith
12-16-07, 04:37 PM
v2.03 of the SH4 effects (and more) for SH3 is ready and available. You can find it here: http://www.subsim.com/radioroom/showpost.php?p=679149&postcount=1
RB :|\\
Koondawg
12-16-07, 04:42 PM
Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it :up:
Bravo Maestro! This week is gonna be full of cool stuff!
TheDarkWraith
12-16-07, 04:46 PM
Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it :up:
I suppose :88) Liferaft first.....I'm so close to getting this to where I want it! :know:
CapZap1970
12-16-07, 04:55 PM
Thank you very much for this, RB. :up:
I have been waiting for it the whole day... now to d/l it!!!! :rock:
CapZap
TheDarkWraith
12-16-07, 04:59 PM
Thank you very much for this, RB. :up:
I have been waiting for it the whole day... now to d/l it!!!! :rock:
CapZap
Enjoy! You and others will probably have some questions setting up the Live_AI_Ships part of the mod. I'll be around the forum and online for most of the night so just PM me :yep:
Koondawg
12-16-07, 05:03 PM
Or would it be to much to ask for a 250 Evinrude...we could ski :cool:
TheDarkWraith
12-16-07, 05:05 PM
Or would it be to much to ask for a 250 Evinrude...we could ski :cool:
you have a soundfile for that?? :rotfl:
Carotio
12-16-07, 05:27 PM
Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it :up:
I suppose :88) Liferaft first.....I'm so close to getting this to where I want it! :know:
Nautilus42 extracted the lifeboats and liferafts from SH4 too and added a man to them. In the editor through the eqp file, one can then choose to have it with an allied or axis man.
Is it your idea to include his mod? Or are you doing a different approach?
TheDarkWraith
12-16-07, 05:33 PM
Great job RB...would it be possible to modify one for fishing off the pier? Trolling motor, some fly rods? JK bro...keep at it :up:
I suppose :88) Liferaft first.....I'm so close to getting this to where I want it! :know:
Nautilus42 extracted the lifeboats and liferafts from SH4 too and added a man to them. In the editor through the eqp file, one can then choose to have it with an allied or axis man.
Is it your idea to include his mod? Or are you doing a different approach?
he did this for SH3? How did he spawn them? I'm having mine appear when the ship sinks. I'd be curious to know about this mod you speak of :yep:
Carotio
12-16-07, 05:37 PM
Nautilus42 extracted the lifeboats and liferafts from SH4 too and added a man to them. In the editor through the eqp file, one can then choose to have it with an allied or axis man.
Is it your idea to include his mod? Or are you doing a different approach?
he did this for SH3? How did he spawn them? I'm having mine appear when the ship sinks. I'd be curious to know about this mod you speak of :yep:
Sadly they do not spawn automatically from a ship sinking. One needs to script write them into RND and/or SCR, and then obviously they need to be scripted a little far from normal ship routes, so you don't suddenly see them inside a "virgin convoy". But maybe you can use them anyway. They stay afloat as long as scripted...
Samwolf
12-16-07, 05:44 PM
Got it! Thanks RB. Since I still have a GWX1.03 version to run, I'll be checking this out.:up:
Perhaps a GWX2.0 version someday? The best of both worlds would be a combination of Rubini's GWX enhanced mods and yours.
TheDarkWraith
12-16-07, 05:48 PM
Got it! Thanks RB. Since I still have a GWX1.03 version to run, I'll be checking this out.:up:
Perhaps a GWX2.0 version someday? The best of both worlds would be a combination of Rubini's GWX enhanced mods and yours.
I plan on it. If Rubini will work with me I'll add their new effects in a version for GWX 2.0. If not I'll either make a version for GWX 2.0 taking out their effects 'calls' in the zones.cfg so you all can use it in GWX 2.0 or make my own new effects to take the place of theirs so it can be compatible.
CapZap1970
12-16-07, 09:31 PM
RB:
I downloaded your mod, and I found something unexpected and don't know what to do...
There is a folder "for GWX 1.03", does this mean that I have to enable it via JSGME along with the folder "SH3 effects (and more) for SH3 2.03"?
I thought everything was included in the same folder... so both folders or just the last one?
Thanks a lot for your help RB. :up:
CapZap
TheDarkWraith
12-16-07, 09:47 PM
RB:
I downloaded your mod, and I found something unexpected and don't know what to do...
There is a folder "for GWX 1.03", does this mean that I have to enable it via JSGME along with the folder "SH3 effects (and more) for SH3 2.03"?
I thought everything was included in the same folder... so both folders or just the last one?
Thanks a lot for your help RB. :up:
CapZap
the included readme also tells you what to do with this but I'll answer here also :D If you are using GWX 1.03 then you have to copy the folder contained in 'for GWX 1.03' into 'MODS\Racerboy_SH4_effects_for_SH3_2_03'.
The folders contained in 'for GWX 1.03' are all the ships new files (the data\Sea folders). So by copying the contents you'll be overwriting and adding new folders to MODS\Racerboy_SH4_effects_for_SH3_2_03\data\Sea. If you don't copy these folders then you won't have the framework to use the Live_AI_Ships idea for GWX 1.03. Well you will, sort of, but not for every ship because GWX 1.03 introduced new ships.
This infomation can also be found in the text file 'Racerboy_SH4_effects_for_SH3.txt' found in the folder 'RB_SH4_effects_for_SH3_2_03'.
CapZap1970
12-16-07, 11:13 PM
Thanks a lot RB, I am trying to figure it out, gimme some time and I shall succeed. :up:
CapZap
Castout
12-17-07, 01:27 AM
RB is it okay to install your mod over vanilla 1.4b?
I read you mentioned somewhere about AI torpedo so is this going to be added up in your later version?
TheDarkWraith
12-17-07, 01:41 AM
RB is it okay to install your mod over vanilla 1.4b?
I read you mentioned somewhere about AI torpedo so is this going to be added up in your later version?
perfectly ok. Out of the box (or unzip :lol: ) it's ready for SH3 1.4b. If you're going to use it on GWX 1.03 you have to copy some files around. If you want to enable the Live_AI_ships part then you have some setup to do. Read the textfile 'I want to add sound to a ship!.txt' for details on how to do this ;)
AI torps is nearing completion. BETAs have been sent out to testers and I'm awaiting feedback and testing.
Um, why does this mod contain brutally truncated Englishnames and Germannames cfg files, killing almost all the ship names?
TheDarkWraith
12-17-07, 07:14 AM
Um, why does this mod contain brutally truncated Englishnames and Germannames cfg files, killing almost all the ship names?
please explain what you mean. It contains 2 files for each ship, a modified .eqp file and a new file called xxx.cam (where xxx=class name of ship). There shouldn't be any xxx.cfg files included for any ship.
Um, why does this mod contain brutally truncated Englishnames and Germannames cfg files, killing almost all the ship names?
please explain what you mean. It contains 2 files for each ship, a modified .eqp file and a new file called xxx.cam (where xxx=class name of ship). There shouldn't be any xxx.cfg files included for any ship.
nope, but in the sea folder there is the germannames and englishnames.cfg files which control the ship names. The ones in your mod only include something like 20 ships.
TheDarkWraith
12-17-07, 07:24 AM
Um, why does this mod contain brutally truncated Englishnames and Germannames cfg files, killing almost all the ship names?
please explain what you mean. It contains 2 files for each ship, a modified .eqp file and a new file called xxx.cam (where xxx=class name of ship). There shouldn't be any xxx.cfg files included for any ship.
nope, but in the sea folder there is the germannames and englishnames.cfg files which control the ship names. The ones in your mod only include something like 20 ships.
well thank you for pointing that out. That file obviously isn't supposed to be there! I will remove it and include a new link to the corrected file :yep:
TheDarkWraith
12-17-07, 07:32 AM
there is a small problem with the current D/L file of this mod (v2.03). There are 3 files contained in \data\Sea which should not be there and somehow got overlooked by myself and included :oops: . The three files are xxx.cfg. For those who have downloaded the mod please disable the mod then delete the 3 xxx.cfg files from \MODS\Racerboy_SH4_effects_for_SH3\data\Sea. Re-enable the mod. Thank you Boris for making this known!
