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View Full Version : [REL] SH4 effects (and more) for SH3


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Madox58
02-12-08, 08:51 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.

http://i83.photobucket.com/albums/j286/daveshawsky/starsky.jpg

Do it.... do it, ok... do it

I can see that starting a whole new Cat Fight!!

I adhere to the SubSim modding Etiquettes.
Since I plan on asking no permission,
I plan on no work.

Maybe my own though.

ReallyDedPoet
02-12-08, 08:58 PM
I adhere to the SubSim modding Etiquettes.



As it should be, nicely said privateer :yep:


RDP

Myxale
02-13-08, 05:16 AM
I adhere to the SubSim modding Etiquettes.



As it should be, nicely said privateer :yep:


RDP

:up:

I agree! :yep:
This board hosts a great deal of talented modders and kaleuns and it would be a shame to make all this crumble!

This is one of the few boards that i love to visit!;)

As for converting...i say wait for the next GWX patch and of couse the permission of the modder!

Adriatico
02-13-08, 10:00 AM
Just realised, from PM, that "Grey Wolf" 3Jane is a Lady modder...:oops:

Kindly ask - all the sailors to be gentle and polite with a Lady in Kriegsmarine:lol:

http://img216.imageshack.us/img216/6430/rosesln2.jpg

:roll: :oops: :roll: :oops: :roll:

K. Doenitz : Do not invite Kriegsmarine Ladies to your crew's favorite brothels at St.Nazeire, LaRochelle, ...etc.

Please, be gentle :smug: :roll: :smug: with a flowers among our modding community...

HundertzehnGustav
02-13-08, 10:02 AM
Valentine day coming up, uh?
:smug: :D

3Jane
02-13-08, 10:44 AM
Oh hell, I wouldn't call my self a modder. All I did was copy some files, I did no editing work. :doh: The credit goes entirely to the original work done by the creators of the mods from which the TGA files were 'borrowed'.

HundertzehnGustav
02-13-08, 10:50 AM
yea yea... that sis how it all started for me five years ago.... CFS3, the golden days....

you got the bug now!

thehiredgun
02-13-08, 11:04 AM
I'm in July 1940 having loaded up RB's SH-4 effects for sh-3 Version 2.022 into GWX2.0! Am i too early in the war to be seeing floating bodies ? I've attacked a ASW trawler & seen bodies"gunners"blown off the ship but none in the water,no blood,or flares etc. Or is something not working?

Julius Caesar
02-13-08, 01:34 PM
Am i too early in the war to be seeing floating bodies ?

:rotfl: :rotfl: :rotfl:

HundertzehnGustav
02-13-08, 01:45 PM
holy ship what a question.

no, ma, you are too young. once you turn 21, they will become available in the "Graphic options" menu.

:rock: :rotfl:

FIREWALL
02-13-08, 02:08 PM
Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?

sh3rules
02-13-08, 02:25 PM
Without quoting all of the above posts, the answer is: sort of.

My advice is to wait for RB to make an official release.

Gezur(Arbeit)
02-13-08, 03:42 PM
Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?

yes it is. try it yourself ;) but it works fine with my gwx 2.0

Wreford-Brown
02-13-08, 10:55 PM
Without haveing to read all 500+ posts.

Is this mod compatible with GWX 2.0 ?

To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.

Voyd
02-14-08, 12:20 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.
What else needs to be said??

d@rk51d3
02-14-08, 01:53 AM
Good work Voyd.:up:

Just saved me half an hour of backtracking through the threads to find that post.

Gezur(Arbeit)
02-14-08, 02:17 AM
To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.

What files? Do you know it?

HundertzehnGustav
02-14-08, 11:03 AM
i saw some of it last night, GWX 2.0 and had a blast. The x.022 version

love the LOTS OF debris in the water -wish they could stay longer though... 10 times longer!

the drowning sailors... wellllllll pure satisfaction from my Kaleu side of the game.
cruel but "real"

Yet have to sink a Tanker.... will the drowning sailors burn in fuel too?

good work.

ah, the red flares... i dream of them going tree times as high as at the moment is.

:yep: :yep:

Wreford-Brown
02-14-08, 12:51 PM
To summarise most of the 500+ posts, it works fine with GWX 2.0 and shouldn't cause any fatal CTDs but you may lose some of the GWX 2.0 experience as Racerboy's mod overwrites some of the GWX files.

What files? Do you know it?

No, and a lot of the previous posts debate the same question. The people who can best answer that question are the GWX team and Racerboy. As a user, I think that Racerboy's mod enhances GWX 2.0 and although you lose part of the GWX 2.0 experience, I have not noticed any serious differences in the overwritten files and no CTDs.

thehiredgun
02-14-08, 05:31 PM
I put in Racerboy's 2.022 SH4 effects for SH3 thru JSGME & I have not seen the sailors in the water or them blowing off a ship or flares ect. What did I do wrong, I am using GWX 2.0 & these mods GWX mods, main movie DAs Boots, Lite harbor traffic, alternative flotillas, alternate screen full circle, english nav map & grid references, & these mods too real battery life, super torpedo, DB sounds, campaign, depth charge shake, elite crew uniforms, torpedo damage final, IXB slint camo, natural sinking mechanics 4.0, type IX open hatch, sound mod for ship breakup, SFX sound mod, IXD2 MK4 also. Can it be put in directly into SH3? Need help pleases. Want to enjoy this mod too.

iambecomelife
02-14-08, 06:13 PM
I put in Racerboy's 2.022 SH4 effects for SH3 thru JSGME & I have not seen the sailors in the water or them blowing off a ship or flares ect. What did I do wrong, I am using GWX 2.0 & these mods GWX mods, main movie DAs Boots, Lite harbor traffic, alternative flotillas, alternate screen full circle, english nav map & grid references, & these mods too real battery life, super torpedo, DB sounds, campaign, depth charge shake, elite crew uniforms, torpedo damage final, IXB slint camo, natural sinking mechanics 4.0, type IX open hatch, sound mod for ship breakup, SFX sound mod, IXD2 MK4 also. Can it be put in directly into SH3? Need help pleases. Want to enjoy this mod too.

Keep in mind that some editions of racerboy's mod extract themselves into another subfolder with the mod's name. Click on the extracted effects mod folder in JSGME's MODS directory and see if inside that folder you see a folder marked "data". If you see a folder with the mod's name then you will not get the effects until you move this "interior folder" out of its duplicate folder and into the mods folder.

thehiredgun
02-14-08, 08:58 PM
how do I move the data folder into the jsgme mods folder, i have never done that before.

1480
02-14-08, 09:29 PM
how do I move the data folder into the jsgme mods folder, i have never done that before.

Right click the file/folder pick the copy option, go to the MODS folder, right click the white box and pick the paste option. Trust me I'm terrible with these computers. You'll become a pro in no time at all.

thehiredgun
02-14-08, 09:48 PM
thank you I'll try that & let you know if it works now.

ryanwigginton
02-15-08, 05:01 AM
(Without haveing to read all 500+ posts) ...any screenies that show us how close this is getting to SH4 visuals?

Have we got transparent water yet... or is that a tall order? Or even the underwater graphics would be great ie. colours, plankton and ripples.

Pisces
02-15-08, 05:54 AM
(Without haveing to read all 500+ posts) ...any screenies that show us how close this is getting to SH4 visuals?

Have we got transparent water yet... or is that a tall order? Or even the underwater graphics would be great ie. colours, plankton and ripples.Ehm, have you noticed that the pages of topic contain less messages when someone posts full size screendumps in their message. So let's make it grow another 25 pages or so. Nahh, :nope: counterproductive.

Take a deep breath and dive in it. Screenies are hard to miss.

ryanwigginton
02-15-08, 06:29 AM
(Without haveing to read all 500+ posts) ...any screenies that show us how close this is getting to SH4 visuals?

Have we got transparent water yet... or is that a tall order? Or even the underwater graphics would be great ie. colours, plankton and ripples.Ehm, have you noticed that the pages of topic contain less messages when someone posts full size screendumps in their message. So let's make it grow another 25 pages or so. Nahh, :nope: counterproductive.

Take a deep breath and dive in it. Screenies are hard to miss.

I have a 7KB/s connection here. Flicking through the pages isn't exactly fast. What about my other questions?

rod_oil
02-15-08, 06:42 AM
By the way, anyone try place RB's SH4 effects 2.2 over GWX Enhanced damage mod? I did it yesterday and I recieve some sort of "groovie unplayable satanism":rotfl: which end with crush of game. One hit and heres multipled with every second wall of debris and flame! Its not playable but its looks like Armageddon!:D

ryanwigginton
02-15-08, 06:46 AM
One hit and heres multipled with every second wall of debris and flame! Its not playable but its looks like Armageddon!:D

:rotfl:

LordNeuro"Serbia"
02-15-08, 08:14 AM
I m heving problems to run this mod too. I put it in the jsmg and it is not working. What i need too change to make it work. I read it on same post too rename smothing or what. Plz same help will be wery usfol. Thx and sorry for offol english.:damn:

Pisces
02-15-08, 08:45 AM
(Without haveing to read all 500+ posts) ...any screenies that show us how close this is getting to SH4 visuals?

Have we got transparent water yet... or is that a tall order? Or even the underwater graphics would be great ie. colours, plankton and ripples.Ehm, have you noticed that the pages of topic contain less messages when someone posts full size screendumps in their message. So let's make it grow another 25 pages or so. Nahh, :nope: counterproductive.

Take a deep breath and dive in it. Screenies are hard to miss.

I have a 7KB/s connection here. Flicking through the pages isn't exactly fast. What about my other questions?Sorry, can't answer about the water yet. As I have installed the mod, but not tried it yet. In any event, Racerboys first message says nothing about transparent water. Alot of other things though.

As for your 7kb/s connection. I know the feeling. Some 8-9 years ago I had to do with 1KB/s through my mobilephone. Man that cost me, ... money, grievance and patience! I made sure my browser only downloaded the text parts, not images unless I wanted them.

Pisces
02-15-08, 08:48 AM
I m heving problems to run this mod too. I put it in the jsmg and it is not working. What i need too change to make it work. I read it on same post too rename smothing or what. Plz same help will be wery usfol. Thx and sorry for offol english.:damn:What does the JSGME folder for this mod look like on your computer? There's not much help we can give based on what you told sofar.

Voyd
02-15-08, 12:08 PM
Solution to all heartaches :nope:, worries :cry:, and woes :damn: related to the SH4 Effects For SH3 mod: Wait for Racerboy to release a GWX 2.x compatible version. :yep:

Now go and rack up some tonnage....

Happy Hunting,

Voyd

miner1436
02-15-08, 12:10 PM
Racerboy come back:roll:

rod_oil
02-18-08, 09:04 AM
Racerboy come back:roll:

Where is he?:o I think even Michael Jackson in early 90's was not so awaiting person on musical award ceremonies, like RB here on subsim:rotfl:

sh3rules
02-18-08, 01:23 PM
He might be working on something else, or maybe just waiting until the 2.1 update comes out :hmm:

A6Intruder
02-18-08, 01:25 PM
He might be working on something else, or maybe just waiting until the 2.1 update comes out :hmm:


No reason for just saying hello i am still alive!:up:
Kind regards

ReallyDedPoet
02-18-08, 01:25 PM
Give it a little time, I am sure he will be back soon enough :yep:


RDP

d@rk51d3
02-18-08, 04:27 PM
Have we got transparent water yet... or is that a tall order?

If I recall correctly, the water in SH3 is transparent to some degree, but only one way, from the underside looking up. I don't know if it (the water surface) can be flipped over somehow, and if it can, will we lose the surface "windswept" looking water textures?

LordNeuro"Serbia"
02-18-08, 05:08 PM
I put the Racerboy SH4 effects in the mods folder in 2 variants. 1 is MODS\Racerboy_SH4_Effects_for_SH3_2_03\data and the 2 is Ubisoft\SilentHunterIII\data\MODS\SH4 efects and in the 2 is data and all the files from data from folder in just SH4 efects. Sorry for my bad english. I see the Sh4 effects on pic and it gr8. But i dont now how too make it work. This is the list of mods i m using
Natural Sinking Mechanics 3.3 Classic, LIBRARY FOR SH3, TEXTURES FOR SH3, Thomsen's No Instant DeathScreen Mod V1.1, TypeVII_Open_Hatch, TypeVII_Open_Hatch_HiRes, TypeVII_OpenHatch_Peri_Stock, U-Boat 1.2 For SHIII 1.4b,Undersea_Mod.
Same of those mod r not working too, like open hatch, undersea mod, and U boat r not working in full. Same thing r there and same r not.
DD_VisibleMines_V1.0 and thise i didnt sow, so is not working too maybe. If sombady have idea or a way too make thise noob hapy and mods working:damn: i bee more thean heepy. Thx aloot.:rotfl::sunny::lol:

Gezur(Arbeit)
02-18-08, 05:52 PM
It would be too nice, if the smoke wouldnt abrubptly stop :(

Mil_tera
02-24-08, 10:10 PM
No word yet? Have been gone for about a week...:o

miner1436
02-24-08, 10:20 PM
No word, RB has been gone for 1 month.

LordNeuro"Serbia"
02-25-08, 10:26 AM
Same help will be wery good if posible. Sand my a pm or whate ever how too make the sh4 effects work on my comp. I trayd a couple a things and not working. So same details how too make it work white jsgm will be wery ussful. Help plz:damn:

HundertzehnGustav
02-25-08, 11:36 AM
Hell, boy you write english like a german speeks it.

coooool:hmm: :up:

and welcome!

Gezur(Arbeit)
02-25-08, 02:05 PM
Same help will be wery good if posible. Sand my a pm or whate ever how too make the sh4 effects work on my comp. I trayd a couple a things and not working. So same details how too make it work white jsgm will be wery ussful. Help plz:damn:



Dont copy the "RB_SH3...." effects in the "MODS" folder but the "Racerboy_sh3..." File, that was my fault. Then open JSGME and Activate the Mod, this worked for me, because i put the worng file into the MODS folder. (you open the "RB_Sh3..." file, the next one will be the one u need.)


BTW. where is he? :(

thehiredgun
02-25-08, 05:48 PM
I copied & pasted the data file of the Racerboy's effects to my mods folder & it still is not working. Any more ideas to get it working.

Kpt. Lehmann
02-26-08, 12:05 AM
Hired gun, you may want to read this post and the post after it:

http://www.subsim.com/radioroom/showpost.php?p=788480&postcount=17

http://www.subsim.com/radioroom/showpost.php?p=788491&postcount=18

Philipp_Thomsen
02-26-08, 01:38 AM
Well the fact is that RB is somewhere taking care of his life and we cant blame him. Gwx enhanced damage effects is not too much behind sh4 effects to sh3, so right now Im using gwx 2.0 with their enhanced effects and I must say looks pretty good.

Who knows, maybe in the 2.1 version of gwx they might surprise us with an optional mod of their own simulating some sh4 effects, would be awesome and they can do that.

Lets wait and see...

rod_oil
03-03-08, 10:10 AM
The time is passing, still no news:nope:

bratwurstdimsum
03-03-08, 09:53 PM
Wow, I've been in my SH4-obsessed world due to its sharp graphics, I'm downloading at work now! :ping: Thanks

Dolfo91
03-04-08, 12:33 PM
Where is RB?????
Is this mod compatible with GWX 2.0?:damn:

Gezur(Arbeit)
03-04-08, 12:52 PM
Where is RB?????
Is this mod compatible with GWX 2.0?:damn:

well you should not use it together with gwx, because your system may crash.....

Dolfo91
03-04-08, 01:28 PM
only for this?????

Wolfehunter
03-04-08, 01:54 PM
Only RB's exhaust mods work with GWX 2.0
Because it effects only the val sub files.;)

Flag mods and his FX mods will work but with risk of random CTD's that choice is yours to take at the moment. These mods break the GWX 2.0 game.

Untill RB fixes this issue or someone else, adding these mods are risky.:-?

I hope this helps.:yep:

Dolfo91
03-04-08, 02:16 PM
What's CDT?

ReallyDedPoet
03-04-08, 02:17 PM
What's CDT?
Crash to Desktop :yep:


RDP

D.Kruger
03-04-08, 03:02 PM
I have made 25 skins for Racerboy_SH4_Effects_for_SH3 mod.
Can it is useful for GWX ? :hmm:

http://static3.filefront.com/images/personal/d/DKruger/95721/ninxifidhr.jpg

http://files.filefront.com/DKruger+AI+lifevest+for+3rar/;9754294;/fileinfo.html

Gezur(Arbeit)
03-04-08, 03:48 PM
ahhh Horror, lets turn Sh3 into an Ego shooter :arrgh!:

the skins look horribly real :o Good job

thoomsn
03-06-08, 04:03 PM
any news about the SH4 Effects Mod für GWX?

well, obviously not.... racerboy, is it you out there in the dark?

hallllllllllllloooooooooo.....?




anyway.

Erich Topp
03-06-08, 06:49 PM
He is here. He run silent... Run deep. Waiting us to make noises... Than he will strike from the deep with new RB effects pack to thrill us and sunk)) I am sure for this.

MONOLITH
03-06-08, 07:18 PM
you may want to read this post and the post after it:


Read and duly noted.


Privateer says..


I know for FACT what will happen.
I tested knowing exactly where and when this would happen.
I can reproduce it on demand!!

