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View Full Version : [REL] Water Stream for Uboats!(Updated:April 9, 2008)


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ichso
04-04-08, 06:49 AM
Huh ? What kind of skin are you using for you VII there, Tomi ?
It looks great :o

The numbers in the upper right corner look like SH4, though.

Tomi_099
04-04-08, 07:08 AM
Huh ? What kind of skin are you using for you VII there, Tomi ?
It looks great :o

The numbers in the upper right corner look like SH4, though.



YOU CAN HAVE THIS MOD AND SKIN HIER !!!!
************************************************** *****
:ping:
-------------------- ONLY FOR SILENT HUNTER IV --------------------

File: VIIC41_for_Sh4_1.5.rar

DownloadLink:

http://rapidshare.com/files/10184169...or_Sh4_1.5.rar (http://rapidshare.com/files/101841699/VIIC41_for_Sh4_1.5.rar)

File-Size: 37,55 MB



*************************************************
-------------------- ONLY FOR SILENT HUNTER III --------------------

We are ready for a VIIc/41 Beta (V17)
************************************************** ******
Der Download
The Download

File: GWX-2.0_VIIC41_Player_Sub_V17.rar
DownloadLink:
http://rapidshare.com/files/10137930...er_Sub_V17.rar (http://rapidshare.com/files/101379300/GWX-_VIIC41_Player_Sub_V17.rar)

File-Size: 21,54 MB

http://img404.imageshack.us/img404/3809/89883032rg8.jpg (http://imageshack.us/)

Canovaro
04-04-08, 09:13 AM
I really like the water stream mod!
I'm on a VIIc and it looks much more alive now. Thanks for the hard work!

:up:

Kaleu. Jochen Mohr
04-04-08, 09:21 AM
-------------------- ONLY FOR SILENT HUNTER VI --------------------

:o
you a special friend of UBI or somthing ? :hmm:

ichso
04-04-08, 10:11 AM
Thanks Tomi, I will try how it looks in the game for me :)

skookum
04-04-08, 11:03 AM
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?

Philipp_Thomsen
04-04-08, 12:49 PM
Rub, do you mind if I update my mods to be compatible with yours?

If so, tell me, are you planning on modifying some file right now? I can wait for a new update no problem! :up:

Rubini
04-04-08, 01:23 PM
Rub, do you mind if I update my mods to be compatible with yours?

If so, tell me, are you planning on modifying some file right now? I can wait for a new update no problem! :up:

Hi mate,

Nice to talk with you again. Excuse me my delay in reply but I'm in a really RL busy day today. I will try to reply all questions and post during the day and night.

And, yes of course you can. This mod is free to use and to modify for the community. I just ask for the right credits. Yes, i will release new updates (the others uboats) but since now (this Version 3) only the respective new uboat files will be changed, nothing more

Some posts above you ask me about .val files and RB's exaust mod. It's all well explained on the readme. Do you read it?:D

You also made a question about the .sim adjusts for range/speed. I just adjust the range (more or less 15% more) to compensate the draught adjust...the loss in speed is very tin but exist. For adjust also this one we need to mess with the .cfg too, what i want to not do for now. But if Water stream mod becomes a standard mod then these small adjusts may need to be done. For now, nothing that will ruin your career.:up:

About the compatibility with OLCE or even RB's FX...well the explanation is again on the read me. Take a look! Anyway the compatible Materials.dat that are in OLCE links is good to go for compatibility with any Water stream mod version.:yep:

@For all guys: I will reply slowly all the questions/requestions during the day/night. Busy RL day here.

ichso
04-04-08, 01:25 PM
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?

I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.

Rubini
04-04-08, 01:36 PM
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?

I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.

I will try to explain what I think that is happening...:D

Well, the OLCE compatible Materials.dat with water stream mod is the same one from OLCE just added with one particle that is exactly the water stream one. No others changes was made on the file. OLC, please correct me if I'm wrong...but I guess that OLC made a lot of adjusts on the scene.dat and on the particles overall colors scale...so perhaps he also need to just adjust this new small particle color scale on the compatible Materials.dat?? I gues that this will solve this issue. Can you talk/inform OLC about this issue? (i'm very busy now);)

ichso
04-04-08, 02:23 PM
Done.