I will reupload a corrected D/L file and post again when it's available :D The current link has been disabled until then.
Carotio
12-17-07, 07:48 AM
I have counted the extra ships and/or sea units in my installation, and I have more than 100 extra. You spoke something about sending you the extra units, but after reading your text files, maybe I can do some of this work myself.
I see for each ship a xxx.cam file. Are all these customized for each ship?
I think, I'm able to alter all the xxx.eqp files with the extra info, but if the xxx.cam files need to be edited specially, maybe it's best for you to do so!? If then, do you need all files for each ship unit?
D.Kruger
12-17-07, 08:11 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/hubvowmrln.jpg
I wish to make a break real :hmm:
xristoskaiti
12-17-07, 08:59 AM
The folders contained in 'for GWX 1.03' are all the ships new files................................ they is compatible with NYGM?:o
TheDarkWraith
12-17-07, 10:18 AM
I have counted the extra ships and/or sea units in my installation, and I have more than 100 extra. You spoke something about sending you the extra units, but after reading your text files, maybe I can do some of this work myself.
I see for each ship a xxx.cam file. Are all these customized for each ship?
Yes they are in the fact that the ID for each new node is unique and the parent ID has to be replaced by the ID of the ship. This requires hex editing. If you would like to do it yourself I can give you my ID naming convention.
I think, I'm able to alter all the xxx.eqp files with the extra info, but if the xxx.cam files need to be edited specially, maybe it's best for you to do so!? If then, do you need all files for each ship unit?
The .eqp files are easy enough. Copy and paste the last 4 new entries that start with ';SH4 effects for SH3' into the .eqp files of the ships needing them.
The .cam files see above.
It would take some time to do but yes, I can do it for you. You would have to send me the \data\Sea\xxx folders of each ship.
See above in yellow.
TheDarkWraith
12-17-07, 10:21 AM
The folders contained in 'for GWX 1.03' are all the ships new files................................ they is compatible with NYGM?:o
The only thing I would question is the .eqp files. Each mega-mod usually changes the .eqp files to match their intended desire or taste. The .eqp file contains the equipment on the ship - guns, AA guns, search lights, etc. It won't hurt to use them but realize that the guns and all may be different on the ships.
TheDarkWraith
12-17-07, 10:23 AM
http://static3.filefront.com/images/personal/d/DKruger/95721/hubvowmrln.jpg
I wish to make a break real :hmm:
That's part of the ship itself. The 3D model of the ship defines this (it's front and back parts). I see what you're trying to do and I will look into it to see if there's a way to do what you're wanting.
xristoskaiti
12-17-07, 10:56 AM
I thank Racerboy :yep:
TheDarkWraith
12-17-07, 12:34 PM
the oversight on my part with the 3 files mentioned by Boris has been fixed. A new D/L link has been added here: http://www.subsim.com/radioroom/showpost.php?p=679149&postcount=1
It's available for download again.
Madox58
12-17-07, 05:34 PM
http://static3.filefront.com/images/personal/d/DKruger/95721/hubvowmrln.jpg
I wish to make a break real :hmm:
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere.
:yep:
TheDarkWraith
12-17-07, 05:38 PM
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere.
:yep:
Thanks buddy! I was wondering how one would go about doing this since D. Kruger brought it up :up:
Wolfehunter
12-17-07, 05:56 PM
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere.
:yep:
Thanks buddy! I was wondering how one would go about doing this since D. Kruger brought it up :up:Racerboy as soon as you get the UV map made I could make a nice raw skin for that area. Shows layers and stuff.:hmm: If it hasn't been done yet?
TheDarkWraith
12-17-07, 06:04 PM
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere.
:yep:
Thanks buddy! I was wondering how one would go about doing this since D. Kruger brought it up :up:Racerboy as soon as you get the UV map made I could make a nice raw skin for that area. Shows layers and stuff.:hmm: If it hasn't been done yet?
To do that will take time I don't have at the moment :huh: This 'section' has to be re-uv mapped for every ship, quite an undertaking. Maybe you would like to take this on? You have Wings3D?
Wolfehunter
12-17-07, 06:24 PM
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere.
:yep:
Thanks buddy! I was wondering how one would go about doing this since D. Kruger brought it up :up:Racerboy as soon as you get the UV map made I could make a nice raw skin for that area. Shows layers and stuff.:hmm: If it hasn't been done yet?
To do that will take time I don't have at the moment :huh: This 'section' has to be re-uv mapped for every ship, quite an undertaking. Maybe you would like to take this on? You have Wings3D?yes I have wings. I'll see what magic I can do.;)
Carotio
12-17-07, 07:08 PM
I have counted the extra ships and/or sea units in my installation, and I have more than 100 extra. You spoke something about sending you the extra units, but after reading your text files, maybe I can do some of this work myself.
I see for each ship a xxx.cam file. Are all these customized for each ship?
Yes they are in the fact that the ID for each new node is unique and the parent ID has to be replaced by the ID of the ship. This requires hex editing. If you would like to do it yourself I can give you my ID naming convention.
I think, I'm able to alter all the xxx.eqp files with the extra info, but if the xxx.cam files need to be edited specially, maybe it's best for you to do so!? If then, do you need all files for each ship unit?
The .eqp files are easy enough. Copy and paste the last 4 new entries that start with ';SH4 effects for SH3' into the .eqp files of the ships needing them.
The .cam files see above.
It would take some time to do but yes, I can do it for you. You would have to send me the \data\Sea\xxx folders of each ship.
See above in yellow.
I will look into this a little later, and then upload a rar for you with the extra ships through my FF. I still have some more units, I want to add, so try look in the end of this week.
It would be cool, if you wanna do this for me too! :yep:
Anyway, happy holiday ;)
...
To do that will take time I don't have at the moment :huh: ...
Hey,RBoy.
What do you do behind bars? :o
Carotio
12-17-07, 07:47 PM
Just wanted to share a screencap. You said, it's not for Hollywood Effects. Well, I have edited the zones.cfg myself to my liking and made the airplanes vulnerable to bullets again and the saw this:
http://i7.photobucket.com/albums/y288/Carotio/SH3200712-2_DontMessWithMe.jpg
Do you like the image?
Wolfehunter
12-17-07, 08:00 PM
Good work very impressive. I like it. So when are you releasing this mod?:lol:
Carotio
12-17-07, 08:09 PM
Good work very impressive. I like it. So when are you releasing this mod?:lol:
Do you mean me?
Well, the effects in above image is from RBs mod (firecloud).
That the airplane is vulnerable depends of which mod you use.
If you want it like me, then you have to look in your zones.cfg file, then search for:
Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber)
and for each type, look for:
HitPoints=
for fighters I altered it to =7 in comparison with GWX1.03=70
The airplanes are still mighty opponents= they hit their target=me, but at least I can give them payback :lol:
Wolfehunter
12-17-07, 08:18 PM
Good work very impressive. I like it. So when are you releasing this mod?:lol:
Do you mean me?
Well, the effects in above image is from RBs mod (firecloud).
That the airplane is vulnerable depends of which mod you use.
If you want it like me, then you have to look in your zones.cfg file, then search for:
Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber)
and for each type, look for:
HitPoints=
for fighters I altered it to =7 in comparison with GWX1.03=70
The airplanes are still mighty opponents= they hit their target=me, but at least I can give them payback :lol: how much damage do the flakguns do? Do you know?
Carotio
12-17-07, 08:40 PM
The airplanes are still mighty opponents= they hit their target=me, but at least I can give them payback :lol: how much damage do the flakguns do? Do you know?
Well, enough, IF you hit them :lol:
Not descrediting your work
but realy I think that explosion look like
Space Star Galatica exploded in there,
its way to big for the compar with the plane on a side !