For someone who claimed to be so
"For the People"?
Where are you now?


For the sake of "the people", can we get privateer to explain his reproduction, then one of us can fix the issue?

Is there any real reason to withhold this information?

miner1436
03-06-08, 08:52 PM
I hope he can finish his SH Equipper, its a very helpful tool.

sh3rules
03-06-08, 09:09 PM
ahhh Horror, lets turn Sh3 into an Ego shooter :arrgh!:

the skins look horribly real :o Good job


On the one hand I understand that adding those skins might give the game more realism, and it reinforces the argument that military simulations do not trivialize the horrors of war (Operation Flashpoint was also rather brutal). On the other hand, the question then becomes “how much blood and gore are enough?” I‘m not criticizing the mod, but simply pointing out that IMO this should be an optional feature and not a standard part of the effects.

ReallyDedPoet
03-06-08, 09:51 PM
For the sake of "the people", can we get privateer to explain his reproduction, then one of us can fix the issue?

Is there any real reason to withhold this information?
Privateer is adhering to Subsim's recommended modding etiquette ( in the Mod Stickies ), he mentioned this a few pages back in this thread.

To be honest I hope the RB is OK, the stuff he has done here has really added to SH3, but takes a back seat when it comes to RL issues.


RDP

MONOLITH
03-06-08, 11:16 PM
I'm quite aware of modding etiquette. No worries there.

I was very involved in testing the mod with RB not very long ago.

My only point was this; A lot of people want the mod to work with GWX2.0(1). Racerboy is currently unable to work on the fix.

All I'm saying, is we could help out both him, and the community, by looking into a fix.

If the GWX team knows "exactly where" the problem is, but withholds that information, and prevents the community from securing a workaround, it would be interesting for the community to know exactly what the purpose of that posture is.

It would seem that the right thing to do for the community, is to work together for a fix.

To help the community, all privateer needs to do is say "this is what I found the issue to be". This would surely benefit all.

There's no violation of modding etiquette in that. Only a service to the community.

Grayson02sept1980
03-07-08, 04:28 AM
question:

how do those SH4 effects effect the game in case of a real slow machine.

i play right now on 50% particle etc and get no "big" drop in the framerate except for the (already in other topics discussed) periscope breaking the surface etc.

So I will try this as I always liked candy ;) even if it is eye candy

D.Kruger
03-07-08, 05:06 AM
Racerboy where that has gone, motorcycles loves... :nope:

http://static3.filefront.com/images/personal/d/DKruger/95721/yaebqipfuv.jpg

I do not know, but Racerboy was such active participant of a forum, who knows where RB ? mod is necessary to finish.
If Racerboy does not appear any more, what will be with "Racerboy_SH4_Effects_for_SH3" mod ? It is necessary to correct quickly disappearing smoke from contact with water :damn:

xristoskaiti
03-07-08, 09:36 AM
[quote=D.Kruger]Racerboy where that has gone, motorcycles loves... :nope:

http://static3.filefront.com/images/personal/d/DKruger/95721/yaebqipfuv.jpg




:o I hope that it is well

Madox58
03-07-08, 04:56 PM
I won't step in and fix Racerboys mods because I have no info on what
his plans are.
I know where the problems are because I worked on the files involved.
I have an obligation to the GW Team that prohibits giveing EXACT details.
Compare the files.
It's all there.
Raceboy would be doing no less to update his mod.
S3D should make it a very simple job for nearly anyone.
That's about the best I can do at this stage.
I hope you try to see my point of view.

Jimbuna
03-07-08, 05:14 PM
He is here. He run silent... Run deep. Waiting us to make noises... Than he will strike from the deep with new RB effects pack to thrill us and sunk)) I am sure for this.

You know what..........I'd put money on you being right http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif

MONOLITH
03-07-08, 05:20 PM
I hope you try to see my point of view.

Yes.

No worries.

ReallyDedPoet
03-07-08, 05:30 PM
I won't step in and fix Racerboys mods because I have no info on what his plans are.


Nice to see an understanding here :yep:


RDP

Madox58
03-07-08, 05:47 PM
[quote=D.Kruger]Racerboy where that has gone, motorcycles loves... :nope:

http://static3.filefront.com/images/personal/d/DKruger/95721/yaebqipfuv.jpg




:o I hope that it is well

Well, I know for a fact he's not rideing around home!!
Another March Snow Storm is blowing through!!!
:nope:

magicsub
03-20-08, 05:43 AM
it always happens, just before the greatest breakthrough

just like in ai torps..................................

does ubi pay him to stop or something??:/\\x: :/\\!! :help: :lost: :lurk: :mad: :eek: :gulp: :/\\chop :fff: :ahoy: :()1:

CaptainNemo12
03-20-08, 07:58 AM
LOL!! Good guess though... I can't imagine Rcaerboy just giving up on this...:roll:

Voyd
03-20-08, 03:30 PM
As has been stated by multiple people, it is now quite apparent that he's trying to maximize the "Shock & Awe" factor that we will all undoubedly experience when Sh4 Effects is made available after GWX 2.1 and IABL's Fleet Mods are released. Though there is that slim possiblity that he's been hanging out w/ Steve Fossett since his last post...2 months should have been long enough for Steve to get his subterranean party pad ready for RB's arrival :yep:.

Happy Hunting Everyone,

Voyd

P.S. Have a great weekend, RacerBoy...if my calculations are correct, you should be reading this right about.......................now :D.

ReallyDedPoet
03-20-08, 05:54 PM
This thread just hurts my head when I read it lately.


RDP

Erich Topp
03-21-08, 06:01 PM
This thread hurts my heart every time I read it. Ppl love RB so much)))

sh3rules
03-21-08, 09:02 PM
"When it's done"

http://planetsmilies.net/not-tagged-smiley-10586.gif

http://planetsmilies.net/not-tagged-smiley-11112.gif


http://planetsmilies.net/not-tagged-smiley-10655.gif

Wreford-Brown
03-22-08, 09:55 AM
Can anyone help me enable RBs exhaust effects?
I've followed the guide in the VIIc readme file but seem to have too many folders and don't know where to place them. I get the same problem with the IXc files.

Can someone please give more detailed instructions to allow this modding noob to check out the exhaust effects?

DerZombie
04-06-08, 01:05 PM
Thx Racerboy for this mod, i love the flares

But there is my problem too. What can I do for fire only 2 flares over a time from ca. 5 minutes? And it is possible the flares only fire by poor sight and at night?

Bye Zombie

PS: Sorry for my very bad English but I do my best ;) :(

Dolfo91
04-14-08, 10:40 AM
So.....is the version of this mod compatible with GWX 2.0 available?

LordNeuro"Serbia"
04-14-08, 10:50 AM
The Racerboy is MIA and nobady wont too mass with is work. It s not etical. So u cann only hope theat the Racerboy will bee back soon. Or maybe the GWX team will make similar mod too his in a GWX 2.1. There full of suprises. And how mouch i cann see a good 1. The hope days lest.

boneman
05-21-08, 09:14 AM
hello all i want to know if there are people playing SH3 with GWX 2.1 and Racerboy his Sh4 effects mod? IS IT COMPATIBLE WITH GWX 2.1????????

999-Jay-999
05-21-08, 10:07 AM
Is this not the same mod ??


http://207.44.214.111/subsim.com/radioroom/showthread.php?t=136018

Madox58
05-21-08, 05:15 PM
asanovic7 did an update to this.
Check his thread.

SH3noob
07-13-08, 01:22 PM
Have i installed this mod right? i just placed all the folders in data what in the rar to my sh3/data folder, is this correct, i seem to be getting new effects.

TheDarkWraith
07-13-08, 02:57 PM
The Racerboy is MIA and nobady wont too mass with is work. It s not etical. So u cann only hope theat the Racerboy will bee back soon. Or maybe the GWX team will make similar mod too his in a GWX 2.1. There full of suprises. And how mouch i cann see a good 1. The hope days lest.

Anyone can take any of my mods and improve upon it. If you can make it better then by all means do it. All I ask is that you credit the original author and let me know what you changed :up:

TheDarkWraith
07-13-08, 02:59 PM
Have i installed this mod right? i just placed all the folders in data what in the rar to my sh3/data folder, is this correct, i seem to be getting new effects.

if the folder in MODS starts with Racerboy_ then yes, you did it correctly. If it starts with RB_ then no, you didn't do it correctly.

LordNeuro"Serbia"
07-14-08, 04:24 PM
I dont heve the skils for making any mod. I didnt meanet theat ur mod is bed. It is fantastic mod. The thing is nobady wonet too make it work with gwx 2.1. The peapol who new how didnt make it work. Iven the asanovic how make it work with gwx was critisased. There was trowing rocks on him. And only thing asanovic did is make it what all the kaluns wonet, to make u fantastic mod working with gwx. And thx u and him we have theat now. My enlish is wery bed so what i wrote and wonet tho wrote maybe make it sound bed. Sorry for theat.:oops:
Keep up the gr8 work.:up:

kknobl
07-22-08, 07:18 AM
I have a game saved while out at sea. If I add this mod, will the said game still be able to load properly or would I have to start the patrol over again?

Thanks!

Myxale
07-22-08, 04:44 PM
I have a game saved while out at sea. If I add this mod, will the said game still be able to load properly or would I have to start the patrol over again?

Thanks!
With everything that is more than Textures always wait till you're back in base!:hmm:

TheDarkWraith
07-28-08, 12:36 PM
RFX v1.00 will replace all versions of SH4 effects for SH3. It is being made based on GWX 2.1 files (primarily zones.cfg) w/o the enhanced damage effects. Taking what I learned during my extended shore leave I have created much better fire, smoke, effects, etc. while keeping it FPS friendly. Still screenies do no justice to the fire effects as flame parts rise and fade out and the fire whips from side to side and, well, acts like fire! Teaser of small smoke and fire only:

moving ship:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img28-7-2008_RFX_01.jpg

stationary ship:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img28-7-2008_RFX_02.jpg

close-up view of stationary ship:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img28-7-2008_RFX_03.jpg
:|\\

Fubar2Niner
07-28-08, 12:55 PM
Holy Moly...... RFX v1.00 is looking sweet already RB ! As always I await your artistry with baited breath :rock: By the by .... just a quick question for you, I have never noticed any ships capsize (spelling?) . I'm not sure if they ever should, tho I don't see why not ...... but if not, do you think it's at all possible to mod. I'm sure it would yet another rl dimension to the eye candy.

Best regards.

Fubar2Niner

Vader 1
07-28-08, 08:18 PM
This is off the hook:rock: :rock: :rock: ....Thanks again sir

Vader

Phoenix3000
08-01-08, 05:41 AM
Hi guys!

Been away from the forums for a few weeks thanks to work, and having a look through today I found this thread.

Racerboy, always admired your work on SH3, and the latest pics with smoke etc. look great. Question though, (and apologies if its already been answered), but is\will the latest version be compatible with other major mods - I'm thinking primarily of OLC's excellent Ubermod version 2.4.2 that I have installed?

Cheers, great work!

Px3000

Cezbor
08-04-08, 07:19 AM
Hi guys!

(...) - I'm thinking primarily of OLC's excellent Ubermod version 2.4.2 that I have installed?

Px3000

If I could answer your question ....... Well, the "read me" (v. 2.4.2 and SH4 for SH3) files may bring some light to the issue, but you have to be very careful reader.:yep: Mods are compatible under certain conditions.

Desga
11-26-08, 08:53 AM
Excuse me to all but were can I found the link for RFX v1.00 ??;)

Thank to all for this big and wonderfull work!!

Ciao Desga

Desga
12-11-08, 04:34 AM
I write here now another time but only for say thank to all !!!
Now my big installer is ready and for the moment my work is over. I take much mods and now they are all together and they work without error.
Here in this link you can see the result see the pictures and the trailer of the new units

http://www.xmasgrupsom.com/public/index.php?showtopic=3679

Thank again DESGA

kakemann
02-26-09, 04:23 AM
Hi Racerboy.

I would only like to add ships horn sounds when enemy warships detect me.

However, I have tried to add it according to the readme file in the package, but I haven't fixed it.

This is what I did so far:

I added this line to several of the warships eqp file:


;SH4 effects (and more) for SH3
[Equipment (number)]
NodeName=M96
LinkName=sho_1_gun
StartDate=19380101
EndDate=19451231

Then I found a wav file from Silent Hunter 4 which i renamed to sho_1_gun and copied it to the data/sound folder.

I started a game and found the ships with modified eqp files and when they spotted me I freeCammed to the alerted ship, but it didn't give any sound. I tried it with some other ships, but there is no sound on any of them.

I tried to check it by opening the enable disable sound guns file with the tweakertool and changed the value to 1 to see the "transparent-like" guns, but they didn't show up in the game.


What am I doing wrong Racerboy?

Any clues?


Thanks!

asanovic7
02-26-09, 08:18 AM
I don't know kakeman, what seems to be the problem..
But..

I am wondering what "version" of sh3 are you playing, is the equipment number ok, stuff like that?
Try adding original sound from the mod, test it and then see..

Regarding that..

I didn't make any changes to racerboys sounds in my version, it's the same, which now reminds me to check if files are different from 2.1 to gwx 3.0, now I am not shure whether I checked that :oops:

RB!

Fires looking good! I tried that "rising of the flames" with oil fires, just made one step in that direction(one alternative part of the 7.x version), I understand how you did that and must say, please continue! :salute: I see fps is 60, but please try it with several ships burning in the port from the atack of aeroplanes.. That is the situation most pc's get choked?

The only step that misses now is wind affecting the smokes..

Have you tried something about that or is that completely "s...d" for sh3? How do they call it? hard coded? If that would be solved sh3 would be whole other game..
And, a little suggestion.. Can you contact poul and ask him for snorkel sounds, and try to add it to your rfx? I tried but my "view is blocked"? I don't understand fully the work of the menu ini file and sdl combo?

Cheers, all!

TheDarkWraith
02-26-09, 10:18 AM
send me the latest version of GWX's Sh3.sdl and Asanovic's latest version of Sh3.sdl. I'll see what's missing so that people can use my Live AI Ships idea. That, to me, was one of the best parts of the mod. Does anyone use the Starshell part of it? You have the option of enemy ships firing starshells in your direction to light up the sky to try and 'see' you when spotted.

Wind affected smoke still eludes us. Haven't figured out how to get it to work correctly. You can put fake wind into the smoke but that's not realistic at all. I did come across something though that might work (very small probability) but haven't tried it yet.

menu.ini has nothing to do with Sh3.sdl. SH3.sdl is the master sound mixer. Any sound that is wanted to be used in-game has to be 'registered' with Sh3.sdl. Once it's registered the sound is typically played using references to it via .dsd files.

@kakeman:

with the mod enabled, does your \data\Library contain the following files:
- Whistles_Horns_shells.dat
- Whistles_Horns_shells.sim
- Whistles_Horns_ships.dat
- Whistles_Horns_ships.sim
- Whistles_Horns_ships.dsd

if not then Live AI Ships will not work.

kakemann
02-26-09, 11:27 AM
Racerboy and asanovic!

Fixed it. I had renamed the sound incorrectly, so it works perfectly with the newest GWX version.

I named it sao_1_gun.wav, and the correct name should be sao_1.wav.
Exactly as described by you Racerboy in the readme.

Thanks for your advice

Im afraid I haven't tried the starshell yet, but my guess is that it works ;-)

By the way..

Do you remember which file controls the sound to trigger. I mean... Where to look to make the wav loop.
I have used mini tweaker and Silent 3ditor, but not sure which file to browse.

Thanks again!

Sorry!
My fault :oops:
It is working now.

TheDarkWraith
02-26-09, 12:02 PM
Do you remember which file controls the sound to trigger. I mean... Where to look to make the wav loop.

the master sound mixer, Sh3.sdl controls:
- looping
- whether the sound is played or not
- volume
- a random amount to vary the volume each time the sound is called for
- pitch
- a random amount to vary the pitch each time the sound is called for
- whether the sound is 3D or not - NOTE: sound files must be monoaural - cannot be stereo!
- dopplerfactor (think of airplane long distance away then getting closer and how the sound changes)
- minradius sound is heard (before minradius sound is full strength and after minradius sound starts to decay in volume)
- maxradius (after maxradius sound is no longer heard)
- delay (time to wait before playing sound when it's called for)

CapZap1970
02-26-09, 09:24 PM
Hi Racerboy:
Long time no see my friend, and also all of you guys. Been a bit busy but now I have some time free to play SH3 again.
I was wondering, RB, if there is a link to d/l your RFX v.1.00 I can't find it anywhere.
Thank you very much and it's very nice to see you around again. :up:
CapZap

Matz1962
06-01-09, 02:47 AM
To all SH3-Modders

The mod "Rbs_SH4_effects_204f1" is a great mod, developed by Racerboy.

The white star shells are fired in the daytime.

Does anyone have an idea how to change it, so that they are only fired at night?

If so, which files are responsible for that?

Hoping for an answer...

Greetings Matz

http://s8b.directupload.net/images/090601/xcz9fmr8.jpg (http://www.directupload.net)

jaxa
06-01-09, 04:58 AM
I don't know if it's a difference for you, but in 7.1 version star shells are red.

blueduck
06-01-09, 06:36 AM
I don't know if it's a difference for you, but in 7.1 version star shells are red.
He does not mean the read star shells fired in case the ship is hit.
This signal is correctly shot by day and night.