LordNeuro"Serbia"
04-04-08, 02:25 PM
Is it a v3 with a VIIC and VIIB boats. U r the man Rubini. U make my weekend :sunny:.
Fantastic news. Keep up the gr8 work.:up:

A6Intruder
04-04-08, 03:13 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Rubini
04-04-08, 03:24 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Philipp_Thomsen
04-04-08, 03:38 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Well... I gave the "readme" a read, and I think you're in a complicated position here, mate... Only a small percentage of the people that will download your mod know S3D and how to use it. It would be more adequate to release a file together with your mod to ensure compatibility.

For me, I'll do it myself no problem, but for the overall community its pretty complicated what you're asking. I'll upload the RB's corrected file in my FF account and you can point to that or copy to your own FF account or something else. There's a lot of ppl here on this forum that don't know squat about editing tools, they just play the game. :up:

Rubini
04-04-08, 03:41 PM
Hello Rubini,Great mod! Thanks! One question (sorry for my ignorance, but I was not able to follow this thread closely):Is the Water Stream applicable only to the player's U-boat or also to AI U-boats? Thanks.

In time I will also make the German uboats.:up:

Rubini
04-04-08, 03:46 PM
I installed latest vers 3 and went on patrol in V11c everything looked fine, but after a couple of days on fast spped I slwoed down to take a look at my sub mid Atlantic with this mod.

I decided to take a dive so crash dived to 70 metres. Now this is interesting, I began to notice flickering in the interior graphics which got worse until whole areas just went black, but my crew and some dials remained fine.

Then I surfaced to see if there was any change in the visuals for surface running. Sure enough myu conning tower, deck gun and deck were all there but my hull was invisible, still there as the now wave and water running continued to run down the sides of my sub, I just couldnt see the sides of my sub. Instead all I could see was a pole where my attack perescope is, and four tubes at fron of the boat, my dive planes and one tube at back and the propeller shafts

Can any one tell me whats going on, I love this mod and its so much better than the same affect in SH4 but I'd like my sub to have a visible hull. Interestingly this only occured some time into the game, my graphics were find when I first left port.

Here is an activated mods list:

GWX - Integrated Orders
Pacos_German_Folklore_SubEmblems_Mod_V1.2
RB_7b_Flags&Ps_1_04_GWX
Thomsen's Sound Pack
GWX - Enhanced Damage Effects
AAAShips1.0
GWX - Late War Sensors Snorkel Antennas
GWX 2.0 + Iambecomes AA ships
Med_Merchant_11v1.0
Torpedo damage Final ver2.0
RB_SH4_Effects_for_SH3_2_03
SH4 16k Atmosphere for GWX v1.1a
WB's GWX mission messages
OLC Environment - Colour Files
OLC Environment - High Detail Scene File with RWF
OLC Environment - GWX 2.0 Campaign Files with RWF
New_Trawlers_1.1
TypeVII_Open_Hatch
OLC Improved Wave Textures
Lighthouse V2
Water_Stream_for_Uboats_V3
TwistyPeriscopeThingyMod


I never saw or had this problem. Probably something related with your installation. Try to test it on a fresh GWX 2.0 installation and then start to reenable yours mods carefully:up:

Rubini
04-04-08, 03:49 PM
http://img147.imageshack.us/img147/4200/88367216ld3.jpg (http://imageshack.us/)

:rock:

I have a request,
were able to do you your great Mod in the VIIc / 41 integrating ??? . :hmm:

This lasts a big enrichment for these MOD!!

Thanks !!!
I appreciated !!!


http://img168.imageshack.us/img168/6271/67371344my1.jpg (http://imageshack.us/)

Will be a honour mate!
I will contact you soon.:up:

Rubini
04-04-08, 03:54 PM
Done.

Thanks!

HanSolo78
04-04-08, 04:21 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Hi Rubini!