Just mi 2 cents mate !:hmm:
Carotio
12-17-07, 08:54 PM
Not descrediting your work
but realy I think that explosion look like
Space Star Galatica exploded in there,
its way to big for the compar with the plane on a side !
Just mi 2 cents mate !:hmm:
Sure, it's okay! :yep:
But I cannot say that this fireball get that big every time, I just played a single mission to test my new skins, when the planes showed up, and while it was not my career I tried the shoot out, and I was amazed by this big fireball. If it stays like this always, I don't know. If yes, then maybe an edit is necessary, if no = sometimes big, sometimes small, then it's cool with me.
Diversity is important!
But I suspect it's in the materials.dat this info lies, so untill RB is back, it stays unclarified, whether it's my edit or his...
Castout
12-17-07, 09:13 PM
perfectly ok. Out of the box (or unzip :lol: ) it's ready for SH3 1.4b. If you're going to use it on GWX 1.03 you have to copy some files around. If you want to enable the Live_AI_ships part then you have some setup to do. Read the textfile 'I want to add sound to a ship!.txt' for details on how to do this ;)
AI torps is nearing completion. BETAs have been sent out to testers and I'm awaiting feedback and testing.
Good to hear that. Burning my dial-up modem as I write this to get your latest effects mod:up:
Edit: RB after more than 2 and a half hour of downloading your file seems to be corrupted. I can't unzip/uncompressed it no matter what.
Am I the only one having problem?
Koondawg
12-18-07, 04:46 AM
you have a soundfile for that??
hell yes I do....got Sound Forge 6.0 working on this end...exterior and underwater sounds for the new 250V twin...
lumat83
12-18-07, 04:50 AM
Does the last version work with GWX 2.0 ?
Koondawg
12-18-07, 05:19 AM
Does the last version work with GWX 2.0 ?
Nope...hes gonna be working on it though...:up:
Racerboys FX sh4 to sh3 isn't compatible with GWX 2.0
He's working on it. All his mods will have to be reworked to work with GWX 2.0 There only compatible with GWX 1.03
stay tuned
lumat83
12-18-07, 05:30 AM
Thank you :)
I'll wait :D
Koondawg
12-18-07, 05:43 AM
That section needs to be re-uv mapped to a damage texture you create.
It's been done on a few ships somewhere
How tough would it be to see crossbeams and hull layers when breaking apart? Perhaps even different levels in the hull...
If say one was to make a cut section of a hull, a TGA could/would it show correctly in game?
coronas
12-19-07, 05:45 AM
I tried 2.03 last night. New features are awesome. Great work RB!
ryoga_77
12-19-07, 08:05 AM
Can you add a screaming sound when you have ships on fire or when firing upon them with the cannon or the flak gun?
P.S maybe the screaming sound used by the sh3 when the u-boat is hit and the cap is on the deck can do nicely
linerkiller
12-19-07, 08:28 AM
The only thing that I would really import from sh4 into sh3 is the water colour, especially after long missions with the Leovampire's ROW collection on....probably this is an impossible task, but, I would really sail into a ROW-style sea with my VIIC!:up:
racerboy , thanks for the hard work
WEITER SO:arrgh!:
http://i7.photobucket.com/albums/y288/Carotio/SH3200712-2_DontMessWithMe.jpg
Carotio - do you released this skin for VIIB and the rest of u-boat types?:ping:
I'm waiting for this super skinpack;)
Carotio
12-19-07, 01:36 PM
Carotio - do you released this skin for VIIB and the rest of u-boat types?:ping:
I'm waiting for this super skinpack;)
Nope, not yet.
The II types and the XXI don't pull the TGAs from the textures folder automatically, so I've been working on making an edition for each mod, like one for GWX2 and one for WAC2.15. Meaning I'm using the DATs from those mod, putting the TGAs inside there.
I know skins in DATs aren't the most popular way, but they will work with the pure GWX2 and WAC2.15, providing no other mods have been added to modify the particular DATs.
But I'm still doing some final polish.
To stay on topic for this thread, then I have tried editing all the eqp files for each ship, and while I afterwards looked in the museum, I saw transparent guns on top of ships. Very odd to see...
I wonder if I have missunderstood something about the manual editing of these files.
So if I have a warship, which I want to add both sounds and the starshell gun, then according to the readme I had to add the info to NodeName=M96 for both. Obviously, I couldn't do that so I did this:
Warships - both sounds and gun
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M96
LinkName=scm_1_gun <--- I put the sound info here for all ships
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M97
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M98
LinkName=5InchStarShellGun <--- I put the gun info here for ships, in all cases
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
;below reserved for AI torps
[Equipment xx]
NodeName=M99
LinkName=NULL
StartDate=19380101
EndDate=19451231
RB, I hope to get this clarified, when you're back! :yep:
Carotio
12-19-07, 01:41 PM
To show what I mean:
;SH4 effects (and more) for SH3
[Equipment 1]
NodeName=M96
LinkName=scc_1_gun
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment 2]
NodeName=M97
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment 3]
NodeName=M98
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
;below reserved for AI torps
[Equipment 4]
NodeName=M99
LinkName=NULL
StartDate=19380101
EndDate=19451231
http://i7.photobucket.com/albums/y288/Carotio/Guns-3.jpg
Carotio
12-19-07, 01:49 PM
Two more:
Merchants - both sounds and gun
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M96
LinkName=scc_1_gun
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M97
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M98
LinkName=5InchStarShellGun
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
;below reserved for AI torps
[Equipment xx]
NodeName=M99
LinkName=NULL
StartDate=19380101
EndDate=19451231
http://i7.photobucket.com/albums/y288/Carotio/Guns-2.jpg
Warships - both sounds and gun
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M96
LinkName=scm_1_gun
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M97
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M98
LinkName=5InchStarShellGun
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
;below reserved for AI torps
[Equipment xx]
NodeName=M99
LinkName=NULL
StartDate=19380101
EndDate=19451231
http://i7.photobucket.com/albums/y288/Carotio/Guns-1.jpg
Stealth Hunter
12-19-07, 08:26 PM
Got a problem with the latest download link.
Attempted to download and I got a message from FileFront that my download had failed because "You are not a member of the access group . . ."
What gives? I downloaded it before, but these stupid bastards aren't letting me download again.:stare:
Capitan_Viejo
12-20-07, 01:38 AM
Hi, i have a problem with the download link, "Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member." I can´t wait to play with your well-looking mod but I can't because of this. I need help!!!
mic1184
12-20-07, 02:22 AM
Hi, i have a problem with the download link, "Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member." I can´t wait to play with your well-looking mod but I can't because of this. I need help!!!
yep, same here:
Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.
would be cool if the download was mirrored, it's not the first time i have trouble with filefront
Castout
12-20-07, 03:02 AM
RB I love the new smoke much more realistic as they are now denser and higher than ever. Is it possible to make them even denser. In RL smoke would typically cover at least a third of the ship. On many occasions it cover as much as half the ship or even the whole length engulfed in one big smoke colum. I prefer to have one very big and dense smoke column rtaher than to have several smaller ones:D.
Nice job Thank you Mr FX.
Vinny Jones
12-20-07, 02:20 PM
DL broken
DL broken
which one? Did you try here?
http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1
Vinny Jones
12-20-07, 02:54 PM
DL broken
which one? Did you try here?
http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1
this one
http://dodownload.filefront.com/9272960//a608edf5b290ca12028753fdcf57aad9dae61744b511e0128d 50c800992f51ff8601efeffbc68972
Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.