He is looking for a solution, for the white flares, shot when you are detected by the ships.

jaxa
06-01-09, 08:04 AM
He does not mean the read star shells fired in case the ship is hit.
This signal is correctly shot by day and night.

He is looking for a solution, for the white flares, shot when you are detected by the ships.

I see. Thanks for info.

A6Intruder
06-02-09, 11:33 AM
To all SH3-Modders,

The mod "Rbs_SH4_effects_204f1" is a great mod, developed by Racerboy.

The white star shells are fired in the daytime.

Does anyone have an idea how to change it, so that they are only fired at night?

If so, which files are responsible for that?

Hoping for an answer...

Greetings Matz

http://s8b.directupload.net/images/090601/xcz9fmr8.jpg (http://www.subsim.com/radioroom/%5BURL=http://www.directupload.net%5D%5BIMG%5Dhttp://s8b.directupload.net/images/090601/xcz9fmr8.jpg%5B/IMG%5D%5B/URL%5D)


No Specialist (Privateer, Racerboy anyone else) around here?
Please help to solve this problem.
Thanks in forward.:yeah:

asanovic7
06-02-09, 12:17 PM
It's a weapon.. :) If they spot you, they use that weapon.. :doh:

A6Intruder
06-02-09, 01:44 PM
It's a weapon.. :) If they spot you, they use that weapon.. :doh:

Yes but how can it work, see the destroyer with their starshells, that these starschells will only be fired at night? Do you have any good ideas?:06:
I am sorry that i did not mentioned your name as a specialist.:yeah:
Best regards

asanovic7
06-03-09, 06:23 AM
well, if you are asking things like that then it is a good thing you didn't mention me as a specialist.. :rotfl:Because I am not..

Well, cruise through that destroyers eqp file, check the weapon, find it in the files, check sim files of that destroyer, check files of the destroyer, compare to your merchant, weapon, make some conclusions, tell yourself merchants don't even need that kind of weapon, but you could try this, that, sh.t!, reinstall the game, but I could try that one last thing, compare again and so on.. That is how I would do it.. :rotfl:
Cheers!

gehoffa
07-27-09, 11:44 AM
Hi, I'm new and I'm interested in downloading this great graphical mod. However, when I follow the the link to filefront to download it I get a page from them saying the file is unavailable. Any help in downloading this file would be much appriciated.

CapZap1970
07-27-09, 12:23 PM
just check here: http://www.bts-mods.com/?page=sh3user=asanovic7
or here: http://www.bts-mods.com/?page=sh3user=racerboy :up:

FIREWALL
07-27-09, 12:40 PM
:salute:

=FI=Ghost
08-07-09, 04:27 PM
Is there any way to make this mod compatible with OLC's GUI mod?

u-Boat commander
08-13-09, 06:31 AM
Well, the title says it all. Can anyone post new links?
thanks

SquareSteelBar
08-13-09, 06:48 AM
http://www.subsim.com/radioroom/downloads.php?do=file&id=455

Will-Rommel
09-05-09, 06:04 PM
Can i install this mod after GWX 3.0?

Anything i should be made aware of before downloading?

Thanks !

urfisch
10-19-09, 05:58 AM
wheres the latest version of this mod??? can anyone provide a link please?

thanks a lot!

A6Intruder
10-19-09, 11:26 AM
wheres the latest version of this mod??? can anyone provide a link please?

thanks a lot!

Hi mate,
take a look on my Mediafirepage. There you will find Assanovics last Update.
Best regards:up:

Commander Gizmo
11-10-09, 08:01 PM
Unless Racerboy wants it removed, you can find this mod in the downloads section (http://www.subsim.com/radioroom/downloads.php?do=file&id=1420).

ridgewayranger
11-15-09, 01:24 PM
Hi There,
Tried to D/L but file not available.
RR

A6Intruder
11-15-09, 02:50 PM
Hi There,
Tried to D/L but file not available.
RR

Try Assanovic-Version from my Mediafire page.
Best regards:up:

ridgewayranger
11-16-09, 08:46 AM
Thanks A6Intruder, but I don't see it there, unless you mean the one for GWX3. I kind of hoped there was one for all SH3 mods?
Regards,RR

A6Intruder
11-16-09, 01:18 PM
Thanks A6Intruder, but I don't see it there, unless you mean the one for GWX3. I kind of hoped there was one for all SH3 mods?
Regards,RR

Yes i was talking about this version. For which mod do you need it?
Best regards

ridgewayranger
11-16-09, 03:59 PM
Hello again A6Intruder,
Yep, I've D/Ld but not used it yet as everything seems to refer to GWX2 & 2.1. Is it compatible with GWX Gold? I also got the impression from reading Racerboys comments that it it was compatible with all SH3 Mods. I have NYGM, Warace 4.1 and LSH. Tell me I am wrong and put me out of my misery!
Thanks for the help,
Cheers, R.R.

A6Intruder
11-17-09, 01:44 AM
Hello again A6Intruder,
Yep, I've D/Ld but not used it yet as everything seems to refer to GWX2 & 2.1. Is it compatible with GWX Gold? I also got the impression from reading Racerboys comments that it it was compatible with all SH3 Mods. I have NYGM, Warace 4.1 and LSH. Tell me I am wrong and put me out of my misery!
Thanks for the help,
Cheers, R.R.

Hi,
i think no problems with every GWX Version. NYGM i do`t know, in WAC you will get in conflict with materials + particles.dat. Most of the effects are includet so you do not need it really. As far as i know it should work with LSH, but if you use the star shell mod for LSH you will get the same conflict as above.
Best regards

Magic1111
11-17-09, 03:35 AM
Hello again A6Intruder,
Yep, I've D/Ld but not used it yet as everything seems to refer to GWX2 & 2.1. Is it compatible with GWX Gold? I also got the impression from reading Racerboys comments that it it was compatible with all SH3 Mods. I have NYGM, Warace 4.1 and LSH. Tell me I am wrong and put me out of my misery!
Thanks for the help,
Cheers, R.R.

Hi !
I use the MOD with GWX 3.0 with no problems!

Otherwise, it's like A6Intruder writes, that the MOD is included in WAC4.1, you do not need extra, see here: http://hansolo78.2page.de/ then > Features II > Special FX Effekte II

For the next version of LSH (5.0) there will be a customized version as an Add-On, see here: http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/4901022797

Best regards,
Magic

ridgewayranger
11-17-09, 06:35 AM
HI,
Thanks for your replies. The reason I asked about GWX Gold is that now I have tried it and on my first dive I went straight down like a lead balloon!
I also noticed my deck gun ammo had changed from my setting of 220 to 120, stock I believe. I use mini tweak for simple changes, but it still showed my setting(220), so I changed it in Basic.cfg. Maybe some of my other mods are clashing? Too many to list, just noticed to my horror that I have 31 listed, time for a clear out methinks. Some are probably incorporated in the latest mods.
Thanks again for comments, I look forward to LSH5.
R.R.

Magic1111
11-17-09, 07:27 AM
HI,
Thanks for your replies. The reason I asked about GWX Gold is that now I have tried it and on my first dive I went straight down like a lead balloon!
I also noticed my deck gun ammo had changed from my setting of 220 to 120, stock I believe. I use mini tweak for simple changes, but it still showed my setting(220), so I changed it in Basic.cfg. Maybe some of my other mods are clashing? Too many to list, just noticed to my horror that I have 31 listed, time for a clear out methinks. Some are probably incorporated in the latest mods.
Thanks again for comments, I look forward to LSH5.
R.R.

Hi !

Look here for my GWX Configuration (my Post from 14.11. with Screenshot). This is the correct order: http://www.subsim.com/radioroom/showthread.php?t=158155

The "Racerboy MOD" is on # 14 in my configuration !

Best regards,
Magic

ridgewayranger
11-17-09, 11:36 AM
Got it Magic1111. Thanks again. Much appreciated.
R.R.

asanovic7
11-17-09, 12:03 PM
magic 111 do you use normal, lite or third version?
Just wondering if you got some thoughts about the smokes? :rotfl2:

Magic1111
11-17-09, 02:28 PM
magic 111 do you use normal, lite or third version?
Just wondering if you got some thoughts about the smokes? :rotfl2:

I use the normal version ! :up:

Best regards,
Magic

Hawk U-375
11-19-09, 10:31 PM
Hey Racer....I made it back to the forums and saw this Mod still going....:yeah:.... I would like to replace some of the Sounds with "NEW" ones......"Abandon Ship"......"Fire Brigade report too Starboard side"
"Crew Prepare Torpedo Defense".......plus vintage Bugle Calls.....on the Warships......I need help though and was wondering if your still around......:know:.....I'm going to try on my own....but your Better at the placement....:yep:

Cheers!

ridgewayranger
11-23-09, 01:19 PM
Hi Again,
There is obviously something wrong with my D/L or install. The loading time went from 6.5 mins to over 20, and when I dived I kept going down. With flank speed and blowing M/B I got back up back went down again as soon as I stopped.
Apart from GWX mods I have:-
Enhanced funnel smoke and Thomsens ships
Lite radio traffic V2
Periscopes TDC 1.2
Gunfix mod v1.1
Foam
Community units
Kiel map detail
Seawolf & Tuddley Gold full edition
Lifeboats & debris_v4
Water_Stream_for_ Uboats_V4
Wbs Renown replacement
I was wondering about the Seawolf mod?
I also have flashing lights in the control room. Seem to be related to rolling but as they are never obscured, why?
Any help greatly appreciated.
RR

asanovic7
11-23-09, 02:01 PM
ridgewayranger


Just wanted to share some thoughts..
About the loading time.. Too big, must be a bug somewhere, 20 mins is too big..

About the diving issue.. I asked that a while ago and people said it is something normal. Well, it seemed to me that way, until I made a decent install with carefully placed mods. Well, now I don't have that issue anymore. Regardless of this, I had one issue with st. nazaire don't loading st. nazaire startup ctd, I said it is enuf to shrink some tgas to get the startup. Not true. Since then I had no such problem even with high textures.
BUT THEN again, I installed sp3, I installed new graphic drivers..
Who can really tell?

My best guess here is that you have a problem with community units. Unload that and try.
Then unload one by one or unload everything and load one by one, and try and report somewhere best on that mod's page..

Cheers!

ridgewayranger
11-23-09, 02:54 PM
Hi Asinovic,
Yes, thanks, I'll do what you suggest. I keep wondering what community units is anyway. Must have seemed like a good idea when I D/Ld it but so long ago and so many others since, I've completely forgotten.
Cheers, RR

adityav
01-13-10, 12:35 PM
Hi,
I am using GWX + TMT v2 mods. However, when i tried to enable this mod, it conflicts with TMT v2. Lots of files Specifically

"Zones.cfg" has already been altered by the "GWX - Enhanced Damage Effects" mod.
"particles.dat" has already been altered by the "GWX - Enhanced Damage Effects" mod.
"particles.dsd" has already been altered by the "GWX - Enhanced Damage Effects" mod.
"ATug.sim" has already been altered by the "TMT v2" mod.
"LC_MAL.sim" has already been altered by the "TMT v2" mod.
"LC_MTL.sim" has already been altered by the "TMT v2" mod.
"M35B.sim" has already been altered by the "TMT v2" mod.
"M36B.sim" has already been altered by the "TMT v2" mod.
"NAMS.sim" has already been altered by the "TMT v2" mod.
"NBB_Bismark.sim" has already been altered by the "TMT v2" mod.
"NBB_DUofYork.sim" has already been altered by the "TMT v2" mod.
"NBB_Gneisenau.sim" has already been altered by the "TMT v2" mod.
"NBB_HMS_Howe.sim" has already been altered by the "TMT v2" mod.
"NBB_HMSAnson.sim" has already been altered by the "TMT v2" mod.
"NBB_Italia.sim" has already been altered by the "TMT v2" mod.
"NBB_KGeorgeV.sim" has already been altered by the "TMT v2" mod.
"NBB_Littorio.sim" has already been altered by the "TMT v2" mod.
"NBB_Nelson.sim" has already been altered by the "TMT v2" mod.
"NBB_NevadaA.sim" has already been altered by the "TMT v2" mod.
"NBB_PofWales.sim" has already been altered by the "TMT v2" mod.
"NBB_Revenge.sim" has already been altered by the "TMT v2" mod.
"NBB_Rodney.sim" has already been altered by the "TMT v2" mod.
"NBB_Roma.sim" has already been altered by the "TMT v2" mod.
"NBB_Scharnhorst.sim" has already been altered by the "TMT v2" mod.
"NBB_Tirpitz.sim" has already been altered by the "TMT v2" mod.
"NBB_USSIowa.sim" has already been altered by the "TMT v2" mod.
"NBB_Vittorio.sim" has already been altered by the "TMT v2" mod.
"NBC_Deutschland.sim" has already been altered by the "TMT v2" mod.
"NBC_GrafSpee.sim" has already been altered by the "TMT v2" mod.
"NBC_Hood.sim" has already been altered by the "TMT v2" mod.
"NBC_Repulse.sim" has already been altered by the "TMT v2" mod.
"NCA_Averof.sim" has already been altered by the "TMT v2" mod.
"NCA_Blucher.sim" has already been altered by the "TMT v2" mod.
"NCA_Cumberland.sim" has already been altered by the "TMT v2" mod.
"NCA_Devonshire.sim" has already been altered by the "TMT v2" mod.
"NCA_Fiume.sim" has already been altered by the "TMT v2" mod.
"NCA_Gorizia.sim" has already been altered by the "TMT v2" mod.
"NCA_Hipper.sim" has already been altered by the "TMT v2" mod.
"NCA_Lutzow.sim" has already been altered by the "TMT v2" mod.
"NCA_Norfolk.sim" has already been altered by the "TMT v2" mod.
"NCA_P26b.sim" has already been altered by the "TMT v2" mod.
"NCA_PEugen.sim" has already been altered by the "TMT v2" mod.
"NCA_Pola.sim" has already been altered by the "TMT v2" mod.
"NCA_Pr26.sim" has already been altered by the "TMT v2" mod.
"NCA_Scheer.sim" has already been altered by the "TMT v2" mod.
"NCA_Tuscaloosa.sim" has already been altered by the "TMT v2" mod.
"NCA_Zara.sim" has already been altered by the "TMT v2" mod.
"NCL_Abruzzi.sim" has already been altered by the "TMT v2" mod.
"NCL_Brooklyn.sim" has already been altered by the "TMT v2" mod.
"NCL_Dido.sim" has already been altered by the "TMT v2" mod.
"NCL_Fiji.sim" has already been altered by the "TMT v2" mod.
"NCL_Garibaldi.sim" has already been altered by the "TMT v2" mod.
"NCL_Kclass.sim" has already been altered by the "TMT v2" mod.
"NCL_Southampton.sim" has already been altered by the "TMT v2" mod.
"NCO_Bathurst.sim" has already been altered by the "TMT v2" mod.
"NCO_Flower.sim" has already been altered by the "TMT v2" mod.
"NCV_GrafZeppelin.sim" has already been altered by the "TMT v2" mod.
"NCV_Illustrious.sim" has already been altered by the "TMT v2" mod.
"NCV_USSEssexCV9.sim" has already been altered by the "TMT v2" mod.
"NCVE_Bogue.sim" has already been altered by the "TMT v2" mod.
"NCVE_Casablanca.sim" has already been altered by the "TMT v2" mod.
"NDD_A&B.sim" has already been altered by the "TMT v2" mod.
"NDD_Bourrasque.sim" has already been altered by the "TMT v2" mod.
"NDD_C&D.sim" has already been altered by the "TMT v2" mod.
"NDD_Clemson.sim" has already been altered by the "TMT v2" mod.
"NDD_Fletcher.sim" has already been altered by the "TMT v2" mod.
"NDD_HuntI.sim" has already been altered by the "TMT v2" mod.
"NDD_HuntII.sim" has already been altered by the "TMT v2" mod.
"NDD_HuntIII.sim" has already been altered by the "TMT v2" mod.
"NDD_J.sim" has already been altered by the "TMT v2" mod.
"NDD_L.sim" has already been altered by the "TMT v2" mod.
"NDD_N.sim" has already been altered by the "TMT v2" mod.
"NDD_Q.sim" has already been altered by the "TMT v2" mod.
"NDD_S.sim" has already been altered by the "TMT v2" mod.
"NDD_Soldati.sim" has already been altered by the "TMT v2" mod.
"NDD_Somers.sim" has already been altered by the "TMT v2" mod.
"NDD_SU1.sim" has already been altered by the "TMT v2" mod.
"NDD_Town.sim" has already been altered by the "TMT v2" mod.
"NDD_Tribal.sim" has already been altered by the "TMT v2" mod.
"NDD_Type34.sim" has already been altered by the "TMT v2" mod.
"NDD_Type36A.sim" has already been altered by the "TMT v2" mod.
"NDD_Type7y.sim" has already been altered by the "TMT v2" mod.
"NDD_V&W.sim" has already been altered by the "TMT v2" mod.
"NDE_BPS.sim" has already been altered by the "TMT v2" mod.
"NDE_Buckley.sim" has already been altered by the "TMT v2" mod.
"NDE_Evarts.sim" has already been altered by the "TMT v2" mod.
"NDE_FTboot.sim" has already been altered by the "TMT v2" mod.
"NDE_JCB.sim" has already been altered by the "TMT v2" mod.
"NDST.sim" has already been altered by the "TMT v2" mod.
"NFF_CaptainI.sim" has already been altered by the "TMT v2" mod.
"NFF_CaptainII.sim" has already been altered by the "TMT v2" mod.
"NFF_Colony1939.sim" has already been altered by the "TMT v2" mod.
"NFF_RiverClass.sim" has already been altered by the "TMT v2" mod.
"NFF_Tacoma1939.sim" has already been altered by the "TMT v2" mod.
"NHD_SubCT13.sim" has already been altered by the "TMT v2" mod.
"NMS_1935.sim" has already been altered by the "TMT v2" mod.
"NMSS.sim" has already been altered by the "TMT v2" mod.
"NMSTR.sim" has already been altered by the "TMT v2" mod.
"NPC_Black_Swan.sim" has already been altered by the "TMT v2" mod.
"NSHs.sim" has already been altered by the "TMT v2" mod.
"NTB_1924.sim" has already been altered by the "TMT v2" mod.
"NTB_1937.sim" has already been altered by the "TMT v2" mod.
"PBTrawler.sim" has already been altered by the "TMT v2" mod.
any help?
Thanks

Paul Riley
03-09-10, 10:09 AM
I tried the link to this mod but it seems the file is no longer available at that server? I really want/need this mod :nope:
http://www.filefront.com/error.php?errno=320 server?