I donīt think it is possible like you posted in your readme.
For example: The VIIB.dat file has extra nodes for RBs exhaust... your mod has extra nodes for the water streams. one will overwrite the other!
I tried to copy RBs nodes to your .dat file but without luck at the moment.

greetings
Han

Philipp_Thomsen
04-04-08, 04:26 PM
I'm making you life easier here, Rubini! :up:

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod. :up:

Philipp_Thomsen
04-04-08, 04:28 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Hi Rubini!

I donīt think it is possible like you posted in your readme.
For example: The VIIB.dat file has extra nodes for RBs exhaust... your mod has extra nodes for the water streams. one will overwrite the other!
I tried to copy RBs nodes to your .dat file but without luck at the moment.

greetings
Han

No they don't. Its all in the .val files. Download the compatible version in my FF site! :up:

Rubini
04-04-08, 04:40 PM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Hi Rubini!

I donīt think it is possible like you posted in your readme.
For example: The VIIB.dat file has extra nodes for RBs exhaust... your mod has extra nodes for the water streams. one will overwrite the other!
I tried to copy RBs nodes to your .dat file but without luck at the moment.

greetings
Han

LOL

HanSolo,

You are trying in the opposite and more difficult way. What you need to make (and is what Philip Thomsen already made I think) is to adjust only one setting on RB's exaust .val. It's a one minute task.:up: No need to mess with nodes, .dat, etc.

Rubini
04-04-08, 04:45 PM
I'm making you life easier here, Rubini! :up:

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod. :up:

Many thanks mate!:up:

(In some day in the future I will add my tweaked RB's exaust mod...it's very, very smooth in the same way that I made the water stream and have not all that smoke each time that you stop from a TC.)

Philipp_Thomsen
04-04-08, 05:30 PM
I'm making you life easier here, Rubini! :up:

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod. :up:

Many thanks mate!:up:

(In some day in the future I will add my tweaked RB's exaust mod...it's very, very smooth in the same way that I made the water stream and have not all that smoke each time that you stop from a TC.)

Glad to help, mate! :up:

Myxale
04-04-08, 05:44 PM
It overwrits the Material dat from OLC's Envoirment mod...should i proceed anyway?

Sorry if I'm such a tech-noob!:hmm:

Rubini
04-04-08, 06:34 PM
It overwrits the Material dat from OLC's Envoirment mod...should i proceed anyway?

Sorry if I'm such a tech-noob!:hmm:

Yes, you can enable this way...but after that download and enable also the Materials.dat from OLC's links that is compatible with Water Stream mod.

Anyhow I read here that some ppl are getting little glitches even with this compatible file. I guess that OLC needs to make a quick look at it to they really becomes 100% compatible. (read in some posts above):hmm:

Rubini
04-04-08, 06:40 PM
Well... I gave the "readme" a read, and I think you're in a complicated position here, mate... Only a small percentage of the people that will download your mod know S3D and how to use it. It would be more adequate to release a file together with your mod to ensure compatibility.

For me, I'll do it myself no problem, but for the overall community its pretty complicated what you're asking. I'll upload the RB's corrected file in my FF account and you can point to that or copy to your own FF account or something else. There's a lot of ppl here on this forum that don't know squat about editing tools, they just play the game. :up:

This question is already solved , thanks to PT!:up:

I just come back here to say that until Water Stream gets ready for all playable uboats my main intention is to release it in parts because we need to make deep tests (just playing your regular game with it is enough) to we have 100% sure that it is totally safe and bug free. After all that I will (if yet needed) organize the mod and also put more help effort to others modders to make it compatible with everything!:D

nikbear
04-04-08, 07:01 PM
I'm making you life easier here, Rubini! :up:

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod. :up:

First,thanks to Rubini for such a great mod:up:and to P_T for making it compatible with RB's exhaust smoke mod:up:just wanted to ask what would be the best order to enable them in JSGME,Many thanks;)

Philipp_Thomsen
04-04-08, 10:53 PM
I'm making you life easier here, Rubini! :up:

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod. :up:

First,thanks to Rubini for such a great mod:up:and to P_T for making it compatible with RB's exhaust smoke mod:up:just wanted to ask what would be the best order to enable them in JSGME,Many thanks;)

DOWNLOAD RB'S EXHAUST SMOKE FROM MY FF PAGE AND ENABLE IT AFTER RUBINI'S MOD! 100% COMPATIBLE!

rascal101
04-05-08, 12:44 AM
Ithink your right just fiddled with my screen settings and all seems fine

I installed latest vers 3 and went on patrol in V11c everything looked fine, but after a couple of days on fast spped I slwoed down to take a look at my sub mid Atlantic with this mod.