DL broken
which one? Did you try here?
http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1
this one
http://dodownload.filefront.com/9272960//a608edf5b290ca12028753fdcf57aad9dae61744b511e0128d 50c800992f51ff8601efeffbc68972
Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.
did you try this already?
http://dodownload.filefront.com/9272960//a608edf5b290ca12028753fdcf57aad9dae61744b511e0128d 50c800992f51ff8601efeffbc68972
Vinny Jones
12-20-07, 03:04 PM
DL broken
which one? Did you try here?
http://www.subsim.com/radioroom/showpost.php?p=647168&postcount=1
this one
http://dodownload.filefront.com/9272960//a608edf5b290ca12028753fdcf57aad9dae61744b511e0128d 50c800992f51ff8601efeffbc68972
Your download has failed. The file you are attempting to download is restricted to an access group of which you are not a member.
did you try this already?
http://dodownload.filefront.com/9272960//a608edf5b290ca12028753fdcf57aad9dae61744b511e0128d 50c800992f51ff8601efeffbc68972
yes, same result
argn, I posted same link, sorry!
sometimes now I get "Your download has failed. You have an invalid session set. Click here to try your download again.
"very strange indeed
Vinny Jones
12-20-07, 03:11 PM
argn, I posted same link, sorry!
sometimes now I get "Your download has failed. You have an invalid session set. Click here to try your download again.
"very strange indeed
possibility to share on rapidshare or something else?
possibility to share on rapidshare or something else?
uploading...
here go...
RB_SH4_Effects_for_SH3_2_03.7z.html (http://rapidshare.de/files/38095554/RB_SH4_Effects_for_SH3_2_03.7z.html)
I killed this link. please get the new version from link in first post!
Vinny Jones
12-20-07, 04:21 PM
here go...
RB_SH4_Effects_for_SH3_2_03.7z.html (http://rapidshare.de/files/38095554/RB_SH4_Effects_for_SH3_2_03.7z.html)
Thanks
gruss aus wien
Stealth Hunter
12-21-07, 03:38 AM
What he said.:rotfl:
:up:
Carotio
12-21-07, 06:15 AM
gruss aus wien
Servus ;)
Carotio
12-21-07, 08:06 PM
I was asked by Racerboy that his latest version wasn't mirrored, since it contains the bug I showed in my screens. The guns are not supposed to show. He will correct it.
That is the reason why the mod on RBs FF is disabled! ;)
I was also asked to ask you who have got it, which settings you have tried?
Madox58
12-21-07, 08:16 PM
You do know he was released from the brig 2 days ago?
Carotio
12-21-07, 08:25 PM
You do know he was released from the brig 2 days ago?
Yes, I know, and I told him so in my mail to him. I guess he haven't found out himself yet :lol:
But a promise is a promise so I forwarded his message...
Madox58
12-21-07, 08:35 PM
:lol:
TheDarkWraith
12-22-07, 12:32 AM
I'm back!! Anyone miss me?? ;)
Well let's get the bug fixed first. Ok, the error was on my part. I had the 'guns' unshowable but crossed the files between release version and test version :oops: So, for those who downloaded and enabled the live_AI_ships part of the mod only to see guns floating above the ships like Carotio posted then you need this file:
http://dodownload.filefront.com/9300857//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173
This will make the guns invisible. Disable the mod, place this file in \MODS\Racerboy_SH4_effects_for_SH3_v2_03\data\Libr ary, re-enable the mod. Bug fixed.
A new link has been posted on post #1 of this thread that gives the new download for this mod with the bug corrected. Please feel free to mirror it now if you so desire.
Some users have questioned whether they have setup their new sounds correctly. I've made a tweak file that will allow you to enable the gun (make it visible) and also another .txt file to use for troubleshooting. With these files you'll be able to tell if you setup the .eqp files for the ships correctly or not:
http://dodownload.filefront.com/9300872//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173
The new link posted on post #1 of this thread contains the files above already.
I'm also interested in the custom sounds you all are using. If you would like to share your sounds for the ships please post them here. Thanks :up:
TheDarkWraith
12-22-07, 12:52 AM
I wonder if I have missunderstood something about the manual editing of these files.
So if I have a warship, which I want to add both sounds and the starshell gun, then according to the readme I had to add the info to NodeName=M96 for both. Obviously, I couldn't do that so I did this:
Warships - both sounds and gun
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M96
LinkName=scm_1_gun <--- I put the sound info here for all ships (excellent :up: )
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M97
LinkName=NULL
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
[Equipment xx]
NodeName=M98
LinkName=5InchStarShellGun <--- I put the gun info here for ships, in all cases (excellent :up: )
StartDate=19380101
EndDate=19451231
;SH4 effects (and more) for SH3
;below reserved for AI torps
[Equipment xx]
NodeName=M99
LinkName=NULL
StartDate=19380101
EndDate=19451231
RB, I hope to get this clarified, when you're back! :yep:
Most excellent :up: Yes, I should've clarified that any of the nodes M96-M98 can be used for either sound or the starshell. In fact, you could even have 3 starshell guns if you wanted to. But all 3 nodes (M96-M98) are located in the exact same location.
And your opinion of my live_AI_ships idea thus far (disregarding the now fixed visible gun bug)? Are you using your own custom sounds?
TheDarkWraith
12-22-07, 12:59 AM
But I cannot say that this fireball get that big every time, I just played a single mission to test my new skins, when the planes showed up, and while it was not my career I tried the shoot out, and I was amazed by this big fireball. If it stays like this always, I don't know. If yes, then maybe an edit is necessary, if no = sometimes big, sometimes small, then it's cool with me.
Diversity is important!
But I suspect it's in the materials.dat this info lies, so untill RB is back, it stays unclarified, whether it's my edit or his...
Because you edited the zones.cfg file and adjusted the hitpoints you have caused the 'event' to happen sooner. If you search for 'Effectx=yyyy, z' (where x=a number, yyyy=the name of the event in Particles.dat, and z=a number) you'll see the effect (yyyy) that is called for when that zone hits the % damage specified (z).
TheDarkWraith
12-22-07, 01:02 AM
Edit: RB after more than 2 and a half hour of downloading your file seems to be corrupted. I can't unzip/uncompressed it no matter what.
Am I the only one having problem?
the file is a .7z (7-zip) file. You'll need the 7-zip software (or other software that can unzip 7-zip files) to unzip it. Winzip won't do it. Could this be the problem you're having?
Redfox11
12-22-07, 01:33 AM
My apologies if I missed something:oops: but is this mod compatible with GWX2.0?
Wolfehunter
12-22-07, 02:27 AM
RB is you new link have the patch updated already or do I have to incorperate your gun fix?
Welcome back dude;)
nikbear
12-22-07, 05:00 AM
Welcome back RB:up: must admit I've just enabled the basic RB-2.03 effects, live AI ships with sounds and starshell guns stuff is far to complicated:doh: Its a shame it got like that for us less well accomplished with puters,the beauty of previous versions was that you put it in your mods folder ,enabled it and away you went;) Ah well such is life.
Samwolf
12-22-07, 06:13 AM
Welcome back, RB. :D
Welcome back RB...hope this time you'll stick around!:up:
CapZap1970
12-22-07, 07:36 AM
Welcome back RB!!! :up:
I hope you checked your hotmail. I sent you a msg there.
CapZap
TheDarkWraith
12-22-07, 09:05 AM
Welcome back RB:up: must admit I've just enabled the basic RB-2.03 effects, live AI ships with sounds and starshell guns stuff is far to complicated:doh: Its a shame it got like that for us less well accomplished with puters,the beauty of previous versions was that you put it in your mods folder ,enabled it and away you went;) Ah well such is life.
Nikbear,
If you, or anyone else, would like to 'hear' the new live_AI_ships idea of mine just let me know which ships you'd like setup, which version of the game (sh3 1.4b or GWX 1.03), and what method you want for each ship and I'd be happy to set them up for you. I would like for everyone to enjoy this new idea of mine.
It does take some setting up to do but I kept it as simple as possible. No hex editing involved, only basic editing via notepad or using tweak files :yep:
For those of you not interested in the live_AI_ships idea then you have nothing to worry about. Just enable the mod as is just like previous versions to enjoy the new effects.
TheDarkWraith
12-22-07, 09:07 AM
RB is you new link have the patch updated already or do I have to incorperate your gun fix?
Welcome back dude;)
new link at post #1 incorporates the gun fix already :up: For those who downloaded it before the new link (239 of them not counting the mirrors) they'll need the patch for the gun fix.