Fantastic looking mod by the way.

Magic1111
03-09-10, 10:12 AM
I tried the link to this mod but it seems the file is no longer available at that server? I really want/need this mod :nope:
http://www.filefront.com/error.php?errno=320 server?

Fantastic looking mod by the way.


Please download from here: http://www.mediafire.com/?jgthyt1oenh

Best regards,
Magic

Wreford-Brown
03-09-10, 10:14 AM
Try Magic1111's MediaFire account. Some of the older mods lurk around there. From his sig: My MediaFire Page - Over 280 MODs for Download (http://www.mediafire.com/Magic1111)

Edit: Thanks Magic - you beat me to it!

Paul Riley
03-09-10, 10:16 AM
Thankyou very much :salute:

Magic1111
03-09-10, 10:18 AM
Edit: Thanks Magic - you beat me to it!

Thankyou very much :salute:

You´re welcome ! :salute:

ShadowOps
07-12-10, 04:24 PM
I was reading through the comments and I decided to download this fantastic looking mod. But when I clicked the Filefront link it said this: 'The File you are attempting to download is not currently available on our servers or is being processed. Please try your download in a few minutes.' It has been doing this with EVERY Filefront link I have come across. Is Filefront down or what, because it is really ruining my day. :damn::damn::damn:

Sailor Steve
07-12-10, 10:27 PM
It's been here at Subsim Downloads all along.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1420

Seminole
07-13-10, 05:06 PM
Where has this mod been? I only saw it yesterday and applied it. Guess I missed it while playing SHIV.

It is a whole new ballgame now. A very exciting addition.

Looking at the Sea Folder( and the ships therein) of my sim and the one that this mod includes....I was concerned that the effects might be limited to stock ships. However I sank one stock merchant and one from the New Merchant Fleet Mod and the effects on both were equally spectacular.

Amazing isn't it? After half a decade SHIII can get me as excitied as the day it came out. :up:

Sailor Steve
07-13-10, 08:07 PM
Where has this mod been? I only saw it yesterday and applied it. Guess I missed it while playing SHIV.
Take a look at Jimbuna's latest pictures in the 'Official' Screenshots thread. Those are GWX's Enhanced Damage, and it's hard for me to tell which I think is better. That one only affects the particles files, but I wish I had that smoke that burns on the water for half an hour and goes so high in the sky. Unfortunately my game crashes when I try to run it, even with 4 GB and a new 1 GB graphics card.

This one works just fine though. I use it in conjunction with Torpedo Damage Final, and I'm very happy with it.

Amazing isn't it? After half a decade SHIII can get me as excitied as the day it came out. :up:
I'm about to start a new career with a gruntload of mods I finally got to work together, and yeah I'm as excited as the day I first opened the game. :D

Seminole
07-13-10, 08:59 PM
I'm in the same situation. I've even have mods I didn't know I had. I resupplied down in Spain and saw harbor porpoises hanging about the boat. They must have come in via some mod, but darned if I know which one.:D

Sailor Steve
07-14-10, 01:14 AM
Porpoises and whales come with GWX. You can also hear them on the hydrophones.

raymond6751
07-14-10, 05:56 AM
Thanks for this.

Jimbuna
07-14-10, 08:05 AM
I'm in the same situation. I've even have mods I didn't know I had. I resupplied down in Spain and saw harbor porpoises hanging about the boat. They must have come in via some mod, but darned if I know which one.:D

Porpoises and whales come with GWX. You can also hear them on the hydrophones.

http://a.imageshack.us/img22/8094/sh32008083120213140.jpg (http://img22.imageshack.us/i/sh32008083120213140.jpg/)
http://a.imageshack.us/img227/2811/sh32009052218553067.jpg (http://img227.imageshack.us/i/sh32009052218553067.jpg/)

Seminole
07-14-10, 08:32 PM
I wish I had that smoke that burns on the water for half an hour and goes so high in the sky.



I think I pretty much got that with the SH4 Effects for SH3 Mod.

Only thing though, as I said I suspected would be the case, the effects on the ships from the Merchant Mod don't have the massively spectacular explosion effects as do the stock ships. However,after watching both types going down I think I am delighted with the difference. Spectacular explosions would soon become stale but now I have two different types of sinkings. Don't get me wrong though...the merchant ships are spectacular enough in their own right with the SH4 for SH3 mod.

See below. This is one of the M class merchants from the Merchant mod. Sheds debris and lifeboats. Fires off flares. Has Bright fires with great smoke that goes high and lasts a long time..perhaps not a full half hour as you said you would like...but long enough. I wouldn't hang about for half an hour anyway..:D



http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img14-7-2010_171956_732.jpg



http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img14-7-2010_172041_133.jpg



http://i970.photobucket.com/albums/ae187/Pullopullo/SH3Img14-7-2010_17228_59.jpg

Seminole
07-14-10, 08:48 PM
Porpoises and whales come with GWX. You can also hear them on the hydrophones.

OK that must be where I got them. I swapped out the whole Terrain Folder intact from GWX with SH3 1.4B's Terrain Folder...:yep:

Everything I wanted (and it looks like more than that) came along and works wonderfully well. Except the preset Kiel Canal courses from the Patterns Folder, which I also swapped out. Kiel Out goes almost directly to the NW and Kiel IN to the SW.

I opened up the Patterns Folder's .mis files with MS Word and it looks like it would be easy to create new and workable .mis files but man..there are over 60 waypoints I would have to set , record the Latt. and Long. for and write into the new .mis files....:nope:

Much too tedious a project for now. Maybe latter like in the winter...:shifty:...

Sailor Steve
07-14-10, 08:59 PM
My oil smoke burns for about one minute after the ship sinks and then it's gone. Here is a shot of mine that't similar to yours

http://i14.photobucket.com/albums/a325/SailorSteve/Silent%20Hunter%20Screenshots/SH3Img4-7-2010_171222_750.jpg

And here's a recent shot by Jimbuna, using the GWX version

http://img31.imageshack.us/img31/1967/sh32009082822404798.jpg (http://img31.imageshack.us/i/sh32009082822404798.jpg/)

Sailor Steve
07-14-10, 09:01 PM
I also made an interesting discovery about this mod, one that I really like:
http://www.subsim.com/radioroom/showpost.php?p=1441823&postcount=8033

Seminole
07-14-10, 09:18 PM
That is neato. I be on the lookout for it. Tomorrow or the next time I run across another stock ship, I will capture images of the sinking and post them. I think these will be very simular to yours from Jimbuna, using the GWX version.

CPT. BLackadder
09-03-10, 03:06 AM
The download doesn't work:damn: could someone tell me another link or re-upload:up:. thanks

Plissken_04
09-03-10, 08:34 AM
The download doesn't work:damn: could someone tell me another link or re-upload:up:. thanks


RB SH4 Effects for GWX 3.0 V7.1

ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/ASANOVIC7/


So Long

Maik

Sailor Steve
09-03-10, 09:44 AM
It's right here at Subsim Downloads.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1420

CPT. BLackadder
09-05-10, 03:33 AM
im sorry if I didn't make myself clear about sh4 effects for sh3 i meant the normal one for the ordinary sh3 not gwx (i personally don't like the changes especially the colour coding of ships which was so use full in sh3).

Plissken_04
09-05-10, 08:20 AM
im sorry if I didn't make myself clear about sh4 effects for sh3 i meant the normal one for the ordinary sh3 not gwx (i personally don't like the changes especially the colour coding of ships which was so use full in sh3).

Try this Version
ftp://maikhaas.dyndns.org/Volume_1/Sharing/SH3COMMUNITYMODS/UNKNOWN%20MODDERS/SH3_FX_v2.0.rar


So Long

Maik

quelle
08-20-11, 01:09 AM
This a really good MODS ever for SH3 , I enjoy it

Fish In The Water
08-20-11, 02:36 AM
This a really good MODS ever for SH3 , I enjoy it

Good to hear, thanks for letting them know! :sunny:

TheDarkWraith
08-20-11, 09:36 AM
This a really good MODS ever for SH3 , I enjoy it

an oldie but goodie :up: If I were to update that to use SH5 effects you'd really be amazed but I have no interest in SH3/4 anymore :up:

urfisch
08-21-11, 02:12 PM
nice to know that, tdw. thanks for the slap.

makman94
08-22-11, 04:51 AM
....but I have no interest in SH3/4 anymore ......

hehehe....really :DL ? .... never heard you saying it at past !
don't worry ,it must be temporary ....maybe you will get it back.... at future

Jockel725
11-24-11, 04:22 PM
I love this mod. This is all I need to make SH3 perfect.
Thanks!!!

Fish In The Water
11-24-11, 08:28 PM
I love this mod. This is all I need to make SH3 perfect.
Thanks!!!

Glad you like it and welcome aboard! :sunny:

Sailor Steve
11-24-11, 08:36 PM
WELCOME ABOARD, Jockel725! :sunny:

Gerald
11-24-11, 08:43 PM
@ Jockel725! Welcome to SubSim, :salute:

Jimbuna
11-25-11, 08:41 AM
I love this mod. This is all I need to make SH3 perfect.
Thanks!!!

Welcome Matey :sunny:

Fubar2Niner
11-25-11, 11:28 AM
@Jockel725

Welcome aboard shipmate :salute:

Best regards.

Fubar2Niner

asanovic7
12-29-11, 08:03 PM
an oldie but goodie :up: If I were to update that to use SH5 effects you'd really be amazed but I have no interest in SH3/4 anymore :up:

oh come on, racerboy :03: :salute:

cheers! :)

peterthegreeksailor
02-18-12, 08:40 AM
nice mod!!!!!!!!:salute::salute::salute:

Fubar2Niner
02-18-12, 09:46 AM
an oldie but goodie :up: If I were to update that to use SH5 effects you'd really be amazed but I have no interest in SH3/4 anymore :up:

nice mod!!!!!!!!:salute::salute::salute:

A slight understatement on both your parts I feel :03:......... If only TDW, not even for nostalgia's sake?... please go for it mate.

Oh and welcome aboard peterthegreeksailor :salute:

Best regards.

Fubar2Niner

Magic1111
02-20-12, 10:31 AM
nice mod!!!!!!!!:salute::salute::salute:

:salute::salute::salute:Welcome aboard!!!:salute::salute::salute:

Wuss
02-24-12, 05:09 PM
i wish i had thought to take a screenshot of what just happened,i hit an ammunition ship and then just sat there gobsmacked as it went up,the effects were outstanding,it was like bonfire night,4th of july and new years eve all at once.there was ammo exploding all over the place,the visuals and sounds had me watching in wonder.i reinstalled my speakers just for this mod and boy am i a happy camper :woot:
thanks to all the team responsible for this. i salute you all :salute:

mobius 1
04-12-12, 03:14 AM
I downloaded the latest version of this that was posted in this thread.. and I was disappointed...

I've been trying to find this mod in the form it was in when I downloaded it originally- a couple of years ago now at least.. I've searched for 2 days and finally gave up, and went to bed.. Woke up the next morning actually resurrected a computer for a short time just to salvage this mod from it's hard drive.

I just had to upload it and share it to make sure this awesome mod stays out there.

This is/was " hollywood mod " at least for me.

Ships shoot up a red flare... explosions of bodies.. flailing bodies flying through the air... blood puddles... oil slicks.. :rotfl2:

Full credit goes to racerboy: http://www.gamefront.com/files/21547820/Racerboy_SH4_Effects_for_SH3_2_022.zip

Cheers!

Frenchy849
04-12-12, 04:11 AM
Uhm...what you mention is still there.

mobius 1
04-12-12, 05:21 AM
:hmmm: hmm..
Well I was looking for the mod that had flailing bodies, more smoke/oil, and shot up red flares. The original D/L link for this thread is 404.

There is a link for another version of this mod a few pages earlier that I got to work... it had lots of smoke, but very few bodies.. and no red flares... I didn't try the "optional" part of that version though... is that where the red flares are in that version?

Fubar2Niner
04-12-12, 12:19 PM
:hmmm: hmm..
Well I was looking for the mod that had flailing bodies, more smoke/oil, and shot up red flares. The original D/L link for this thread is 404.

There is a link for another version of this mod a few pages earlier that I got to work... it had lots of smoke, but very few bodies.. and no red flares... I didn't try the "optional" part of that version though... is that where the red flares are in that version?

Hi shipmate, forgive me but I'm a tad confused. Are you saying you have tried v2.03 linked at the start of this thread. Or that you can't get it because the link is kaputski ? I ask because the link you posted (#681) is for v2_022.

If you want v2.03 you can find it on my gamefront acct here;

http://www.gamefront.com/files/21549398/RB_SH4_Effects_for_SH3_2_03.7z

Hope this helps, if I completely misunderstood you, accept my apologies

Best regards.

Fubar2Niner

Sailor Steve
04-12-12, 03:52 PM
I'm confused. Here at Subsim Downloads there is a version labelled 7.1. It doesn't have the (and more), so should I assume it is a much older version and delete it?
http://www.subsim.com/radioroom/member.php?u=280696

fitzcarraldo
04-12-12, 04:49 PM
Hi shipmate, forgive me but I'm a tad confused. Are you saying you have tried v2.03 linked at the start of this thread. Or that you can't get it because the link is kaputski ? I ask because the link you posted (#681) is for v2_022.

If you want v2.03 you can find it on my gamefront acct here;

http://www.gamefront.com/files/21549398/RB_SH4_Effects_for_SH3_2_03.7z

Hope this helps, if I completely misunderstood you, accept my apologies

Best regards.

Fubar2Niner

For white flares (SOS), and red flares (ships sinking), you can try the optional submod for flares in LSH3 v5.1. I applied it after SH4 effects in my GWX installation, and works fine. It´s a great stuff.

Best regards.

Fitzcarraldo :salute:

Albrecht Von Hesse
10-21-12, 06:53 PM
I'd really like to add this to my current mod soup mix, but I've several questions first. I apologize in advance for these questions, as part of my mind says I should already know the answers, and another part of my mind says I should be able to figure the answers out based upon the mod-supplied readmes and instructions. Unfortunately, the bigger part of my mind (and the one that would up having me disappear for a number of years) no longer is capable of doing these things. :(

I've already minorly borked up my mod installs somehow by incorporating the necessary tweaks for Hsie's or Stiebler's hardcode fixes. So far those foobars have been relatively minor, such as the repetitive blank radio transmissions, floating flak towers at Kiel, and mis-sized new buttons. HW3 is graciously spending some time looking into the flak tower one for me.


My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:

for GWX 1_03,
Live_AI_ships_sounds,
Optional,
Racerboy_SH4_Effects_for_SH3_2_03, and,
tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".



There are also the text files:

How do I know if I setup new sounds correctly,
I want sound on a ship!,
I want the starshell gun on a ship!, and,
Racerboy's_SH4_Effects_for_SH3_2_03.
Racerboy's_SH4_Effects_for_SH3_2_03 is self-explanatory; its the readme regarding the mod itself. The other three seem to be similar, but applicable only for those desiring to create new (or modify pre-existing) ships, etc.

Sorry for the lengthy missive, but my mind really isn't running at peak efficiency anymore, and I really could use all the help I can get.

Danke.

~Albrecht von Hesse

Currently enabled mod list:

GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
FM30_UpDown_final
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
GWX3.0 Additional_Ammo
Searchlights_Removed
KJF_Moon_v1.1
KB's Diesel Sound Mod
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Urfischs_ModStrike_Beta1
Merchant_Fleet_Mod_3.2
Air Torpedo_mod_v2.0
O2-Gauges v2
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)

rudewarrior
10-21-12, 10:21 PM
My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:

for GWX 1_03,
Live_AI_ships_sounds,
Optional,
Racerboy_SH4_Effects_for_SH3_2_03, and,
tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".