I decided to take a dive so crash dived to 70 metres. Now this is interesting, I began to notice flickering in the interior graphics which got worse until whole areas just went black, but my crew and some dials remained fine.

Then I surfaced to see if there was any change in the visuals for surface running. Sure enough myu conning tower, deck gun and deck were all there but my hull was invisible, still there as the now wave and water running continued to run down the sides of my sub, I just couldnt see the sides of my sub. Instead all I could see was a pole where my attack perescope is, and four tubes at fron of the boat, my dive planes and one tube at back and the propeller shafts

Can any one tell me whats going on, I love this mod and its so much better than the same affect in SH4 but I'd like my sub to have a visible hull. Interestingly this only occured some time into the game, my graphics were find when I first left port.

Here is an activated mods list:

GWX - Integrated Orders
Pacos_German_Folklore_SubEmblems_Mod_V1.2
RB_7b_Flags&Ps_1_04_GWX
Thomsen's Sound Pack
GWX - Enhanced Damage Effects
AAAShips1.0
GWX - Late War Sensors Snorkel Antennas
GWX 2.0 + Iambecomes AA ships
Med_Merchant_11v1.0
Torpedo damage Final ver2.0
RB_SH4_Effects_for_SH3_2_03
SH4 16k Atmosphere for GWX v1.1a
WB's GWX mission messages
OLC Environment - Colour Files
OLC Environment - High Detail Scene File with RWF
OLC Environment - GWX 2.0 Campaign Files with RWF
New_Trawlers_1.1
TypeVII_Open_Hatch
OLC Improved Wave Textures
Lighthouse V2
Water_Stream_for_Uboats_V3
TwistyPeriscopeThingyMod

I never saw or had this problem. Probably something related with your installation. Try to test it on a fresh GWX 2.0 installation and then start to reenable yours mods carefully:up:

rascal101
04-05-08, 12:46 AM
I didnt realise your fantastic mod was for SH4 Tomi explains why I couldnt get it to wrk in SH3


http://img147.imageshack.us/img147/4200/88367216ld3.jpg (http://imageshack.us/)

:rock:

I have a request,
were able to do you your great Mod in the VIIc / 41 integrating ??? . :hmm:

This lasts a big enrichment for these MOD!!

Thanks !!!
I appreciated !!!


http://img168.imageshack.us/img168/6271/67371344my1.jpg (http://imageshack.us/)

A6Intruder
04-05-08, 02:59 AM
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!:damn:
Would it be possible to integrate your fine mod into RB val`s??:up:
Kind regards

Do you read the readme?:D

Well... I gave the "readme" a read, and I think you're in a complicated position here, mate... Only a small percentage of the people that will download your mod know S3D and how to use it. It would be more adequate to release a file together with your mod to ensure compatibility.

For me, I'll do it myself no problem, but for the overall community its pretty complicated what you're asking. I'll upload the RB's corrected file in my FF account and you can point to that or copy to your own FF account or something else. There's a lot of ppl here on this forum that don't know squat about editing tools, they just play the game. :up:


Hi Thomsen,
your are right!! I am not familar with S3D. It is very kind of you to upload the corrected files for people like me. Thank you very much!!!:rock: :rock: :rock: :rock:
Kind regards

nikbear
04-05-08, 03:53 AM
Yes,thank you very much Thomsen,much appreciated:up::yep::rock:

Barbac
04-05-08, 06:11 AM
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame :damn:

Any help will be much appreciated guys

Thx
Barbac

i_b_spectre
04-05-08, 07:25 AM
I've been waiting to get back into port to try this fabulous mod. I d/l'ed it and placed it into my GWX 2.0 Mods folder. When I went to enable it in JSGME, I got the following message:

"NSS_Uboat7c.dat" has already been altered by the "GWX - VIIC41 Player Sub" mod.
Folder "data\Textures\TNormal\tex" has already been added by the "GWX - VIIC41 Player Sub" mod."