TheDarkWraith
12-22-07, 09:09 AM
My apologies if I missed something:oops: but is this mod compatible with GWX2.0?
not yet. They altered the zones.cfg file and added new 'events' which my particles.dat file is missing. It will be made compatible though don't worry! :|\\
A6Intruder
12-22-07, 09:13 AM
My apologies if I missed something:oops: but is this mod compatible with GWX2.0?
not yet. They altered the zones.cfg file and added new 'events' which my particles.dat file is missing. It will be made compatible though don't worry! :|\\
I deeply hope so, because your effects are much more better then the "Enhanced" !:rock: :rock: :rock: :rock: :rock: :rock: :rock:
Kind regards
TheDarkWraith
12-22-07, 09:45 AM
I have counted the extra ships and/or sea units in my installation, and I have more than 100 extra. You spoke something about sending you the extra units, but after reading your text files, maybe I can do some of this work myself.
I see for each ship a xxx.cam file. Are all these customized for each ship?
I think, I'm able to alter all the xxx.eqp files with the extra info, but if the xxx.cam files need to be edited specially, maybe it's best for you to do so!? If then, do you need all files for each ship unit?
Yes, I'd need the \data\Sea\xxxx folders for each ship. If you want to set them up and have me review them that would be great. I'd have to give you my ID naming convention so that the IDs used for the new nodes follow the 'plan' (so we don't have duplicate IDs used - this guarantess originality). Or if you'd like for me to set them up I can do that also. Let me know what is best for you.
CapZap speaks of a TA mod by you? Where can I download this? :hmm:
Woof1701
12-22-07, 11:12 AM
My apologies if I missed something:oops: but is this mod compatible with GWX2.0?
not yet. They altered the zones.cfg file and added new 'events' which my particles.dat file is missing. It will be made compatible though don't worry! :|\\
RB: in case I don't care for the enhancements in GWX 2.0 at the moment and just want to use your mod. Will it run or may there be problems?
messenger42
12-22-07, 11:15 AM
Welcome back RB:up: must admit I've just enabled the basic RB-2.03 effects, live AI ships with sounds and starshell guns stuff is far to complicated:doh: Its a shame it got like that for us less well accomplished with puters,the beauty of previous versions was that you put it in your mods folder ,enabled it and away you went;) Ah well such is life.
Nikbear,
If you, or anyone else, would like to 'hear' the new live_AI_ships idea of mine just let me know which ships you'd like setup, which version of the game (sh3 1.4b or GWX 1.03), and what method you want for each ship and I'd be happy to set them up for you. I would like for everyone to enjoy this new idea of mine.
It does take some setting up to do but I kept it as simple as possible. No hex editing involved, only basic editing via notepad or using tweak files :yep:
For those of you not interested in the live_AI_ships idea then you have nothing to worry about. Just enable the mod as is just like previous versions to enjoy the new effects.
Hi Racerboy, enjoy your mod very much...the main reason for me not playing GWX 2.0. Currently playing GWX 1.03
If you can set up as many of the boats as possible, random method for each ships
that would fine by us.
Thanks
The Munster
12-22-07, 01:26 PM
gruss aus wien
Servus ;)
'Greetings from Wien' [Austria]
Wondered where Vinny had moved to ?
Carotio
12-22-07, 04:46 PM
CapZap speaks of a TA mod by you? Where can I download this? :hmm:
Well, the last available version was 1.2, but MediaFire was a crappy host, and when they started to delete some of my files without warning, the files are all gone from there. I'm using FF now. They warn at least, when files haven't been dl for a while, if one wants to keep them.
Yes, I think and hope I can prepare a second beta version of TA1.3 some time next week, but hey it's holiday season, so maybe early January. I'll then pass on the links to you for that. I hope you have room for it, because TA1.3 including optional mods (and including your SH4 mod) is about 4.49 Gb in the moment :yep:
EDIT: I have just tried loading the game up with your latest version (with fixed file) and with my own edits of the eqp files, and as with CapZap and TA1.2, I got the CTD with TA1.3 too. Hmmm... you might have to have a copy of TA1.3 soon then. I don't have time to upload now, but I'll get to that next week. Your 2.022 version works fine, so it's allready in...
TheDarkWraith
12-23-07, 11:39 AM
My apologies if I missed something:oops: but is this mod compatible with GWX2.0?
not yet. They altered the zones.cfg file and added new 'events' which my particles.dat file is missing. It will be made compatible though don't worry! :|\\
RB: in case I don't care for the enhancements in GWX 2.0 at the moment and just want to use your mod. Will it run or may there be problems?
It can't be used currently with GWX 2.0. I'll be working on a version for GWX 2.0 here very soon.
TheDarkWraith
12-23-07, 11:49 AM
Here's a question that keeps popping into my inbox: 'can we have a light version of your mod?'. Ok, seeing that I've had numerous requests for this I will ask you all what do you mean by a light version? What would you like to see removed/changed/added to constitute a light version?
Wolfehunter
12-23-07, 12:00 PM
Here's a question that keeps popping into my inbox: 'can we have a light version of your mod?'. Ok, seeing that I've had numerous requests for this I will ask you all what do you mean by a light version? What would you like to see removed/changed/added to constitute a light version?Well you have to shave off 25 pounds...:doh: :arrgh!:
TheDarkWraith
12-23-07, 12:34 PM
Here's a question that keeps popping into my inbox: 'can we have a light version of your mod?'. Ok, seeing that I've had numerous requests for this I will ask you all what do you mean by a light version? What would you like to see removed/changed/added to constitute a light version?Well you have to shave off 25 pounds...:doh: :arrgh!:
:rotfl: there's a comedian everywhere! ;)
I am totaly happy with the current version (I am using 2.03 with gwx1.03). I will change to gwx2 when your mod and the openhatch are ported) :up:
ahoi!
Is this mod ready for gwx 2.0 if is where to download it.:sunny:
TheDarkWraith
12-23-07, 03:05 PM
Is this mod ready for gwx 2.0 if is where to download it.:sunny:
Not yet.....hopefully real soon though ;)
Open Hatch works fine with GWX 2.0. Do not wait for that! RB will come with his mod soon.
nautilus42
12-23-07, 04:55 PM
Hi Racerboy,
What is the best compatible Zones.cfg to used with your last RB_SH4_Effects_for_SH3_2_03_MOD?:up:
Open Hatch works fine with GWX 2.0. Do not wait for that! RB will come with his mod soon.
I think the housing was modified in gwx2 and that needs to be adapted... I can wait... Here is what DD himself said...
> the link you posted has the answer inside already. We´ve 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.
I wait until DD says its ready :) same with RB... Until then I search some nice horns.wav and try to find my personal settings for the SH4 effects...
sh3rules
12-26-07, 11:19 PM
I'm also looking forward for this mod to be compatible with GWX 2. Those were some serious effects.
Awesome work, RB!
If they keep modding SH2 like this, we will sink SH4 in no time!:up:
If they keep modding SH2 like this, we will sink SH4 in no time!:up:
Now Now, I think we need to bury all this SH3 Vs SH4 crazy talk, Im not having a go at you mate, but I have NEVER witnessed such rivaly between players of two games in the same freakin franchise, no wonder there are so few subsims on the market.
Its madness I tell ya! :rotfl:
danlisa
12-27-07, 08:12 AM
If they keep modding SH2 like this, we will sink SH4 in no time!:up:
Now Now, I think we need to bury all this SH3 Vs SH4 crazy talk, Im not having a go at you mate, but I have NEVER witnessed such rivaly between players of two games in the same freakin franchise, no wonder there are so few subsims on the market.
Its madness I tell ya! :rotfl:
Bugger that JU. If they want to keep modding SH2, let them.:rotfl::rotfl:
Is this mod ready for gwx 2.0 if is where to download it.:sunny:
Don't try it with GWX 2.0 i dit and the result was spectacular explosions at least 20 ore more on a large cargo that i hit with torpedo and then my pc jammed :-?