The way I handled the Sh3.dsl file is that I took the Sh3.dsl file out of all the mods that had the most entries. Then I made sure that all the entries that were in the largest version had all the entries from the smaller versions. I don't remember if I had to edit it at all, but you can edit and view the file using Silent 3ditor.

As far as the mod order goes, here is my mod list:

00_GWX - 16km Atmosphere
00_GWX - Open Hatch Mod
01_Rbs1_SH4_Effects_GWX_30_71
02_LifeBoats&Debris_v4
03_Rbs2withbuoyance
04_Wooden_Lifeboats_Mod_1.1
05_Wilhemshafen,St Naz,Schluese and xtra ships V6
06_GWX_DFa-Flag&Pens_2010
07_FM30_UpDown_final
08_FM_NewInterior_V1.0
09_Thomsen's Sound Pack V3.2cg
10_BritishAsdicMkIFinal
11_Depthcharge Shake v2.01
12_Urfischs_ModStrike_Beta1
13_Waterstream+Exhaust Combi V2.3 for GWX3
14_New Uboat Guns 1.2
15_WAC4.1 SubPen_animated_18.02.2010
16_Unofficial_rockets_fix_GWX3.0
17_No continuous 'Ship spotted' V1.2 for GWX3 and Rubinis RocketFix
18_Aces' Multimod compatability fix release v1.3 public beta
19_Aces' Super Turms v6 for GWX
20_Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
21_Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
22_MaGui F
23_CT_FM_NI_Fix_for_MaGui F
24_ST7_Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
25_Merchant_Fleet_Mod_3.2
MaG_blue recmanual for MaGui F
MaG_German Images for MaGui F
MaG_h.sie's Colored Hull Integrity Indicator
MaG_optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
MaG_RED Filters on Scopes+Binoculars for MaGui F
AUD_Das Boot Sound Mod + No Ring Ring
AUD_Destroyers&Corvette
AUD_Diesel Startup Sequence for FM Engine Room
AUD_Real Depth Charge
UNI_Aces Hi Res Uniforms and Medals Mk 2
UNI1_Evan82's Uniforms II
END_63MBinSound
END_Air Torpedo_mod_v1.2
END_B25_Deck_Crew_Ambient
END_b25_Grass_+Carotio_SF_v2
END_b25_Louder_Diesels_Louder
END_Bearing Tables + JFO! Mod + S4B
END_BMW-R75 v.1 by TP
END_Cmnds + V16B1 + S4B
END_Combat Radio Frequency
END_DefSide Fix
END_Derzeitige Tiefe
END_Elite U-boat Binoculars
END_Flags_enlighten
END_Foam
END_Gramophone
END_Haunting Atlantic Wind
END_Ice Age
END_Karle's_Crash_Dive_Mod
END_OLC's Modified Searchlight Beams for GWX3
END_Pascal_Port_People
END_Q Ship mod GWX3.0 + Real Plot and RecM
END_Radio Log + JFO Messages
END_Rapt0r's Das Boot Interior
END_Rapt0r's Instruments V3.5+Dönitz Fly
END_Real DC zone
END_Realistic Plotting
END_Res Fix
END_Ricks_Alt_RecManual_v1.0
END_SH-5 Water For SH-3 Ultimate V10 16 Km + Clearsky Clouds
END_Sobers 3D Waves
END_Sub Image mod
END_Subphones
END_TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
END_TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
END_TiefeMkI(German)
END_Torpedo damage Final ver2.0
END_Torpedo Load Out + Renown
END_Torpedo_HAHD_1024_GWX
END_V16B1 h.sie + S4B
END_WB's Deck Gun Range
END_WB's Decks Awash + Fuel Economy
SH3 Cmdr_Compulsory U-boat Headdress
SH3 Cmdr_GWX Files
SH3 Cmdr_Intro and Photo Randomizer
SH3 Cmdr_JFO
SH3 Cmdr_MFM Skins
SH3 Cmdr_Real DC
SH3 Cmdr_Ship Names 0712
SH3 Cmdr1_Random Q Ship Mod + Torp FAIL
SH3 Cmdr1_WBNN Warning Orders

After this, you just have to very methodically overwrite each mod using JSGME, and very slowly figure out what works.

Hope this helps and good luck.:up:

Albrecht Von Hesse
10-21-12, 11:12 PM
Mine Gott but that made my eyes cross and water! :doh: :D

I'm slowly muddling along with the ones I (so far) have, trying to get all of the mods working well before valiently attempting :O: to incorporate the hardfix coding again. So far I've encountered an interesting oddity when I added "SH4 effects (and more) for SH3":

http://i96.photobucket.com/albums/l192/Albrecht_von_Hesse/observations/SH3Img21-10-2012_235956_408.jpg

Any idea what's causing the square artifacts when a gun is fired?

rudewarrior
10-21-12, 11:51 PM
Any idea what's causing the square artifacts when a gun is fired?

I'd say it's working right. AFAIK the squares are necessary for the animations to run. At least mine has always looked like that.:yep:

fitzcarraldo
10-22-12, 06:53 AM
I'd say it's working right. AFAIK the squares are necessary for the animations to run. At least mine has always looked like that.:yep:

I don´t remember now what file causes the problem: particles.dat or materials.dat. I had the problem some years ago. Now I use the LSH3 Spezialeffekte Gross submod in GWX and no problem with square smoke.

Regards.

Fitzcarraldo :salute:

Fubar2Niner
10-22-12, 11:22 AM
As far as the mod order goes, here is my mod list:......................



Holy mackeral Rude that is one helluva mod list. :o

rudewarrior
10-22-12, 04:42 PM
Holy mackeral Rude that is one helluva mod list. :o

Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.:up:

fitzcarraldo
10-22-12, 06:11 PM
Heh, believe it or not, the inspiration for it was from the person posted immediately above you, fitzcarraldo.

I came across one of his posts that listed all his mods, and I started digging about and uncovered all these gems that I wasn't using.

Then a couple of major mods all came out at around the same time, including Aces' Super Turms, h.sie's and Stiebler's sh3.exe fixes, etc. Put it all together in one big soup and I love it.:up:

...but you win, rudewarrior...That is really a HUGE list of mods...:03:

Also I have the patches (H.sie & Stiebler, the dynamic dwo), and all the Wreford Brown scripted ships. Plus SH3 Commander and their mods...But yours is a kilometric list!!!

Regards.

Fitzcarraldo :salute:

Albrecht Von Hesse
10-23-12, 09:53 PM
Do you know if these will work properly without adding/using all of the MaGui ones? It's not that I personally have anything against the MaGui ones, it's just that I'm most familiar, and comfortable with, the setup I already use.

I wish I had a way to easily locate and d/l all of those (sans the MaGui ones). I also wish my head was in a better space, and operating condition, so I could try dealing with your Sh3.dsl advice. I understand what you mean, and what's necessary, but I'm no longer quite able to actually parse and perform as I used to do. :lost:

Honestly, I'm extremely tempted to create, and populate, a fifth folder just to try running these. :arrgh!:

The way I handled the Sh3.dsl file is that I took the Sh3.dsl file out of all the mods that had the most entries. Then I made sure that all the entries that were in the largest version had all the entries from the smaller versions. I don't remember if I had to edit it at all, but you can edit and view the file using Silent 3ditor.

As far as the mod order goes, here is my mod list:

00_GWX - 16km Atmosphere
00_GWX - Open Hatch Mod
01_Rbs1_SH4_Effects_GWX_30_71
02_LifeBoats&Debris_v4
03_Rbs2withbuoyance
04_Wooden_Lifeboats_Mod_1.1
05_Wilhemshafen,St Naz,Schluese and xtra ships V6
06_GWX_DFa-Flag&Pens_2010
07_FM30_UpDown_final
08_FM_NewInterior_V1.0
09_Thomsen's Sound Pack V3.2cg
10_BritishAsdicMkIFinal
11_Depthcharge Shake v2.01
12_Urfischs_ModStrike_Beta1
13_Waterstream+Exhaust Combi V2.3 for GWX3
14_New Uboat Guns 1.2
15_WAC4.1 SubPen_animated_18.02.2010
16_Unofficial_rockets_fix_GWX3.0
17_No continuous 'Ship spotted' V1.2 for GWX3 and Rubinis RocketFix
18_Aces' Multimod compatability fix release v1.3 public beta
19_Aces' Super Turms v6 for GWX
20_Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
21_Aces' Repositioned 105 mm Gun on Types 9b and 9c plus New Type 9b Deck Railings
22_MaGui F
23_CT_FM_NI_Fix_for_MaGui F
24_ST7_Aces' MaGUI v3.4 (Non-Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
25_Merchant_Fleet_Mod_3.2
MaG_blue recmanual for MaGui F
MaG_German Images for MaGui F
MaG_h.sie's Colored Hull Integrity Indicator
MaG_optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F
MaG_RED Filters on Scopes+Binoculars for MaGui F
AUD_Das Boot Sound Mod + No Ring Ring
AUD_Destroyers&Corvette
AUD_Diesel Startup Sequence for FM Engine Room
AUD_Real Depth Charge
UNI_Aces Hi Res Uniforms and Medals Mk 2
UNI1_Evan82's Uniforms II
END_63MBinSound
END_Air Torpedo_mod_v1.2
END_B25_Deck_Crew_Ambient
END_b25_Grass_+Carotio_SF_v2
END_b25_Louder_Diesels_Louder
END_Bearing Tables + JFO! Mod + S4B
END_BMW-R75 v.1 by TP
END_Cmnds + V16B1 + S4B
END_Combat Radio Frequency
END_DefSide Fix
END_Derzeitige Tiefe
END_Elite U-boat Binoculars
END_Flags_enlighten
END_Foam
END_Gramophone
END_Haunting Atlantic Wind
END_Ice Age
END_Karle's_Crash_Dive_Mod
END_OLC's Modified Searchlight Beams for GWX3
END_Pascal_Port_People
END_Q Ship mod GWX3.0 + Real Plot and RecM
END_Radio Log + JFO Messages
END_Rapt0r's Das Boot Interior
END_Rapt0r's Instruments V3.5+Dönitz Fly
END_Real DC zone
END_Realistic Plotting
END_Res Fix
END_Ricks_Alt_RecManual_v1.0
END_SH-5 Water For SH-3 Ultimate V10 16 Km + Clearsky Clouds
END_Sobers 3D Waves
END_Sub Image mod
END_Subphones
END_TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
END_TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
END_TiefeMkI(German)
END_Torpedo damage Final ver2.0
END_Torpedo Load Out + Renown
END_Torpedo_HAHD_1024_GWX
END_V16B1 h.sie + S4B
END_WB's Deck Gun Range
END_WB's Decks Awash + Fuel Economy
SH3 Cmdr_Compulsory U-boat Headdress
SH3 Cmdr_GWX Files
SH3 Cmdr_Intro and Photo Randomizer
SH3 Cmdr_JFO
SH3 Cmdr_MFM Skins
SH3 Cmdr_Real DC
SH3 Cmdr_Ship Names 0712
SH3 Cmdr1_Random Q Ship Mod + Torp FAIL
SH3 Cmdr1_WBNN Warning Orders

After this, you just have to very methodically overwrite each mod using JSGME, and very slowly figure out what works.

Hope this helps and good luck.:up:

rudewarrior
10-23-12, 10:15 PM
Do you know if these will work properly without adding/using all of the MaGui ones?

The short answer is yes. However, the real answer is the MaGui mod could very well be "enmeshed" with any of the other mods listed after it.:shucks:

But then again, there is a reason it's called "soup!":rotfl2:

ivank
10-28-12, 02:30 PM
does anyone have the link for this?

CapZap1970
11-17-12, 09:07 AM
Is there a chance to have a link to dl this? thanks mates

HW3
11-17-12, 09:19 AM
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

Look under racerboy for it, it is there.

:salute:

CapZap1970
11-17-12, 09:38 AM
Thanks a lot!!!!! :rock::up:

CapZap1970
11-20-12, 09:44 AM
HW3: Your link is like beeing a child and walking into a candies store!!!!!!! :rock:
Great and thanks again!.

HW3
11-20-12, 02:16 PM
Your welcome! The link for the site is up in the sticky threads, about the fourth post down in the thread has the link that works.

Edit: this is the thread title Maiks serious SH3-Mod archives (http://www.subsim.com/radioroom/showthread.php?t=171019)

:salute:

CapZap1970
11-26-12, 09:53 AM
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

Look under racerboy for it, it is there.

:salute:

Been trying to log on, but I can't.... is there a prob with the link? :hmmm:
After typing the username and the password it keeps sending me back to the log on screen.

Jimbuna
11-26-12, 09:59 AM
You sometimes have to make a few attempts but you usually get in eventually.

CapZap1970
11-26-12, 10:19 AM
Thanks Jim! :up:
Will try that.

Jimbuna
11-26-12, 10:22 AM
Your welcome http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Hawk U-375
11-27-12, 01:43 PM
WoW...5 years...and people Still Like it......:yeah:

silver wolf
12-14-12, 02:50 PM
Hi everyone.Want to ask about the pascal port people [which i'm using] combatibility because JSGME reports that ''Casca1.tga'' and ''CB.tga'' have been already altered by it.Overmodding with no ''Casualties'' worries? Such a great mod i wanna try out.

Succat
12-15-12, 03:22 PM
ftp://hartmuthaas.no-ip.org/public/S...3COMMUNITYMODS (ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS)

Username: Maik
Password: Woelfe

Look under racerboy for it, it is there.

:salute:


You doing a great job there.

Thanks very much :up:

SuneG
02-21-13, 09:32 AM
Thanks :up:

ValoWay
03-20-14, 08:52 AM
hey,
having sh4 stuff in sh3 sounds fantastic!
Is 2.03 the final version or was further development canceled? :hmm2:

SquareSteelBar
03-20-14, 10:05 AM
http://www.subsim.com/radioroom/downloads.php?do=file&id=455

Mii009
08-19-19, 05:13 PM
the link gives me a error 404 for the file, is there a working link?

propbeanie
08-19-19, 05:37 PM
Are you using the one SquareSteelBar put above your post? Or, if using Maik's server, refer to

https://www.subsim.com/radioroom/showthread.php?p=2596869#post2596869

ivanov.ruslan
08-19-19, 08:41 PM
:up:

Aktungbby
08-21-19, 10:24 PM
Mii009,:Kaleun_Salute:

THEBERBSTER
08-22-19, 03:34 AM
A Warm Welcome To The Subsim Community > Mii009
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

johnboy1958
10-27-23, 12:34 AM
:mad:This mod will enhance and add new effects to the SH3 game. It has been designed around porting of SH4's effects and also new effects and events added by myself.
The reason for this mod was simple - SH4 had great eye candy but lacked in everything else compared to SH3. SH3 needed it effects and all revamped to the current day's effects (like SH4). I was one of the suckers who bought the pre-release version of SH4 due to all the hype and pictures that Ubisoft was throwing at us. Boy was I sorely disappointed when I started playing it. I won't go into details but you could clearly tell it was an unfinished product. It now resides in my not played anymore collection.
Being that I loved SH3 I decided I would take up the challenge and do this massive undertaking on my own. From the help of others that I also chose to include in this we have been able to transform the graphic effects, sound effects, and the immersion experience to something spectacular.
This is not the end of this mod by any means. I have discovered many new 'tools' and such to transform the experience even more. I have ideas that so far have proven to work in my testing and will hopefully be included in future releases. Some of those ideas are ship's whistles, horns, and PA announcements for certain events to name a few. Work on 2.03 has already begun with some of these ideas.
I hope you enjoy the new experience. It sure was fun making this so far. I look forward to keep improving the game as much as I possibly can.

Racerboy :|\\

Please post comments, bugs, and criticisms here. I'm always open to new ideas also! :yep:

from the readme file:

*** Racerboy's SH4 effects (and more) for SH3
This mod will bring SH4 effects (and more) to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. 100% port of the materials.dat and particles.dat from SH4 has been accomplished.
See Version history for list of features.
Sound files have been added to events that were previously missing sound. New sound files have also been added for the new events.

Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 2.03. This version includes the following files:
- Materials.dat
- Particles.dat
- Particles.dsd
- AI_TorpedoEject.dat (for upcoming AI torps mod)
- AI_TorpedoEject.dsd (for upcoming AI torps mod)
- Whistles_Horns_shells.dat
- Whistles_Horns_shells.sim
- Whistles_Horns_ships.dat
- Whistles_Horns_ships.dsd
- Whistles_Horns_ships.sim
- Sh3.sdl
- secondary_bomb_explosion.wav
- secondary_bomb_explosion_hyd.wav
- watersplash01.wav
- watersplash01_hyd.wav
- watersplash02.wav
- watersplash02_hyd.wav
- watersplash03.wav
- watersplash03_hyd.wav
- watersplashsmall.wav
- watersplashsmall_hyd.wav
- burning_oil.wav
- burning_oil_hyd.wav
- burning_oil_small.wav
- burning_oil_small_hyd.wav
- Collision_Ship_hyd.wav
- fire_big.wav
- fire_big_hyd.wav
- fire_small.wav
- fire_small_hyd.wav
- gun_muzzle_flash_hyd.wav
- handheld_flare_launch.wav (for ship's starshell gun)
- handheld_flare_launch_hyd.wav (for ship's starshell gun)
- P02_$MGun_muzzle_flash_hyd.wav
- P03_$Big_muzzle_flash_hyd.wav
- Thunder_1_hyd.wav
- Thunder_2_hyd.wav
- Thunder_3_hyd.wav
- Thunder_4_hyd.wav
- D.Kruger's new effects TGAs (in \data\Textures\TNormal\tex)
- OneLifeCrisis's improved wave textures mod's files
- AI_Flare_Launch.wav (for ship's red distress flare)
- AI_Flare_Launch_hyd.wav (for ship's red distress flare)
- AI_Torpedo_Tubes__sub.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes__sub_hyd.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship_hyd.wav (for upcoming AI torps mod)
- Collision_AntiSubmarineNet_ext_hyd.wav
- Collision_AntiSubmarineNet_int_hyd.wav
- folder called 'for GWX 1_03' which contains all the '\data\Sea' files needed to make this compatible with GWX 1.03. User will have to copy the 'for GWX 1_03\data' folder to this mods '\data' folder in order to enable this for GWX 1.03.
- folder called 'Misc' which is OneLifeCrisis's improved wave textures mod
- folder called 'Textures' which is D.Kruger's new effect TGAs
- folder called 'tweakfile' which contains the tweak file to disable the bleeding effect on the bodies. It also contains a tweakfile for Enabling/Disabling the 'guns' used to make the sounds for troubleshooting purposes so the end-user can 'see' if they setup the .eqp files correctly for the ships.
- Folder called 'Live_AI_ships_sounds' which contains:
- sac_x (x being 1-9 and A) - this is the civilian ship's PA announcement (combined with shc_x)
- shc_x (x being 1-9 and A) - this is the civilian ship's horn/whistle (combined with sac_x)
- sam_x (x being 1-9 and A) - this is the military ship's PA announcement (combined with shm_x)
- shm_x (x being 1-9 and A) - this is the military ship's horn/whistle (combined with sam_x)
- sao_x (x being 1-9 and A) - this is for ship's announcement only (no horn/whistle) for military or civilian
- sho_x (x being 1-9 and A) - this is for ship's horn/whistle only (no PA announcement) for military or civilian
- text file named 'I want sound on a ship!' that gives detailed instructions on how to add sound to a ship
- text file named 'I want the starshell gun on a ship!' that gives detailed instructions on how to add the Starshell gun to a ship
- text file named 'Enable_Disable_sound_guns' to help you discern whether you've setup the .eqp file correctly for the ships
- folder called 'Optional' that contains:
- Ocean Blue's awesome 'Torpedo Damage Final' mod. This mod replaces the stock damage TGAs with much more improved versions. Check his txt file for installation.

Version History:
1.00 - Initial ALPHA release
1.01 - Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 - Added Shell_fire_explosion
- Added Shell_fire_explosion_ADD
1.03 - Added ref_Torpedo_great_explosion
- added torpedo_great_explosion
- added torpedo_splash_L
- added torpedo_splash_L01
- added torpedo_splash_R
- added torpedo_splash_R01
1.04 - Increased life for torpedo splashes
- Added reflections to torpedo splashes
- Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
- Gave flying debris reflections and splashes when hitting the water
- Included OneLifeCrisis's new wave textures
- Gave brief oil fire and smoke to torpedo impact explosion
- Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
- Added flying debris to shell fire explosions (max of 4 particles possible)
- Added shell_fire_explosion_halo
- Added shell_fire_explosion_halo_ADD
- Added small_splinter_explosion
- Added splash_water
- added deep_water
1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
- Added Fire_small
- Added Smoke_small
- Added Smoke_small_scalable
- Added Fire_big
- Added Smoke_big
- Added Smoke_big_scalable
- Fixed wind problem with small and large smokes
- Tweaked small and large smokes
- Added Oil_trace
- Added Burnning_oil
- Added Burnning_oil_smoke
- Tweaked Burnning_oil_smoke to mitigate wind problem
- Added Oil_spot
- Removed Burnning_oil_fire as not used in SH4
- Added oil_explosion
- Added oil_explosion_01
- Added oil_floating_spot
- Added Burnning_oil_small
- Added Burnning_oil_smoke_small
- Removed Burnning_oil_fire_small as not used in SH4
- Added debris_water_explosion
- Added debris_water_explosion_deep
1.06 - Added Propeller_wake
- Added Shell_water_explosion
- Added Shell_water_explosion_deep
- Added Small_splinter_explosion_no_halo
- Added Depthcharge_explosion
- Added Splinter_explosion
- Added Splinter_explosion_halo
- Added Small_splinter_explosion_halo
- Added Oil_explosion_trail
- Added Oil_explosion_halo
1.07 - Added Small_crewmans_splinter_explosion
- added splinter_crewmans_explosion01
- Added new sound of bomb_explosion to Small_crewmans_splinter_explosion
- Added new sound of Splinter_explosion to splinter_crewmans_explosion01
2.00 - Complete redo of files. 100% port of SH4's materials.dat and particles.dat. First BETA release
- All needed TGAs are packed into the materials.dat file
- Removed flying debris for shell explosions from Shell_fire_explosion
- Added a new event called Shell_fire_explosion_debris (this adds the debris to Shell_fire_explosion and gets rid of bug where debris disappeared after ~4 seconds)
- extended the life of the shell_fire_explosion (deck gun shell impact explosion)
- Removed flying debris for ref_torp_great_explosion
- Added a new event called ref_torp_great_explosion_debris (this adds the debris to ref_torp_great_explosion)
- Adjusted life of numerous ParticleGenerators and FastParticleGenerators to get rid of bugs with flying debris
- Fixed bug where ejected AI crewmember was still visible falling through the water once they contacted it
- Added a floating body where ejected crewmember contacts the water. It is a debris particle and thus will float, bob, twirl, etc. for some time before sinking to the bottom
- Added a splash sound event when ejected AI crewmember contacts the water
- redid funnel_smoke
- redid smoke_small
- redid smoke_big
- Adjusted fire_small to get more realistic looking flames
- Adjusted fire_big to get more realistic looking flames
- redid Burning_oil to get more realistic looking flames
- redid Burning_oil_smoke
- redid Burnning_oil_small to get more realistic looking flames
- redid Burnning_oil_smoke_small values
- Added Enemy AI detection Starshell gun for merchants
- Added AI_Starshell_Launch sound file to AI detection Starshell gun when it fires it's 'flare'
- Added new Splash sound to Object03_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object02_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object01_splash event (now you see and HEAR the splash) - watersplash.wav
- Adjusted values of torp_great_explosion
- Removed 'FollowParent' from ref_torp_great_explosion thus allowing the event to not be attached and moving with the vessel but rather stationary at the location where the event happened
- Gave smoke 'hang time'. Smoke will now take time to dissipate after it's source has stopped. This is very pronounced in the thick, black oil smoke.
- Removed 'FollowParent' from Smoke_small thus allowing the ship's speed to affect the smoke trail
- Removed 'FollowParent' from Smoke_big thus allowing the ship's speed to affect the smoke trail
- Removed brief oil fire and smoke on torpedo impact explosion that was put in on version 1.04
- Added a tweak file. See tweakfile contents below for what you can do with it.
- Added new event called secondary_bomb_explosion (along with new sounds for this new event)
- Added event secondary_bomb_explosion that spawns after 1 minute to fire_small
- Added event secondary_bomb_explosion that spawns after 5 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 10 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 20 seconds to fire_big
- Added event secondary_bomb_explosion that spawns after 2.5 minutes to fire_big
- Added event secondary_bomb_explosion that spawns after 7.5 minutes to fire_big
- Added new sound to fire_big so that you can hear the fire burning
- Added new sound to fire_small so that you can hear the fire burning
- Added new event Splinter_explosion_crewman that adds ejected bodies (4) to Splinter_explosion
- Added new event Small_splinter_explosion_crewman that adds ejected bodies (2) to small_splinter_explosion
- Added new event Oil_explosion_crewman that adds ejected bodies (8) to Oil_explosion
- Added a new sound to burnning_oil_small so that you can hear the fire burning
- Adjusted minradius and maxradius of various sounds in Sh3.sdl
- adjusted values on funnel_smoke to get rid of bug of smoke starting and stopping
- Adjusted the 'NoActionMatureOutOfFrustum' entry for ParticleGenerators and FastParticleGenerators for events as needed (in particles.dat and materials.dat) to get rid of bugs with fire and smoke
2.01 - Added missing underwater sounds for hydrophone:
- AI_Flare_Launch_hyd
- Secondary_bomb_explosion_hyd
- Object01_splash
- Object02_splash
- Object03_splash
- Lightning01
- Lightning02
- Lightning03
- Lightning04
- gun_muzzle_flash
- fire_big
- fire_small
- burning_oil
- burning_oil_small
- ship_impact (objects that break off of ship and collide with it before falling into water)
- mgun_muzzle_flash
- big_muzzle_flash
- made the oil slicks black instead of the purple they were
- added a distress flare that fires when the splinter_explosion event is called for. The color of this flare is red. It lasts for 120 seconds.
- added some of D.Kruger's TGAs for effects
2.02 - added new animated bodies and helmut and lifevest (and debris for them):
- AI_crewman_lifevest_1
- AI_crewman_deckhand1
- AI_crewman_deckhand2
- AI_crewman_deckhand4
- AI_crewman_deckhand5
- AI_crewman_deckhand6
- AI_crewman_officer_1
- AI_crewman_chef____1
- AI_crewman_stoker__1
- AI_crewman_stoker__2
- AI_crewman_stoker__3
- AI_crewman_helmut__1
- AI_crewman_deckhand3
- AI_crewman_officer_2
- AI_crewman_helmut
- AI_lifevest
- added a new splash event for small objects
- added a new watersplashsmall sound for above
- added the crew's lifevest as an object that can be used. This object is debris and will eventually sink away like the rest of the debris do.
- Event oil_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand1 X 1
- AI_crewman_deckhand2 X 1
- AI_crewman_deckhand4 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_officer_1 X 1
- AI_crewman_chef____1 X 1
- AI_crewman_stoker__1 X 1
- AI_crewman_stoker__2 X 1
- AI_crewman_stoker__3 X 1
- AI_crewman_helmut__1 X 11
- AI_lifevest X 10
- event Splinter_Explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- event small_splinter_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- changed CrewMan_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
- changed Splinter_crewmans_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
2.021 - fixed bug of 'paratroopers' when an airplane explodes under a certain height.
fixed bug of flares being fired into the water
added the reflection of the red flare onto the water. The red flare now lights up the water below when it's shining
2.03 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed:
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- There are 10 customizable sounds for civilian/military ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- There are 10 customizable sounds for civilian/military ship's horn/whistle. When the military ship has detected you they will sound their horn/whistle. You will be able to assign any one of the 10 ship's horns/whistles to any ship you'd like.
- From the 10 customizable PA announcements and 10 customizable horns/whistles you'll be able to assign a combined PA announcement & horn/whistle combo to ships using them if you so like.
- A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration.
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX 1.03. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- See file 'Readme_from_Racerboy' for instructions on how to use new features.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound
- added framework and soundfiles for upcoming AI torps mod from me
- The bug of the smoke_small and smoke_big abruptly stopping when the fire touches the water has not been resolved yet. I'm still working on a solution I'm satisfied with.
- Adjusted body counts to various events to reduce the number of bodies 'thrown'
- Added a debris event to oil_explosion to increase the debris thrown when this event is called for

Known bugs:
- smoke_small, smoke_big, and Burnning_oil_smoke (water surface oil flame and smoke) will abruptly stop when the flame is gone. Still trying to find a solution I'm happy with.

Known mod conflicts:
- cannot be used with 'Hollywood effects' mod

TweakFile contents:
- Ability to disable the 'bleeding' effect of the bodies on the surface

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_SH4_Effects_for_SH3_2_03' to mods folder, enable, and enjoy!

I would like to give credit to:
- OneLifeCrisis for his improved Wave textures that I have included in this mod
- D.Kruger's for his new effects TGAs (in \data\Textures\TNormal\tex)
- As their is only one .eqp file for each ship I had to add to GWX's .eqp files to make them compatible with the mod. Credit must be given to GWX since they are the original makers/modifiers of the .eqp files for the GWX 1.03 version, I only added to them.
- OceanBlue for his awesome 'Torpedo Damage Final' mod that I have included in the 'Optional' folder.

I would like to acknowledge/give thanks to the following people for their help in making this mod:
- Vader1 for helping with sound files and feedback
- Hawk U-375 for soundfile work and beta testing
- Privateer for information on soundfiles
- iambecomelife for work on crew AI bodies/uniforms and beta testing
- Urfisch for information on emissionarea in FastParticleGenerators
- Coronas for beta testing
- A6Intruder for beta testing
- TheJoker for beta testing
- brotebojo for beta testing
- D.Kruger for new effects TGAs and for beta testing
- nikbear for beta testing
- Bosk for beta testing

Copyright notice:
This mod [Racerboy's SH4 effects (and more) for SH3] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or include it in a mod you already have just give credit where credit is due is all I ask.

Racerboy

EDIT:

oversight on my part fixed and new D/L link available.
Bug fixed of sound 'guns' being visible. New text file added along with tweakfile for troubleshooting the setup of the new sounds

v2.03:
http://dodownload.filefront.com/9299863//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

NO LINK !!! file Front 404

FUBAR295
10-27-23, 06:12 AM
Use this :


https://maikhaas.synology.me:5001/fsdownload/SW3w49Np3/RACERBOY%20(THE%20DARK%20WRAITH)


All his mods are listed here and the one you are looking for included!


:Kaleun_Salute:

fitzcarraldo
10-28-23, 06:56 AM
Also you can search here:

https://www.mediafire.com/?2h49jnyva7ncx#myfiles

Regards.

Fitzcarraldo :Kaleun_Salute:

johnboy1958
06-07-24, 01:19 PM
This mod will enhance and add new effects to the SH3 game. It has been designed around porting of SH4's effects and also new effects and events added by myself.
The reason for this mod was simple - SH4 had great eye candy but lacked in everything else compared to SH3. SH3 needed it effects and all revamped to the current day's effects (like SH4). I was one of the suckers who bought the pre-release version of SH4 due to all the hype and pictures that Ubisoft was throwing at us. Boy was I sorely disappointed when I started playing it. I won't go into details but you could clearly tell it was an unfinished product. It now resides in my not played anymore collection.
Being that I loved SH3 I decided I would take up the challenge and do this massive undertaking on my own. From the help of others that I also chose to include in this we have been able to transform the graphic effects, sound effects, and the immersion experience to something spectacular.
This is not the end of this mod by any means. I have discovered many new 'tools' and such to transform the experience even more. I have ideas that so far have proven to work in my testing and will hopefully be included in future releases. Some of those ideas are ship's whistles, horns, and PA announcements for certain events to name a few. Work on 2.03 has already begun with some of these ideas.
I hope you enjoy the new experience. It sure was fun making this so far. I look forward to keep improving the game as much as I possibly can.

Racerboy :|\\

Please post comments, bugs, and criticisms here. I'm always open to new ideas also! :yep:

from the readme file:

*** Racerboy's SH4 effects (and more) for SH3
This mod will bring SH4 effects (and more) to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. 100% port of the materials.dat and particles.dat from SH4 has been accomplished.
See Version history for list of features.
Sound files have been added to events that were previously missing sound. New sound files have also been added for the new events.

Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 2.03. This version includes the following files:
- Materials.dat
- Particles.dat
- Particles.dsd
- AI_TorpedoEject.dat (for upcoming AI torps mod)
- AI_TorpedoEject.dsd (for upcoming AI torps mod)
- Whistles_Horns_shells.dat
- Whistles_Horns_shells.sim
- Whistles_Horns_ships.dat
- Whistles_Horns_ships.dsd
- Whistles_Horns_ships.sim
- Sh3.sdl
- secondary_bomb_explosion.wav
- secondary_bomb_explosion_hyd.wav
- watersplash01.wav
- watersplash01_hyd.wav
- watersplash02.wav
- watersplash02_hyd.wav
- watersplash03.wav
- watersplash03_hyd.wav
- watersplashsmall.wav
- watersplashsmall_hyd.wav
- burning_oil.wav
- burning_oil_hyd.wav
- burning_oil_small.wav
- burning_oil_small_hyd.wav
- Collision_Ship_hyd.wav
- fire_big.wav
- fire_big_hyd.wav
- fire_small.wav
- fire_small_hyd.wav
- gun_muzzle_flash_hyd.wav
- handheld_flare_launch.wav (for ship's starshell gun)
- handheld_flare_launch_hyd.wav (for ship's starshell gun)
- P02_$MGun_muzzle_flash_hyd.wav
- P03_$Big_muzzle_flash_hyd.wav
- Thunder_1_hyd.wav
- Thunder_2_hyd.wav
- Thunder_3_hyd.wav
- Thunder_4_hyd.wav
- D.Kruger's new effects TGAs (in \data\Textures\TNormal\tex)
- OneLifeCrisis's improved wave textures mod's files
- AI_Flare_Launch.wav (for ship's red distress flare)
- AI_Flare_Launch_hyd.wav (for ship's red distress flare)
- AI_Torpedo_Tubes__sub.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes__sub_hyd.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship_hyd.wav (for upcoming AI torps mod)
- Collision_AntiSubmarineNet_ext_hyd.wav
- Collision_AntiSubmarineNet_int_hyd.wav
- folder called 'for GWX 1_03' which contains all the '\data\Sea' files needed to make this compatible with GWX 1.03. User will have to copy the 'for GWX 1_03\data' folder to this mods '\data' folder in order to enable this for GWX 1.03.
- folder called 'Misc' which is OneLifeCrisis's improved wave textures mod
- folder called 'Textures' which is D.Kruger's new effect TGAs
- folder called 'tweakfile' which contains the tweak file to disable the bleeding effect on the bodies. It also contains a tweakfile for Enabling/Disabling the 'guns' used to make the sounds for troubleshooting purposes so the end-user can 'see' if they setup the .eqp files correctly for the ships.
- Folder called 'Live_AI_ships_sounds' which contains:
- sac_x (x being 1-9 and A) - this is the civilian ship's PA announcement (combined with shc_x)
- shc_x (x being 1-9 and A) - this is the civilian ship's horn/whistle (combined with sac_x)
- sam_x (x being 1-9 and A) - this is the military ship's PA announcement (combined with shm_x)
- shm_x (x being 1-9 and A) - this is the military ship's horn/whistle (combined with sam_x)
- sao_x (x being 1-9 and A) - this is for ship's announcement only (no horn/whistle) for military or civilian
- sho_x (x being 1-9 and A) - this is for ship's horn/whistle only (no PA announcement) for military or civilian
- text file named 'I want sound on a ship!' that gives detailed instructions on how to add sound to a ship
- text file named 'I want the starshell gun on a ship!' that gives detailed instructions on how to add the Starshell gun to a ship
- text file named 'Enable_Disable_sound_guns' to help you discern whether you've setup the .eqp file correctly for the ships
- folder called 'Optional' that contains:
- Ocean Blue's awesome 'Torpedo Damage Final' mod. This mod replaces the stock damage TGAs with much more improved versions. Check his txt file for installation.