I understand the beauty of JSGME compatibility is being able to enable/disable mods, but will enabling the waterstream mod overwrite the other affected mods in such a way as to make them not work correctly if I have to disable waterstream?

bert8for3
04-05-08, 07:41 AM
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame :damn:

Any help will be much appreciated guys

Thx
Barbac

Tell us what mods you're running, then probably someone can help. Are you using JSGME? Did you use JSGME for all previous mods? In that case, did you get a JSGME message during enabling the mod that it was going to affect (overwrite) another file or files?

Philipp_Thomsen
04-05-08, 08:13 AM
I've been waiting to get back into port to try this fabulous mod. I d/l'ed it and placed it into my GWX 2.0 Mods folder. When I went to enable it in JSGME, I got the following message:

"NSS_Uboat7c.dat" has already been altered by the "GWX - VIIC41 Player Sub" mod.
Folder "data\Textures\TNormal\tex" has already been added by the "GWX - VIIC41 Player Sub" mod."

I understand the beauty of JSGME compatibility is being able to enable/disable mods, but will enabling the waterstream mod overwrite the other affected mods in such a way as to make them not work correctly if I have to disable waterstream?

There's no problem in replacing those files, there are a separeted folder system, no matter what you enable, you can always disable and everything goes back to normal, one mod NEVER modify anything in another mod. Go ahead mate and enable it! :up:

Philipp_Thomsen
04-05-08, 08:14 AM
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame :damn:

Any help will be much appreciated guys

Thx
Barbac

Try enabling Rubini's Mod as the LAST MOD ENABLED! DONT ENABLE NOTHING AFTER IT!

Post here a screenshot of your enabled mods for study. And tell us for any incompatibility issues that JSGME might report. :up:

i_b_spectre
04-05-08, 08:58 AM
There's no problem in replacing those files, there are a separeted folder system, no matter what you enable, you can always disable and everything goes back to normal, one mod NEVER modify anything in another mod. Go ahead mate and enable it! :up:

Thanks for the reassurance, I'm on my way:up:

Subject
04-05-08, 10:21 AM
Solution found for the problem raised in post #188.

Did a clean install, updated to SHIV Scene 2.6 and WaterStreams v3.
Same result, still shadows behind the sub about every 5 or 10 second when looking from low angles.
Same result btw. in a clean, original SHIII install.

Then tried to reduce/disable AA, AF etc. but still no change.

Last attempt was to enable tripple-buffering and enable vertical sync in SHIII and that did it! Went back to full AA, AF etc. and everything looks fine :up:

Still sometimes see a shadow behind the boat, but it's very rare and very, very little. No longer an issue :rock:

Love V3 btw.! :up:

http://i189.photobucket.com/albums/z15/subject_rod/U-178v3.jpg

Oh! and @Reece: solved the green halo too! :rock:

Back to patrol. Happy Hunting!

Kaleu. Jochen Mohr
04-05-08, 11:20 AM
whats that AA AF ? :hmm:

Subject
04-05-08, 11:40 AM
whats that AA AF ? :hmm::oops: AA = anti-aliasing (reduces jagged lines), AF = anisotropic filtering (sharpens textures).

Can't live without them :roll:

FYI, my settings from nVidea's nPanel:

AF: 16x
Gamma correction: off
AA mode: override app.
AA: 16xQ
AA transparency: supersampling
Text. clamp: use hardware (testing atm)
Ext. limit: off
Force mipmap: triliniar
Negative LOD bias: clamp
Texture filtering: High quality
Triple buffering: on
Vertical sync: use 3D app.

subeye
04-05-08, 12:45 PM
Hello sialors !
"Sehr schon mod!" But what combinate this mod with racerbyīs exhaust mod ????
(P.S. sorry for my poor english:oops:)

Barbac
04-05-08, 01:24 PM
Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame :damn:

Any help will be much appreciated guys

Thx
Barbac

Tell us what mods you're running, then probably someone can help. Are you using JSGME? Did you use JSGME for all previous mods? In that case, did you get a JSGME message during enabling the mod that it was going to affect (overwrite) another file or files?