If they keep modding SH2 like this, we will sink SH4 in no time!:up:
I run two installs of SH3 with GWX and two installs of SH4. I enjoy both theaters tremendously and both sims give a very good rendering plus immersion into what it was like....!
I have the ultimate respect for the modders in both communities and have become a complete sub-junkie.
This is a niche market and every user; newbie, casual has to be nurtured and brought along as the learning curve is rather steep.
Lets keep these wonderful sims afloat and help more folks enjoy them by being positive!
All ahead Standard!:up:
Capt. Shark Bait
12-27-07, 11:03 AM
getting it now, so hopefully it fully work with my typeIX
sh3rules
01-01-08, 11:46 PM
I'm checking this thread like some SH4 effects addict...
TheDarkWraith
01-03-08, 02:18 PM
well v2.03 has been out for a little while now and have I adjusted the body counts to more acceptable levels? Anyone using the live AI ships part of the mod? If so, thoughts on it are?
I'm writing some new software to allow the user to edit the .eqp files of the ships visually to help with the setting up of the live AI ships part of the mod. It will scan the .eqp files for errors and tell you if it finds any also.
Jupp, I like it and AIships is great! Its just a little pain to edit all the .eqp so a little app help setting them up will help many kaleun who like to try them too... I just love it to hear the ships react with blowing their horns and start zickzack. bodycount seems good to me too. :up:
messenger42
01-03-08, 04:10 PM
glad to hear from you Racerboy....
Samwolf
01-03-08, 04:49 PM
well v2.03 has been out for a little while now and have I adjusted the body counts to more acceptable levels? Anyone using the live AI ships part of the mod? If so, thoughts on it are?
I'm writing some new software to allow the user to edit the .eqp files of the ships visually to help with the setting up of the live AI ships part of the mod. It will scan the .eqp files for errors and tell you if it finds any also.
Gave it quick run, didn't try the Live Ai ships though. Moved on to GWX2.0 now and am waiting release of this mod for GWX2.0. It all seemed to work without problems.
The Gun Sound mod you did for me works great! I hear my crew yelling fire and the other guns are back to normaln no more Brit or US ships yelling "Feuer". Feel free to incorporate it into your GWX 2.0 version when you get around to it.
sh3rules
01-03-08, 08:21 PM
RB, when you release this for GWX 2, will you include a tweak file for TT's program? I'm not saying the smoke in GWX is bad, but I kinda got used to the effects you provided.
Wolfehunter
01-05-08, 08:51 PM
RB I can't PM you clean up your back yard pls.:D
mikaelanderlund
01-07-08, 08:49 AM
Hi RB,
any estimated release date for mod working with GWX2?
sh3rules
01-08-08, 10:37 PM
Yeah, I gotta have my smoke fix :dead:
Philipp_Thomsen
01-08-08, 11:59 PM
He'll wait for the gwx 2.1 to come out first, probably...
I mean, the gwx team is always changing the files, so theres no point in doing all this twice...
Besides looks like the 2.1 will come out shortly!
iambecomelife
01-12-08, 08:04 PM
Racerboy, check your PM please.
Thanks.
onelifecrisis
01-23-08, 03:03 PM
Hi RB,
I got a suggestion - not for the mod but for the thread :)
As I'm sure you know this thread is quite... big :o ... and I for one have trouble keeping up with it. I was wondering if you could keep an up-to-date short description of what the mod does, somewhere? Post #1 mentions the SH4 effects to SH3 port, but I gather there's a load of other stuff you've done. IIRC bodies, blood, flares and life boats were just a few of the things you added... and now I see something about AI ships and something about AI torps??? Sounds intruiging but I've no idea what it's about! I can see there's an update history in Post #1 but honestly mate, it reads like the small print on a mortgage. :doh:
Just a consice, descriptive bullet-point list of goodies (both REL and WIP) would be great and really appreciated! :yep:
Graf Paper
01-23-08, 04:38 PM
You know, it's mods like this that make me look at my five-year old computer and cry myself to sleep.:cry:
I have just enough horsepower to run SH3 and GWX 2.0 without stressing my computer much, but I very much doubt it could handle this mod added into the mix.
I sorely wish I could afford to build a new system because this has to be one of the most varied and incredibly inventive mods ever conceived!:rock:
It's really too bad there seems to be so many "turf wars" amongst modders. If all the best were united under one roof, so to speak, the level of quality for SH3 would far exceed anything its original authors ever dreamed!:yep:
onelifecrisis
01-23-08, 04:52 PM
IIRC Racerboy put quite a bit of effort into optimising all the effects so that the impact on performance is minimal. You'd be surprised - give the mod a try.
You're right about the turf wars though.
CapZap1970
01-23-08, 04:54 PM
IIRC Racerboy put quite a bit of effort into optimising all the effects so that the impact on performance is minimal. You'd be surprised - give the mod a try.
You're right about the turf wars though.
:yep: :yep:
CapZap
sh3rules
01-23-08, 04:55 PM
[...] the level of quality for SH3 would far exceed anything its original authors ever dreamed!:yep:
IMO it already has. SH3 was never really finished (for example, the XXI wasn’t all that functional) and the list of bugs warranted another patch. All modders –whether it’s new skins, units, effects or correcting bugs- have brought the game to a standard the original dev team never bothered to (they only did what, 80-90% of the total work? /sarcasm). I guess I shouldn’t be too harsh on them though, since there are uptight devs who get angry at the idea of someone messing with their game. SH3 is turning out great, and RB’s mod is another brick in this game’s greatness.
Graf Paper
01-23-08, 05:13 PM
I built this system from scratch back in 2001, but I've kept everything upgraded periodically except for the RAM and motherboard.
I'll give it a try and see what happens once it's GWX compatible. Thanks for giving me the heads up on this, OLC! :D
EDIT:
SH3Rules, you are right that the modders have already exceeded what the original game devs had in mind when creating SH3, but I do belive that many of us have seen the various works by the modders and said to ourselves, "If only he would get together with what's-his-face and combine their stuff together, then we'd really have something great!".
For instance, Tomi_099's incredible model of the VIID minelayer sub would be more incredible still if the spotty work done on uboat launched mines were combined and continued with his efforts.
One of the ideas I try to live by is "the more you freely give, the more will be freely given to you". I would like to think such a creedo would be all the "copyright" I'll ever need on any mod I might release (this coming from a guy that still can't use his graphics tablet, let alone a monster like 3DS Max.:roll: ).
I guess I shouldn’t be too harsh on them though, since there are uptight devs who get angry at the idea of someone messing with their game.
Yes, as always, it's the publishers that always spoil the fun and put a hold on further patches, which in turn are only needed because they pushed the product out of the door too early. :nope: The hands of the developers are tied.
You know, it's mods like this that make me look at my five-year old computer and cry myself to sleep.:cry:
I have just enough horsepower to run SH3 and GWX 2.0 without stressing my computer much, but I very much doubt it could handle this mod added into the mix.
Yes, definitely give it a go once it's compatible - I will! I have a fairly old machine and I could run GWX 1.03 with RB's effects mod with no real trouble. Occasionally it would slow down when a torpedo hit if there was really a lot of debris and multiple explosions, but nothing untoward. After 2 seconds it was all back to normal.
Mil_tera
01-29-08, 01:10 AM
Hi all,
Anyone heard from Racerboy lately? Am enjoying this mod in the GWX 1.03 and am looking forward to the other features that might be released in the future like the torpedo mod..:)
And just want to thank Racerboy for this outstanding mod!!!!!! Its wonderfull, love the bodies/debris in the water and the special effects. Am now slowly adding the different sounds to the ships which makes everything even more realistic!!!
onelifecrisis
01-29-08, 03:39 AM
He doesn't seem to be around. PM'd him a few days ago, no reply... and I've not seen him posting at all. I hope he didn't get too pissed off with this place and leave. :down:
Edit: ah, he's still around, as evidenced by http://www.subsim.com/radioroom/showpost.php?p=755353&postcount=8
Yes RB, you are being stalked :rotfl:
mkubani
01-30-08, 01:13 PM
Yep, I am waiting impatiently for Racerboy to make his great mod GWX 2.xx compatible. :|\\
sh3rules
01-30-08, 10:54 PM
http://planetsmilies.net/smoking-smiley-5411.gif I'm waiting too *cue in 40's song*
This mod will be a great addition.
http://www.altfg.com/Stars/actorsa/arthur-jean_1.jpg
miner1436
02-01-08, 11:08 PM
Where is Racerboy i wonder.