Version History:
1.00 - Initial ALPHA release
1.01 - Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 - Added Shell_fire_explosion
- Added Shell_fire_explosion_ADD
1.03 - Added ref_Torpedo_great_explosion
- added torpedo_great_explosion
- added torpedo_splash_L
- added torpedo_splash_L01
- added torpedo_splash_R
- added torpedo_splash_R01
1.04 - Increased life for torpedo splashes
- Added reflections to torpedo splashes
- Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
- Gave flying debris reflections and splashes when hitting the water
- Included OneLifeCrisis's new wave textures
- Gave brief oil fire and smoke to torpedo impact explosion
- Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
- Added flying debris to shell fire explosions (max of 4 particles possible)
- Added shell_fire_explosion_halo
- Added shell_fire_explosion_halo_ADD
- Added small_splinter_explosion
- Added splash_water
- added deep_water
1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
- Added Fire_small
- Added Smoke_small
- Added Smoke_small_scalable
- Added Fire_big
- Added Smoke_big
- Added Smoke_big_scalable
- Fixed wind problem with small and large smokes
- Tweaked small and large smokes
- Added Oil_trace
- Added Burnning_oil
- Added Burnning_oil_smoke
- Tweaked Burnning_oil_smoke to mitigate wind problem
- Added Oil_spot
- Removed Burnning_oil_fire as not used in SH4
- Added oil_explosion
- Added oil_explosion_01
- Added oil_floating_spot
- Added Burnning_oil_small
- Added Burnning_oil_smoke_small
- Removed Burnning_oil_fire_small as not used in SH4
- Added debris_water_explosion
- Added debris_water_explosion_deep
1.06 - Added Propeller_wake
- Added Shell_water_explosion
- Added Shell_water_explosion_deep
- Added Small_splinter_explosion_no_halo
- Added Depthcharge_explosion
- Added Splinter_explosion
- Added Splinter_explosion_halo
- Added Small_splinter_explosion_halo
- Added Oil_explosion_trail
- Added Oil_explosion_halo
1.07 - Added Small_crewmans_splinter_explosion
- added splinter_crewmans_explosion01
- Added new sound of bomb_explosion to Small_crewmans_splinter_explosion
- Added new sound of Splinter_explosion to splinter_crewmans_explosion01
2.00 - Complete redo of files. 100% port of SH4's materials.dat and particles.dat. First BETA release
- All needed TGAs are packed into the materials.dat file
- Removed flying debris for shell explosions from Shell_fire_explosion
- Added a new event called Shell_fire_explosion_debris (this adds the debris to Shell_fire_explosion and gets rid of bug where debris disappeared after ~4 seconds)
- extended the life of the shell_fire_explosion (deck gun shell impact explosion)
- Removed flying debris for ref_torp_great_explosion
- Added a new event called ref_torp_great_explosion_debris (this adds the debris to ref_torp_great_explosion)
- Adjusted life of numerous ParticleGenerators and FastParticleGenerators to get rid of bugs with flying debris
- Fixed bug where ejected AI crewmember was still visible falling through the water once they contacted it
- Added a floating body where ejected crewmember contacts the water. It is a debris particle and thus will float, bob, twirl, etc. for some time before sinking to the bottom
- Added a splash sound event when ejected AI crewmember contacts the water
- redid funnel_smoke
- redid smoke_small
- redid smoke_big
- Adjusted fire_small to get more realistic looking flames
- Adjusted fire_big to get more realistic looking flames
- redid Burning_oil to get more realistic looking flames
- redid Burning_oil_smoke
- redid Burnning_oil_small to get more realistic looking flames
- redid Burnning_oil_smoke_small values
- Added Enemy AI detection Starshell gun for merchants
- Added AI_Starshell_Launch sound file to AI detection Starshell gun when it fires it's 'flare'
- Added new Splash sound to Object03_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object02_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object01_splash event (now you see and HEAR the splash) - watersplash.wav
- Adjusted values of torp_great_explosion
- Removed 'FollowParent' from ref_torp_great_explosion thus allowing the event to not be attached and moving with the vessel but rather stationary at the location where the event happened
- Gave smoke 'hang time'. Smoke will now take time to dissipate after it's source has stopped. This is very pronounced in the thick, black oil smoke.
- Removed 'FollowParent' from Smoke_small thus allowing the ship's speed to affect the smoke trail
- Removed 'FollowParent' from Smoke_big thus allowing the ship's speed to affect the smoke trail
- Removed brief oil fire and smoke on torpedo impact explosion that was put in on version 1.04
- Added a tweak file. See tweakfile contents below for what you can do with it.
- Added new event called secondary_bomb_explosion (along with new sounds for this new event)
- Added event secondary_bomb_explosion that spawns after 1 minute to fire_small
- Added event secondary_bomb_explosion that spawns after 5 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 10 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 20 seconds to fire_big
- Added event secondary_bomb_explosion that spawns after 2.5 minutes to fire_big
- Added event secondary_bomb_explosion that spawns after 7.5 minutes to fire_big
- Added new sound to fire_big so that you can hear the fire burning
- Added new sound to fire_small so that you can hear the fire burning
- Added new event Splinter_explosion_crewman that adds ejected bodies (4) to Splinter_explosion
- Added new event Small_splinter_explosion_crewman that adds ejected bodies (2) to small_splinter_explosion
- Added new event Oil_explosion_crewman that adds ejected bodies (8) to Oil_explosion
- Added a new sound to burnning_oil_small so that you can hear the fire burning
- Adjusted minradius and maxradius of various sounds in Sh3.sdl
- adjusted values on funnel_smoke to get rid of bug of smoke starting and stopping
- Adjusted the 'NoActionMatureOutOfFrustum' entry for ParticleGenerators and FastParticleGenerators for events as needed (in particles.dat and materials.dat) to get rid of bugs with fire and smoke
2.01 - Added missing underwater sounds for hydrophone:
- AI_Flare_Launch_hyd
- Secondary_bomb_explosion_hyd
- Object01_splash
- Object02_splash
- Object03_splash
- Lightning01
- Lightning02
- Lightning03
- Lightning04
- gun_muzzle_flash
- fire_big
- fire_small
- burning_oil
- burning_oil_small
- ship_impact (objects that break off of ship and collide with it before falling into water)
- mgun_muzzle_flash
- big_muzzle_flash
- made the oil slicks black instead of the purple they were
- added a distress flare that fires when the splinter_explosion event is called for. The color of this flare is red. It lasts for 120 seconds.
- added some of D.Kruger's TGAs for effects
2.02 - added new animated bodies and helmut and lifevest (and debris for them):
- AI_crewman_lifevest_1
- AI_crewman_deckhand1
- AI_crewman_deckhand2
- AI_crewman_deckhand4
- AI_crewman_deckhand5
- AI_crewman_deckhand6
- AI_crewman_officer_1
- AI_crewman_chef____1
- AI_crewman_stoker__1
- AI_crewman_stoker__2
- AI_crewman_stoker__3
- AI_crewman_helmut__1
- AI_crewman_deckhand3
- AI_crewman_officer_2
- AI_crewman_helmut
- AI_lifevest
- added a new splash event for small objects
- added a new watersplashsmall sound for above
- added the crew's lifevest as an object that can be used. This object is debris and will eventually sink away like the rest of the debris do.
- Event oil_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand1 X 1
- AI_crewman_deckhand2 X 1
- AI_crewman_deckhand4 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_officer_1 X 1
- AI_crewman_chef____1 X 1
- AI_crewman_stoker__1 X 1
- AI_crewman_stoker__2 X 1
- AI_crewman_stoker__3 X 1
- AI_crewman_helmut__1 X 11
- AI_lifevest X 10
- event Splinter_Explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- event small_splinter_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- changed CrewMan_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
- changed Splinter_crewmans_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
2.021 - fixed bug of 'paratroopers' when an airplane explodes under a certain height.
fixed bug of flares being fired into the water
added the reflection of the red flare onto the water. The red flare now lights up the water below when it's shining
2.03 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed:
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- There are 10 customizable sounds for civilian/military ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- There are 10 customizable sounds for civilian/military ship's horn/whistle. When the military ship has detected you they will sound their horn/whistle. You will be able to assign any one of the 10 ship's horns/whistles to any ship you'd like.
- From the 10 customizable PA announcements and 10 customizable horns/whistles you'll be able to assign a combined PA announcement & horn/whistle combo to ships using them if you so like.
- A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration.
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX 1.03. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- See file 'Readme_from_Racerboy' for instructions on how to use new features.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound
- added framework and soundfiles for upcoming AI torps mod from me
- The bug of the smoke_small and smoke_big abruptly stopping when the fire touches the water has not been resolved yet. I'm still working on a solution I'm satisfied with.
- Adjusted body counts to various events to reduce the number of bodies 'thrown'
- Added a debris event to oil_explosion to increase the debris thrown when this event is called for

Known bugs:
- smoke_small, smoke_big, and Burnning_oil_smoke (water surface oil flame and smoke) will abruptly stop when the flame is gone. Still trying to find a solution I'm happy with.

Known mod conflicts:
- cannot be used with 'Hollywood effects' mod

TweakFile contents:
- Ability to disable the 'bleeding' effect of the bodies on the surface

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_SH4_Effects_for_SH3_2_03' to mods folder, enable, and enjoy!

I would like to give credit to:
- OneLifeCrisis for his improved Wave textures that I have included in this mod
- D.Kruger's for his new effects TGAs (in \data\Textures\TNormal\tex)
- As their is only one .eqp file for each ship I had to add to GWX's .eqp files to make them compatible with the mod. Credit must be given to GWX since they are the original makers/modifiers of the .eqp files for the GWX 1.03 version, I only added to them.
- OceanBlue for his awesome 'Torpedo Damage Final' mod that I have included in the 'Optional' folder.

I would like to acknowledge/give thanks to the following people for their help in making this mod:
- Vader1 for helping with sound files and feedback
- Hawk U-375 for soundfile work and beta testing
- Privateer for information on soundfiles
- iambecomelife for work on crew AI bodies/uniforms and beta testing
- Urfisch for information on emissionarea in FastParticleGenerators
- Coronas for beta testing
- A6Intruder for beta testing
- TheJoker for beta testing
- brotebojo for beta testing
- D.Kruger for new effects TGAs and for beta testing
- nikbear for beta testing
- Bosk for beta testing

Copyright notice:
This mod [Racerboy's SH4 effects (and more) for SH3] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or include it in a mod you already have just give credit where credit is due is all I ask.

Racerboy

EDIT:

oversight on my part fixed and new D/L link available.
Bug fixed of sound 'guns' being visible. New text file added along with tweakfile for troubleshooting the setup of the new sounds

v2.03:
http://dodownload.filefront.com/9299863//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173

Yet ANOTHER 404

Jeff-Groves
06-07-24, 03:02 PM
https://www.mediafire.com/file_premium/w1jy3m828pbvkcr/RB_SH4_Effects_for_SH3_v2.03.7z/file

Aktungbby
06-12-24, 09:55 AM
johnboy1958!:Kaleun_Salute::Kaleun_Salute:

FUBAR295
06-12-24, 12:01 PM
Yet ANOTHER 404




What do you expect necromancing a old thread?:hmmm:


Try here, it is in the middle of the of the page :


https://maikhaas.synology.me:64180/fsdownload/SW3w49Np3/RACERBOY%20(THE%20DARK%20WRAITH)


Good hunting,
FUBAR295

johnboy1958
06-29-24, 08:57 AM
This mod will enhance and add new effects to the SH3 game. It has been designed around porting of SH4's effects and also new effects and events added by myself.
The reason for this mod was simple - SH4 had great eye candy but lacked in everything else compared to SH3. SH3 needed it effects and all revamped to the current day's effects (like SH4). I was one of the suckers who bought the pre-release version of SH4 due to all the hype and pictures that Ubisoft was throwing at us. Boy was I sorely disappointed when I started playing it. I won't go into details but you could clearly tell it was an unfinished product. It now resides in my not played anymore collection.
Being that I loved SH3 I decided I would take up the challenge and do this massive undertaking on my own. From the help of others that I also chose to include in this we have been able to transform the graphic effects, sound effects, and the immersion experience to something spectacular.
This is not the end of this mod by any means. I have discovered many new 'tools' and such to transform the experience even more. I have ideas that so far have proven to work in my testing and will hopefully be included in future releases. Some of those ideas are ship's whistles, horns, and PA announcements for certain events to name a few. Work on 2.03 has already begun with some of these ideas.
I hope you enjoy the new experience. It sure was fun making this so far. I look forward to keep improving the game as much as I possibly can.

Racerboy :|\\

Please post comments, bugs, and criticisms here. I'm always open to new ideas also! :yep:

from the readme file:

*** Racerboy's SH4 effects (and more) for SH3
This mod will bring SH4 effects (and more) to SH3. It will also add more realistic items that were missing from SH3 and SH4. It will work on all versions and all supermods installed on your system. It is JSGME ready so simply unzip to MODS folder, enable, and enjoy. It will be a WIP until completion. 100% port of the materials.dat and particles.dat from SH4 has been accomplished.
See Version history for list of features.
Sound files have been added to events that were previously missing sound. New sound files have also been added for the new events.

Please report all bugs, concerns, etc. to me (subsim name Racerboy). Feedback, comments, and suggestions greatly appreciated!

This is version 2.03. This version includes the following files:
- Materials.dat
- Particles.dat
- Particles.dsd
- AI_TorpedoEject.dat (for upcoming AI torps mod)
- AI_TorpedoEject.dsd (for upcoming AI torps mod)
- Whistles_Horns_shells.dat
- Whistles_Horns_shells.sim
- Whistles_Horns_ships.dat
- Whistles_Horns_ships.dsd
- Whistles_Horns_ships.sim
- Sh3.sdl
- secondary_bomb_explosion.wav
- secondary_bomb_explosion_hyd.wav
- watersplash01.wav
- watersplash01_hyd.wav
- watersplash02.wav
- watersplash02_hyd.wav
- watersplash03.wav
- watersplash03_hyd.wav
- watersplashsmall.wav
- watersplashsmall_hyd.wav
- burning_oil.wav
- burning_oil_hyd.wav
- burning_oil_small.wav
- burning_oil_small_hyd.wav
- Collision_Ship_hyd.wav
- fire_big.wav
- fire_big_hyd.wav
- fire_small.wav
- fire_small_hyd.wav
- gun_muzzle_flash_hyd.wav
- handheld_flare_launch.wav (for ship's starshell gun)
- handheld_flare_launch_hyd.wav (for ship's starshell gun)
- P02_$MGun_muzzle_flash_hyd.wav
- P03_$Big_muzzle_flash_hyd.wav
- Thunder_1_hyd.wav
- Thunder_2_hyd.wav
- Thunder_3_hyd.wav
- Thunder_4_hyd.wav
- D.Kruger's new effects TGAs (in \data\Textures\TNormal\tex)
- OneLifeCrisis's improved wave textures mod's files
- AI_Flare_Launch.wav (for ship's red distress flare)
- AI_Flare_Launch_hyd.wav (for ship's red distress flare)
- AI_Torpedo_Tubes__sub.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes__sub_hyd.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship.wav (for upcoming AI torps mod)
- AI_Torpedo_Tubes_ship_hyd.wav (for upcoming AI torps mod)
- Collision_AntiSubmarineNet_ext_hyd.wav
- Collision_AntiSubmarineNet_int_hyd.wav
- folder called 'for GWX 1_03' which contains all the '\data\Sea' files needed to make this compatible with GWX 1.03. User will have to copy the 'for GWX 1_03\data' folder to this mods '\data' folder in order to enable this for GWX 1.03.
- folder called 'Misc' which is OneLifeCrisis's improved wave textures mod
- folder called 'Textures' which is D.Kruger's new effect TGAs
- folder called 'tweakfile' which contains the tweak file to disable the bleeding effect on the bodies. It also contains a tweakfile for Enabling/Disabling the 'guns' used to make the sounds for troubleshooting purposes so the end-user can 'see' if they setup the .eqp files correctly for the ships.
- Folder called 'Live_AI_ships_sounds' which contains:
- sac_x (x being 1-9 and A) - this is the civilian ship's PA announcement (combined with shc_x)
- shc_x (x being 1-9 and A) - this is the civilian ship's horn/whistle (combined with sac_x)
- sam_x (x being 1-9 and A) - this is the military ship's PA announcement (combined with shm_x)
- shm_x (x being 1-9 and A) - this is the military ship's horn/whistle (combined with sam_x)
- sao_x (x being 1-9 and A) - this is for ship's announcement only (no horn/whistle) for military or civilian
- sho_x (x being 1-9 and A) - this is for ship's horn/whistle only (no PA announcement) for military or civilian
- text file named 'I want sound on a ship!' that gives detailed instructions on how to add sound to a ship
- text file named 'I want the starshell gun on a ship!' that gives detailed instructions on how to add the Starshell gun to a ship
- text file named 'Enable_Disable_sound_guns' to help you discern whether you've setup the .eqp file correctly for the ships
- folder called 'Optional' that contains:
- Ocean Blue's awesome 'Torpedo Damage Final' mod. This mod replaces the stock damage TGAs with much more improved versions. Check his txt file for installation.