Thx for your reply both bert8for3 and Philip
Yes I use JSGME for all the mods
Nope ... did not get any JSGME message during enabling. It looks like JSGME enables the mod with no problem but the mod does not come into the game, no water stream, whatever the sub type
The list of the mods is quite long so I have to find a way to show them to you and Philip who asked me the same question.
Just one stupid question:
Does this Rubini's mod work only when Rubini's Exhaust mod is enabled cause I do not have this one ?

Thx guys for your help in this matter
Barbac

bert8for3
04-05-08, 02:08 PM
Thx for your reply both bert8for3 and Philip
Yes I use JSGME for all the mods
Nope ... did not get any JSGME message during enabling. It looks like JSGME enables the mod with no problem but the mod does not come into the game, no water stream, whatever the sub type
The list of the mods is quite long so I have to find a way to show them to you and Philip who asked me the same question.
Just one stupid question:
Does this Rubini's mod work only when Rubini's Exhaust mod is enabled cause I do not have this one ?

Thx guys for your help in this matter
Barbac

Somebody who knows a lot more than I do is bound to jump in here to help you out, but I'd try:
1. Read back through the thread first, there may be something about a conflict, altho JSGME would have told you if there was one.
2. If you dn't find anything, disable all mods and enable this mod to see if it works by itself. Then disable and re-enable your other mods one by one, but enabling this mod on top each time to see if it's ok. That might be pretty time-consuming depending on how many other mods you run, but best i can think of. You'll load faster for testing if you use a dummy or empty campaign folder (back up your existing campaign folder first). If you search the forum, you should find an empty_campaign mod. Enable it with JSGME, which will itself also backup your existing campaign folders (but make a separate backup to be sure). That will let you start up faster, 'cause it won't have to load full campaign files. Then try the mods to see if they work. If you do that, don't start up via SH3 Commander if you're using that, just start via the regular sh3 icon. After you're done testing, disable all mods and also the empty campaign mod, then you'll have your normal campaign files back ... then re-enable mods.

No, you dont need the exhaust mod to run this one.

Hope that helps, but I'm no expert, someone will jump in for sure.

edit: I'm not finding empty_campaign, I've put it up ... you can get it here ... http://hosted.filefront.com/bert8for3/ .

LordNeuro"Serbia"
04-05-08, 02:42 PM
I trayed in game and it just amezing. Fantastic work Rubini. Definitly the must have mod.:up:

onelifecrisis
04-05-08, 03:45 PM
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?

I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.

Sounds like you enabled them in the wrong order. You have to enable the Water Stream mod, then OLCE, then OLCE Water Stream Patch, in that order.

i_b_spectre
04-05-08, 04:20 PM
Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.

Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. :up: It's another immersion feature that helps you suspend reality and "puts you there".

PhantomLord
04-05-08, 05:01 PM
Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.

Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. :up: It's another immersion feature that helps you suspend reality and "puts you there".

Exactly they way i felt tonight. I really love this effect. Thanks a lot Rubini. :rock:

Christoff
04-05-08, 06:04 PM
Now, This is clever and adds even more immersion to this sim.
Thanks for your hard work and I'm looking forward to seeing the rest of the boats with this. :yep:

LordNeuro"Serbia"
04-05-08, 07:17 PM
Just finished a patrol with the waterstream mod enabled. At first I was wondering if I was having a problem because I didn't see any water draining from the limber holes. However, the North Sea was unusually calm for January and I wasn't taking any water over the holes. I remember reading Rubini had found the switch, therefore water shouldn't be draining unless waves were flooding the holes. Eventually, I got the 15m/s weather that's all too common for that part of the world in January, then I broke into a smile when the water washing over the limber holes was rushing out at as the boat porpoised through the heavy waves.