Mil_tera
02-01-08, 11:29 PM
I hope he is working on one of his excellent mods...I haven't seen any reasons here on the board to make him mad.....
But I must admit I am getting a lil' worried here....:-?
CapZap1970
02-03-08, 08:16 PM
Yeah... me too! :hmm:
No news on RB yet?
CapZap
Mil_tera
02-03-08, 10:50 PM
:damn:
Every time this threat is going back up I think its RB being back...:)
I really start to worry now....this is one of the Mods that would make the game almost complete..(in combination with GWX 2.01)
Doesn't anyone have any idea where RB is at?
Philipp_Thomsen
02-04-08, 01:16 PM
I think he's working in a top secret super mod that will be so real that if we die in the game, well we die in real life so...
:rotfl:
Very very immersive mod... about 30mb i think... :up:
sh3rules
02-04-08, 04:19 PM
IIRC RB has stated that he'll release the mod after GWX 2.1.
Graf Paper
02-04-08, 05:20 PM
BdU probably has temporarily assigned Racerboy to the Grey Wolves' flotilla.
His mods are so good it wouldn't suprise me one bit to find out if such a transfer took place and became permanent. ;)
As a result, maybe we can expect something truly mind blowing to come with the release of GWX 2.1?:D
Quiet times like this causes specualtion to run wild, which is half the fun.:lol:
[This post edited because typos bug me.]
Philipp_Thomsen
02-04-08, 05:28 PM
It's very unlikely RB would work with GW team, they have wrenching problems...
Perhaps RB is taking a time out to enjoy life, or to solve other problems...
d@rk51d3
02-04-08, 08:47 PM
It's very unlikely RB would work with GW team, they have wrenching problems...
Sad but true. :cry:
sh3rules
02-04-08, 11:10 PM
Maybe it's better this way, who knows.
rod_oil
02-06-08, 07:08 AM
OMG! Did I miss release of this amazing pack of effects for GWX 2.0? Its dream me every night and sometimes when I wake up:D
Woof1701
02-06-08, 01:19 PM
OMG! Did I miss release of this amazing pack of effects for GWX 2.0? Its dream me every night and sometimes when I wake up:D
No nothing new here. You can go back to sleep without worrying ;-)
sh3rules
02-07-08, 12:00 AM
Man, I feel like such a junkie http://smilies.vidahost.com/otn/ez/ezhappydead.gif
Man, I feel like such a junkie http://smilies.vidahost.com/otn/ez/ezhappydead.gif
Would you sell your grandmother yet :hmm:? If no, then you are good to go...I'm in the same boat w/ you, man :D.
Happy Hunting,
Voyd
miner1436
02-07-08, 12:23 AM
you are all junkies:yep:
Philipp_Thomsen
02-07-08, 12:38 AM
I shot the sheriff...
But i didn't shoot the deputy, oooh oooh, uuuuuuuh...
sh3rules
02-07-08, 04:16 PM
FX junkies FTW
http://planetsmilies.net/not-tagged-smiley-10294.gif
gasparweb
02-07-08, 08:19 PM
On of the most growing threads (with GWX of course)!!!
Here is another Kaleun waiting for the miracle: GWX + Racerboy MEGA Mod!
There is no contest, no "vs.".. I hope RB & Kpt. Lehmann (to name one of the GWX team) shoot in the same direction -> The Best SubSim on the sea!
waitinig... (i remember the period after Sh2... Sh3 tooks too long...)
rod_oil
02-08-08, 05:28 AM
On of the most growing threads (with GWX of course)!!!
Here is another Kaleun waiting for the miracle: GWX + Racerboy MEGA Mod!
There is no contest, no "vs.".. I hope RB & Kpt. Lehmann (to name one of the GWX team) shoot in the same direction -> The Best SubSim on the sea!
waitinig... (i remember the period after Sh2... Sh3 tooks too long...)
Wow! Sounds more than simply promising!
(I remeber even period btw Silent Service and Bismarck on my Spectrum and AOTD on my one of the firsts PCs, than btw AOTD and SH, than btw SH & SH2, than btw SH2 & SH3 and, finally, btw SH3 & SH4:rotfl: ). All this time was filled with waiting and impatience. OMG! I always feel lack of this qualities:oops:
gasparweb
02-08-08, 06:38 AM
Yes! Im also feel like you...
Remember days on Commodore 64... Silent Service and Up Periscope!
I remember Bismatk game too... every station of the ship need to be loaded from the disk (5 1/4"), so when you switch betweem maps and main controls station tooks about 2~3 minutes... And you need to switch back soon!
Nostalgic days...
rod_oil
02-08-08, 07:53 AM
Yes! Im also feel like you...
Remember days on Commodore 64... Silent Service and Up Periscope!
I remember Bismatk game too... every station of the ship need to be loaded from the disk (5 1/4"), so when you switch betweem maps and main controls station tooks about 2~3 minutes... And you need to switch back soon!
Nostalgic days...
I load Bismarck from cassete player so in my case loading of different stations takes 10-15 mins. Like sing in one Queen's song: "Theese are the days of my life...":D
Uber Gruber
02-08-08, 08:25 AM
Oh no, here come the Old People.....run away everyone, RUN AWAY!!!!! :p
rod_oil
02-08-08, 09:07 AM
Oh no, here come the Old People.....run away everyone, RUN AWAY!!!!! :p
:rotfl: Ah yes! Im too old to join the army. They dont have right to enlist me. (c) General Messervy to German officer who temporary prisoned him.
thehiredgun
02-09-08, 10:50 AM
I put in the this Sh4 effects for SH3 mod into the JSGME mod folder & the mod does not work in my game. Have not seen anything that the mod is suppose to do. Did I do something wrong? The mods I have on my game are Campaign, Copy these to the 9 speech folders, DB sounds, Depth Charge Shake, Natural sinking mechanics, Real Battery life, SFX pack louder, Sound mod for ship break-up, super torpedo, The elite uboat crew uniforms, IBX splint camo, Torpedo damage final, Type IX-open hatch-v1.01, RB effects for SH32.03, & DD_Buoys_v2.0,&GWX-Alternative loadscreen, Alternative Flotilla, Lite Harbor Traffic, Main movie Das Boot. I do not see any flares, PA system sounds , no survivor people in the water ect. Can someone help me? I am playing GWX 2.0
emaluzer
02-09-08, 12:11 PM
i dont think RB effects mod is compatible with GWX2.0. Tho you can take some aspects, like the smoke, and explosion tga and use them.
thehiredgun
02-09-08, 01:35 PM
thank you
I did this and it works. Put the TGA files into a JSGME folder format and enable it as normal.
http://img177.imageshack.us/img177/2028/smole1mn1.jpg
The TGA files are just the tip of the iceburg...better then nothing I guess. I just may do that to take some of the edge off...LOL.
Mil_tera
02-11-08, 08:57 PM
*Bump* :huh: :lol:
CapZap1970
02-11-08, 09:06 PM
Just a question:
Anybody know if version 2.22 works with GWX 2.0? I am just asking because as far as I can see, ver. 2.22 doesn't mess with .cfg files... :hmm:
Well, any help or comments will be welcome.
Thanks a lot :up:
CapZap
Mil_tera
02-11-08, 10:20 PM
I am curious about that well...but also what the effect will be if you install the latest version of this mod in GWX 2.0....I don't think it will break the GWX 2.0 mod but it might change some things. Does anyone know what the consequences are to install this latest version over the GWX 2.0?