Version History:
1.00 - Initial ALPHA release
1.01 - Ported the following:
Fully ported the Splinter_Explosion and Splinter_Explosion_Halo for the particles.dat and materials.dat
Ensure you do not delete the TGAs that are included (\data\Textures\TNormal\tex). They are needed for this mod to work correctly!
1.02 - Added Shell_fire_explosion
- Added Shell_fire_explosion_ADD
1.03 - Added ref_Torpedo_great_explosion
- added torpedo_great_explosion
- added torpedo_splash_L
- added torpedo_splash_L01
- added torpedo_splash_R
- added torpedo_splash_R01
1.04 - Increased life for torpedo splashes
- Added reflections to torpedo splashes
- Added flying debris to torpedo impact explosions (4 flaming large debris pieces, 0-40 possible small debris pieces)
- Gave flying debris reflections and splashes when hitting the water
- Included OneLifeCrisis's new wave textures
- Gave brief oil fire and smoke to torpedo impact explosion
- Added funnel_smoke but then removed it because I didn't like it. So I ahve included my funnel smoke mod instead. I did port the TGAs used in SH4 though.
- Added flying debris to shell fire explosions (max of 4 particles possible)
- Added shell_fire_explosion_halo
- Added shell_fire_explosion_halo_ADD
- Added small_splinter_explosion
- Added splash_water
- added deep_water
1.05 Unable to fix bug of deck gun debris disappearing after about 4 seconds. Appears that it's hard coded to the shell_fire_explosion event
- Added Fire_small
- Added Smoke_small
- Added Smoke_small_scalable
- Added Fire_big
- Added Smoke_big
- Added Smoke_big_scalable
- Fixed wind problem with small and large smokes
- Tweaked small and large smokes
- Added Oil_trace
- Added Burnning_oil
- Added Burnning_oil_smoke
- Tweaked Burnning_oil_smoke to mitigate wind problem
- Added Oil_spot
- Removed Burnning_oil_fire as not used in SH4
- Added oil_explosion
- Added oil_explosion_01
- Added oil_floating_spot
- Added Burnning_oil_small
- Added Burnning_oil_smoke_small
- Removed Burnning_oil_fire_small as not used in SH4
- Added debris_water_explosion
- Added debris_water_explosion_deep
1.06 - Added Propeller_wake
- Added Shell_water_explosion
- Added Shell_water_explosion_deep
- Added Small_splinter_explosion_no_halo
- Added Depthcharge_explosion
- Added Splinter_explosion
- Added Splinter_explosion_halo
- Added Small_splinter_explosion_halo
- Added Oil_explosion_trail
- Added Oil_explosion_halo
1.07 - Added Small_crewmans_splinter_explosion
- added splinter_crewmans_explosion01
- Added new sound of bomb_explosion to Small_crewmans_splinter_explosion
- Added new sound of Splinter_explosion to splinter_crewmans_explosion01
2.00 - Complete redo of files. 100% port of SH4's materials.dat and particles.dat. First BETA release
- All needed TGAs are packed into the materials.dat file
- Removed flying debris for shell explosions from Shell_fire_explosion
- Added a new event called Shell_fire_explosion_debris (this adds the debris to Shell_fire_explosion and gets rid of bug where debris disappeared after ~4 seconds)
- extended the life of the shell_fire_explosion (deck gun shell impact explosion)
- Removed flying debris for ref_torp_great_explosion
- Added a new event called ref_torp_great_explosion_debris (this adds the debris to ref_torp_great_explosion)
- Adjusted life of numerous ParticleGenerators and FastParticleGenerators to get rid of bugs with flying debris
- Fixed bug where ejected AI crewmember was still visible falling through the water once they contacted it
- Added a floating body where ejected crewmember contacts the water. It is a debris particle and thus will float, bob, twirl, etc. for some time before sinking to the bottom
- Added a splash sound event when ejected AI crewmember contacts the water
- redid funnel_smoke
- redid smoke_small
- redid smoke_big
- Adjusted fire_small to get more realistic looking flames
- Adjusted fire_big to get more realistic looking flames
- redid Burning_oil to get more realistic looking flames
- redid Burning_oil_smoke
- redid Burnning_oil_small to get more realistic looking flames
- redid Burnning_oil_smoke_small values
- Added Enemy AI detection Starshell gun for merchants
- Added AI_Starshell_Launch sound file to AI detection Starshell gun when it fires it's 'flare'
- Added new Splash sound to Object03_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object02_splash event (now you see and HEAR the splash) - watersplash.wav
- Added new Splash sound to Object01_splash event (now you see and HEAR the splash) - watersplash.wav
- Adjusted values of torp_great_explosion
- Removed 'FollowParent' from ref_torp_great_explosion thus allowing the event to not be attached and moving with the vessel but rather stationary at the location where the event happened
- Gave smoke 'hang time'. Smoke will now take time to dissipate after it's source has stopped. This is very pronounced in the thick, black oil smoke.
- Removed 'FollowParent' from Smoke_small thus allowing the ship's speed to affect the smoke trail
- Removed 'FollowParent' from Smoke_big thus allowing the ship's speed to affect the smoke trail
- Removed brief oil fire and smoke on torpedo impact explosion that was put in on version 1.04
- Added a tweak file. See tweakfile contents below for what you can do with it.
- Added new event called secondary_bomb_explosion (along with new sounds for this new event)
- Added event secondary_bomb_explosion that spawns after 1 minute to fire_small
- Added event secondary_bomb_explosion that spawns after 5 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 10 minutes to fire_small
- Added event secondary_bomb_explosion that spawns after 20 seconds to fire_big
- Added event secondary_bomb_explosion that spawns after 2.5 minutes to fire_big
- Added event secondary_bomb_explosion that spawns after 7.5 minutes to fire_big
- Added new sound to fire_big so that you can hear the fire burning
- Added new sound to fire_small so that you can hear the fire burning
- Added new event Splinter_explosion_crewman that adds ejected bodies (4) to Splinter_explosion
- Added new event Small_splinter_explosion_crewman that adds ejected bodies (2) to small_splinter_explosion
- Added new event Oil_explosion_crewman that adds ejected bodies (8) to Oil_explosion
- Added a new sound to burnning_oil_small so that you can hear the fire burning
- Adjusted minradius and maxradius of various sounds in Sh3.sdl
- adjusted values on funnel_smoke to get rid of bug of smoke starting and stopping
- Adjusted the 'NoActionMatureOutOfFrustum' entry for ParticleGenerators and FastParticleGenerators for events as needed (in particles.dat and materials.dat) to get rid of bugs with fire and smoke
2.01 - Added missing underwater sounds for hydrophone:
- AI_Flare_Launch_hyd
- Secondary_bomb_explosion_hyd
- Object01_splash
- Object02_splash
- Object03_splash
- Lightning01
- Lightning02
- Lightning03
- Lightning04
- gun_muzzle_flash
- fire_big
- fire_small
- burning_oil
- burning_oil_small
- ship_impact (objects that break off of ship and collide with it before falling into water)
- mgun_muzzle_flash
- big_muzzle_flash
- made the oil slicks black instead of the purple they were
- added a distress flare that fires when the splinter_explosion event is called for. The color of this flare is red. It lasts for 120 seconds.
- added some of D.Kruger's TGAs for effects
2.02 - added new animated bodies and helmut and lifevest (and debris for them):
- AI_crewman_lifevest_1
- AI_crewman_deckhand1
- AI_crewman_deckhand2
- AI_crewman_deckhand4
- AI_crewman_deckhand5
- AI_crewman_deckhand6
- AI_crewman_officer_1
- AI_crewman_chef____1
- AI_crewman_stoker__1
- AI_crewman_stoker__2
- AI_crewman_stoker__3
- AI_crewman_helmut__1
- AI_crewman_deckhand3
- AI_crewman_officer_2
- AI_crewman_helmut
- AI_lifevest
- added a new splash event for small objects
- added a new watersplashsmall sound for above
- added the crew's lifevest as an object that can be used. This object is debris and will eventually sink away like the rest of the debris do.
- Event oil_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand1 X 1
- AI_crewman_deckhand2 X 1
- AI_crewman_deckhand4 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_officer_1 X 1
- AI_crewman_chef____1 X 1
- AI_crewman_stoker__1 X 1
- AI_crewman_stoker__2 X 1
- AI_crewman_stoker__3 X 1
- AI_crewman_helmut__1 X 11
- AI_lifevest X 10
- event Splinter_Explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand5 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- event small_splinter_explosion adds the following thrown bodies and objects:
- AI_crewman_lifevest_1 X 1
- AI_crewman_deckhand6 X 1
- AI_crewman_helmut__1 X 2
- AI_lifevest X 1
- changed CrewMan_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
- changed Splinter_crewmans_explosion01 from 25 of the helmeted gunner bodies to a total of 6 of:
- AI_lifevest x 10
- AI_crewman_helmut__1 x 11
- AI_crewman_lifevest x 1
- AI_crewman_deckhand3 x 2
- AI_crewman_officer_2 x 2
- AI_crewman_stoker__1 x 2
- AI_crewman_stoker__2 x 2
- AI_crewman_stoker__3 x 2
2.021 - fixed bug of 'paratroopers' when an airplane explodes under a certain height.
fixed bug of flares being fired into the water
added the reflection of the red flare onto the water. The red flare now lights up the water below when it's shining
2.03 - A 'bleeder' body has been added. This body will start to bleed when it hits the water. The blood cloud will expand and fade out over time. The following bodies bleed:
- gunner body (my version of stock gunner with lifevest and without helmet)
- deckhand 3
- The bleeder body will be flailing on the surface instead of stationary
- There are 10 customizable sounds for civilian/military ship's annoucement system. When the civilian ship has detected you they will play an announcement over their shipwide PA system. You will be able to assign any one of the 10 announcements to any ship you'd like.
- There are 10 customizable sounds for civilian/military ship's horn/whistle. When the military ship has detected you they will sound their horn/whistle. You will be able to assign any one of the 10 ship's horns/whistles to any ship you'd like.
- From the 10 customizable PA announcements and 10 customizable horns/whistles you'll be able to assign a combined PA announcement & horn/whistle combo to ships using them if you so like.
- A starshell gun has been made available. This new gun can be added to any ship (civilian/military). Once you are detected the enemy will fire this gun high up in the sky in your direction in an attempt to light up the area where you are. They will keep lobbing these shells until they either run out or lose sight of you. They have 60 shells with each shell lasting roughly 1 minute in duration.
- removed the red distress flare's reflection TGA. This will get rid of the bug where a flare or flares in the sky makes the water look like blood.
- reduced the size of the red distress flare by 1/3 it's previous size
- redid funnel_smoke. Also gave funnel_smoke it's own TGA so user can change to taste. Now when ship is stationary it doesn't smoke (0 knots speed). Funnel smoke now appears like the wind is interacting with it.
- redid smoke_small and burnning_oil_smoke_small to make them look 'fuller'
- fixed bug where smoke_small and smoke_big rotate with ship when it breaks apart
- added framework to Sh3.sdl so that the mod is compatible soundwise with GWX 1.03. It only gives the framework, not the sound files so you have to have GWX installed to hear these sounds.
- See file 'Readme_from_Racerboy' for instructions on how to use new features.
- added framework to Sh3.sdl so that the mod is compatible soundwise with DivingDuck's buoys v2. It only gives the framework, not the sound files so you have to have DivingDuck's Buoys v2 installed to hear these sounds and effects.
- increased volume of torpedo tube doors opening sound
- increased volume of submarine ambient interior sound
- increased volume of flooding and blowing tanks sounds
- increased volume of submarine diving sound
- increased volume of submarine surfacing sound
- added framework and soundfiles for upcoming AI torps mod from me
- The bug of the smoke_small and smoke_big abruptly stopping when the fire touches the water has not been resolved yet. I'm still working on a solution I'm satisfied with.
- Adjusted body counts to various events to reduce the number of bodies 'thrown'
- Added a debris event to oil_explosion to increase the debris thrown when this event is called for

Known bugs:
- smoke_small, smoke_big, and Burnning_oil_smoke (water surface oil flame and smoke) will abruptly stop when the flame is gone. Still trying to find a solution I'm happy with.

Known mod conflicts:
- cannot be used with 'Hollywood effects' mod

TweakFile contents:
- Ability to disable the 'bleeding' effect of the bodies on the surface

This mod is fully JSGME compliant. Delete previous versions of this mod, unzip, and copy the folder 'Racerboy_SH4_Effects_for_SH3_2_03' to mods folder, enable, and enjoy!

I would like to give credit to:
- OneLifeCrisis for his improved Wave textures that I have included in this mod
- D.Kruger's for his new effects TGAs (in \data\Textures\TNormal\tex)
- As their is only one .eqp file for each ship I had to add to GWX's .eqp files to make them compatible with the mod. Credit must be given to GWX since they are the original makers/modifiers of the .eqp files for the GWX 1.03 version, I only added to them.
- OceanBlue for his awesome 'Torpedo Damage Final' mod that I have included in the 'Optional' folder.

I would like to acknowledge/give thanks to the following people for their help in making this mod:
- Vader1 for helping with sound files and feedback
- Hawk U-375 for soundfile work and beta testing
- Privateer for information on soundfiles
- iambecomelife for work on crew AI bodies/uniforms and beta testing
- Urfisch for information on emissionarea in FastParticleGenerators
- Coronas for beta testing
- A6Intruder for beta testing
- TheJoker for beta testing
- brotebojo for beta testing
- D.Kruger for new effects TGAs and for beta testing
- nikbear for beta testing
- Bosk for beta testing

Copyright notice:
This mod [Racerboy's SH4 effects (and more) for SH3] and all versions thereof and all corresponding files of said mod are freeware. The files, or parts thereof, may NOT be used in commercial products in any way and may NOT be included, in part or in whole, in commercial products without prior written permission by the author.

I have also implemented a means of detecting unauthorized copying of this mod in the files themselves. If you would like to use this mod in conjunction with other mods or include it in a mod you already have just give credit where credit is due is all I ask.

Racerboy

EDIT:

oversight on my part fixed and new D/L link available.
Bug fixed of sound 'guns' being visible. New text file added along with tweakfile for troubleshooting the setup of the new sounds

v2.03:
http://dodownload.filefront.com/9299863//0b5c7a1080f93c948ee53f8dc18aed873e83548cd5965af167 ee25eabe729d330b9bad71f9c07173
Link coming up as "404" :(

FUBAR295
06-29-24, 11:31 AM
Link coming up as "404" :(




What do you expect necromancing a old thread?:hmmm: You keep pointing out the 404 for Filefront put that has been closed down long ago. I gave you a link for the mod on my reply before, which you missed evidently. Or are you trolling.:timeout:


Try here, it is in the middle of the of the page :


https://maikhaas.synology.me:64180/f...0DARK%20WRAITH (https://maikhaas.synology.me:64180/fsdownload/SW3w49Np3/RACERBOY%20(THE%20DARK%20WRAITH))

Lele007
10-03-24, 01:37 PM
Can anybody advise me on if I can get just the shell splinter effects from this mod without activating all the other visual effects like torpedo impact splashes, explosions, etc? Or are the explosions particles effects all together and not seperable?

Sorry for breathing life to a comatose thread.

Gorpet
10-23-24, 10:37 PM
Can anybody advise me on if I can get just the shell splinter effects from this mod without activating all the other visual effects like torpedo impact splashes, explosions, etc? Or are the explosions particles effects all together and not seperable?

Sorry for breathing life to a comatose thread.

Well, sorry but what you want will require some work on your part.It's there you just have to find it.Ya see,Put your findings up for the next person or planetary creature or I don't know,The whole alphabet who is wanting the same info.