Outstanding work, Rubini! Thanks for all you and the rest of the modding community do to make this fine, aging sim remain on the sharp edge. :up: It's another immersion feature that helps you suspend reality and "puts you there".
Exactly they way i felt tonight. I really love this effect. Thanks a lot Rubini. :rock:

I think evrybody ho is runing thise mod felt theat way. Rubini u make my patrol:sunny: even thre was a rein and bed wheater most of the time. :up:

Rubini
04-05-08, 10:54 PM
Thanks by the words guys! This really makes me proud and is the best that any modder could want!:up:


Iīm a bit quiet just because Iīm helping JScones on some new stuff for SH3Cmdr.
After i finish my work with him i will come back to the Water Stream mod and will finish the others uboats and also the Tomi_99' one.

See you!

moscowexile
04-06-08, 12:14 AM
I have so far unsuccessfully tried to install this water stream mod. The incorrect sequential installation of associated mods has no doubt been a root cause of my failure so far, as I have only just noticed OLC's comment above concerning this matter. However, in the text.doc that comes with the mod, I have read the following:

"RB's exaust mod also uses .val files. So, just open RB's files with S3D, locate the ShipWake section, Height section, and adjust the MaxHeight from 0,15 to 0,45 to all uboats (save the files obviously) and you now have fixed the wake bug! Then just install RB's exaust over Water Stream mod and you now have both compatible."

Could somebody please explain what S3D is?

moscowexile
04-06-08, 04:39 AM
Water stream up and running!

I missed earlier inquiries similar to mine above concerning S3D and the solving of the dilemma faced by those not adept at S3D usage.

Dronston
04-06-08, 04:44 AM
Beautiful mod! Thanks a lot :up:

The more realism the better.

moscowexile
04-06-08, 05:33 AM
I agree. A beautiful mod! A wonderful and welcome addition to the ongoing outstanding modifications to this game. Well done to all concerned!

I saw an article on line in a British Sunday newspaper this morning concerning the game "Football Manager" and the huge financial success that this game has become for its creator and how it has already been cited as the cause of several divorces for some of its most devoted fans.

I wonder when Silent Hunter III GWX will first appear as grounds for divorce? Quite soon in my case if I don't begin to severely ration the time that I play it.

:-?

Rubini
04-06-08, 10:53 AM
I agree. A beautiful mod! A wonderful and welcome addition to the ongoing outstanding modifications to this game. Well done to all concerned!

I saw an article on line in a British Sunday newspaper this morning concerning the game "Football Manager" and the huge financial success that this game has become for its creator and how it has already been cited as the cause of several divorces for some of its most devoted fans.

I wonder when Silent Hunter III GWX will first appear as grounds for divorce? Quite soon in my case if I don't begin to severely ration the time that I play it.

:-?

LOL:D

Yes, the game time that we spent with our beloved games is a new problem between personal relations and social life. If you becomes a modder this will be yet worst. But we need to learn to limit this virtual life to maintain a healthy relation with our beloved persons.

By the way, good to know that you solved your problem with RB's exaust mod.;)

Gairith
04-06-08, 11:11 AM
Iīm a bit quiet just because Iīm helping JScones on some new stuff for SH3Cmdr.


:o Oh this should be good.....
Will be looking forward to SH3Commander 3.1 :ping:

P.S. This ones for you Rubini. Thanks again! :up:

http://img354.imageshack.us/img354/2508/surfacebd2.th.jpg (http://img354.imageshack.us/my.php?image=surfacebd2.jpg)

Adriatico
04-06-08, 01:23 PM
Hey Rubini,

Since we are all involved, more or less, in a 16 km environment:

It would be nice to refresh your files and explanation on CrewAwarnes modes, or whatever it was called...

When you get some free time, of course...

Thaks again,

:roll:

Rubini
04-06-08, 02:16 PM
Iīm a bit quiet just because Iīm helping JScones on some new stuff for SH3Cmdr.


:o Oh this should be good.....
Will be looking forward to SH3Commander 3.1 :ping:

P.S. This ones for you Rubini. Thanks again! :up:

http://img354.imageshack.us/img354/2508/surfacebd2.th.jpg (http://img354.imageshack.us/my.php?image=surfacebd2.jpg)
Awesome pic!