Any answers/suggestions are welcome. I think GWX 2.0 and Racerboys Mod will make my SH3 complete!!!
CapZap1970
02-12-08, 02:25 AM
Just tried v.2.022 with GWX 2.0, and it works perfectly!!!! :rock: :up:
You should try, Mil_tera, won't regret it!! :up: ;)
I didn't want to try 2.03, because it was said clearly that they were not compatible, but 2.022 is OK until RB releases his new version for GWX 2.0 or 2.1. Many cool features/effects from 2.3 are missing in this older version , but I can live with it. Nothing was broken during my test, or perhaps i didn't notice if it happened. Those are the results...
http://i156.photobucket.com/albums/t1/capzap1970/screenshots/2022a.jpg
http://i156.photobucket.com/albums/t1/capzap1970/screenshots/2022.jpg
CapZap
Adriatico
02-12-08, 03:06 AM
Hey Jane, that smoke looks great :up:
Could you please explain, step by step, what have you done... I have never seen such a smoke...
:huh:
???
Aw, man I really wish RB were around!
Hope he's doing' allright!:hmm:
Uber Gruber
02-12-08, 08:38 AM
I believe RB is around but might be busy. I wonder if someone else could pick up where he left off and make 2.3 compatible with GWX 2.0 as it contains some much desired immersion stuff.
Mil_tera
02-12-08, 09:43 AM
Hey Capzap thats a coincidence..:) Started to play with that idea yesterday too but decided to install the 2.03 version and see how it would go...so far no problems at all, only dat file effected is the materials.dat as far as I could see..
So far running the 2.03 version without problems!
http://i50.photobucket.com/albums/f342/Silent_runner/explosion1.jpg
http://i50.photobucket.com/albums/f342/Silent_runner/Explosion2.jpg
http://i50.photobucket.com/albums/f342/Silent_runner/explosion3.jpg
CapZap1970
02-12-08, 10:15 AM
That's great news, MT, could you please adivse what would happen having the particles.dat file affected by the v.2.03?
Maybe we should expect CTD's now and then, but I think they will not happen with 2.022
And yes, it's a coincidence that both of us started thinking about that yesterday... :lol:
Thank you very much for the heads up! :up:
CapZap
Yes, 2.03 does work, and causes no CTDs, but breaks many GWX 2.0 features which won't be apparent right away.
Maybe one of the GWX guys can comment on exactly gets is broken...
Carotio
02-12-08, 10:25 AM
Aw, man I really wish RB were around!
Hope he's doing' allright!:hmm:
Well, hopefully everybody has a RL too, so maybe he's just busy with that, or he may have needed a break/time out from modding...
He'll probably be back later... :yep:
Aw, man I really wish RB were around!
Hope he's doing' allright!:hmm:
Well, hopefully everybody has a RL too, so maybe he's just busy with that, or he may have needed a break/time out from modding...
I can understand that!
After all he had an amazing output of mods the last few times he was around...and even though he was knee-deep in modding/work he also started to toy around with the Schnell-Boot & Torpedo stuff!!
He sure needed a break...just like our GWX boys!
bruschi sauro
02-12-08, 11:34 AM
Just 2 questions:
this cool mod is jsgme ready?
Is compatible with GWX 2.00 ?:rock:
many tks mates:yep:
Julius Caesar
02-12-08, 12:11 PM
Just tried v.2.022 with GWX 2.0, and it works perfectly!!!! :rock: :up:
You should try, Mil_tera, won't regret it!! :up: ;)
I didn't want to try 2.03, because it was said clearly that they were not compatible, but 2.022 is OK until RB releases his new version for GWX 2.0 or 2.1. Many cool features/effects from 2.3 are missing in this older version , but I can live with it. Nothing was broken during my test, or perhaps i didn't notice if it happened. Those are the results...
CapZap
d/l link for v 2.022, please :yep:
@bruschi sauro:
1. yes
2. not really. Maybe partially v 2.022
thehiredgun
02-12-08, 12:16 PM
I am trying to locate Racerboys v2.022 of SH4 effects for SH3. Can anyone help me or tell me how to get on his filefront page?
CapZap1970
02-12-08, 12:49 PM
find it here: http://files.filefront.com/RB+SH4+Effects+for+SH3+2+227z/;9620174;/fileinfo.html :up:
CapZap
thehiredgun
02-12-08, 01:01 PM
Thank You for the link. Do you happen to know what all effects are in this mod?
CapZap1970
02-12-08, 01:05 PM
Thank You for the link. Do you happen to know what all effects are in this mod?
Some of them are:
Secondary explotions sound, fires, S.O.S. flares, bodies, debree, smoke effects, explotions effects, etc. ;)
CapZap
thehiredgun
02-12-08, 01:17 PM
thank you I appreciate the help.
sh3rules
02-12-08, 05:01 PM
Thanks for the link CapZap1970 :ping:
Madox58
02-12-08, 06:39 PM
Start in a Harbor that suffers an Air Raid.
Hear the Sirens?
If not, you've found the first break.
It does break things, RacerBoy has said so,
I and many others have said so.
He said he'd adjust it after 2.01,
I said I'd assist if asked.
Freaking EC JUNKIES!!!
:rotfl: :rotfl:
CapZap1970
02-12-08, 07:21 PM
Start in a Harbor that suffers an Air Raid.
Hear the Sirens?
If not, you've found the first break.
It does break things, RacerBoy has said so,
I and many others have said so.
He said he'd adjust it after 2.01,
I said I'd assist if asked.
Freaking EC JUNKIES!!!
:rotfl: :rotfl:
Hi Privateer:
One question:
Can using v.2022 with GWX 2.0 be the cause that I can't hear the howling wind in the storms? if this is the case, how can I fix it? any help about this and other problems that you know for sure will happen will be very welcome
Thanks a lot for your help... :up:
CapZap
Madox58
02-12-08, 07:37 PM
It could be.
I have not went through to see what RacerBoy changed
as compaired to 2.0
I only know what we changed and I know he had no way of knowing
what was changed.
Therefore the problems.
We added sounds, RacerBoys mod did not have them so the SH3.sdl
file in his mod will not have them.
We also modded a bunch of Library files that he may have referenced.
Those would also be ignored.
We did most of the things we did to
INCREASE load times,
DECREASE system overhead,
REDUCE system load,
REDUCE overall file sizes.
All the work I did in the affected areas has caused everyone doing mods
to re-vamp thier mods.
We aimed for faster loading times, better compatability for older systems,
and the best visuals we could give you within those specs.
For the most part?
I feel we did a great job.
And many modders can tell you we stand ready to advise and assist
them to convert thier mods.
All it takes is to ask.
CapZap1970
02-12-08, 07:41 PM
So, what would you need to see in which ways it's affecting my game? Thanks a lot for you previous response, I twas really quick!!! :up:
Just in case, i am using GWX 2.0 + RB Effects 2.022 + some other mods like skins and Venatore's hauling wind sound file and Battle sound effects (can't remember who the author is). And just to mention it, I have no doubt you did not only a great job, but oustanding too!! :rock:
A final question, if modifications are possible to adapt 2.03 to work with GWX, would you advice to use it instead 2.022?
Thanks again for your kind help
CapZap
Madox58
02-12-08, 07:51 PM
I have never looked at RacerBoys Mod.
I don't need to to know what needs adjusted.
It's actaully very little work needed to convert to 2.0
And then just a dash more for 2.01
A day MAYBE to adapt to 2.0
half hour to do the 2.01 convert.
I don't adjust others mods unless asked.
To many pitfalls there if you know what I mean.
I have never looked at RacerBoys Mod.
I don't need to to know what needs adjusted.
It's actaully very little work needed to convert to 2.0
And then just a dash more for 2.01
A day MAYBE to adapt to 2.0
half hour to do the 2.01 convert.
I don't adjust others mods unless asked.
To many pitfalls there if you know what I mean.
http://i83.photobucket.com/albums/j286/daveshawsky/starsky.jpg
Do it.... do it, ok... do it
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