I also like so much the emerging time now. Itīs so real!:up:

And I already had finish my work with Jaesen. So, expect an update for SH3Cmdr soon. I helped him to make only a small new addtion on gameplay options. I guess that it will be useful for all here sometimes. Itīs an option that we have by default on Sh4! Donīt ask me what, the surpirse belongs to Jaesen.

I can now return to Water Stream and finish it on the next days.:yep:

Rubini
04-06-08, 02:21 PM
Hey Rubini,

Since we are all involved, more or less, in a 16 km environment:

It would be nice to refresh your files and explanation on CrewAwarnes modes, or whatever it was called...

When you get some free time, of course...

Thaks again,

:roll:

Hi mate,
Thanks by the interest on Stay Alert crew mod!

I yet run a GWX1.03 self modded with some additions from GWX2.0. When and IF i ported my game to GWx2.1 i you then for sure actualize some of my mods for my own use and then I will also share them with the community. Letīs see!:up:

NiKuTa
04-06-08, 03:37 PM
Great mod:) But this mod include RB smoke exhaust mod ?

Rubini
04-06-08, 06:10 PM
Great mod:) But this mod include RB smoke exhaust mod ?

Hi Nikuta,

No, it not have it and also can conflict with...but thanks to PT that have made a compatible version some posts above. Take a look!:up:

iceman60
04-07-08, 12:46 AM
This mod looks great . But on my system, my frame rates dropped while on the NavMap, to the point where I couldn't go faster than 250x as the framerate dropped to 2-5 fps. Normaly my framerate at 1000x = 40 - 50 fps.

Rubini
04-07-08, 12:59 AM
This mod looks great . But on my system, my frame rates dropped while on the NavMap, to the point where I couldn't go faster than 250x as the framerate dropped to 2-5 fps. Normaly my framerate at 1000x = 40 - 50 fps.
I can asure you that this mod donīt have any FPS hit. Probably this is a problem with another mod or perhaps your specs are too low?:yep:

ichso
04-07-08, 02:13 AM
I don't know if this is a bug, but the water stream particles are showing up as untextured white squares for me. From afar you can't really tell, but up close its really noticable. Suggestions?
I had the same problem too when trying the new version yesterday night at 1:30 a.m.
I used it together with OLC Enviroment mod and they should be compatible. I also used Rubini's patch for his water streams for OLCE.
But I saw the same glitches you are talking about.

I simply turned water stream mod and OLCE off in JSGME and turned water stream mod on again, but alone this time.
And without OLCE enabled, it worked for me.
So this wasn't any fault of my graphics drivers or something similiar.
Sounds like you enabled them in the wrong order. You have to enable the Water Stream mod, then OLCE, then OLCE Water Stream Patch, in that order.

No no, pretty sure I did it in the order it was told me at the beginning of this thread.
But as Rubini stated, that this is all about a shared materials.dat, I will try copying the compatible one manually.
Just to be sure.

dertien
04-07-08, 07:42 AM
Rubini,

Thanx for this great mod, I have a question however.

In a next update is it possible to make the waterstream come out of the front top holes too on the type VII as in this (http://www.youtube.com/watch?v=U8es39O_cFY) U-tube movie ?

Or wouldn't it look good regarding game limitations of sh3 ?

shows well at about 0.48 seconds of play.

greetz

XIII

Philipp_Thomsen
04-07-08, 09:26 AM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o

Rubini
04-07-08, 09:52 AM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o


Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:

Philipp_Thomsen
04-07-08, 09:57 AM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o


Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:

We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it. :up:

Rubini
04-07-08, 10:23 AM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o


Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:

We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it. :up:

If you find somethimg useful let me know. Another possibility(but also will mess with some others things) is to redone the big waves behaviour. I meam less peaks and more really big waves that will be much major then the lenght of the uboat as in RL . IMO, the big waves in Sh3 have much peaks but are in truth small waves compared with RL billow ones (eu quero dizer "vagalhões" mas não sei como :D )

And excuse me to not post nothing yet on your Sound threads, its just because I'm to busy with WS mod and haven't had more time to play the game.:damn: By the way do you used that lips sync fix on your new sound mod?:hmm:

Philipp_Thomsen
04-07-08, 10:55 AM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o


Hi PT,

Yes, I'm wacthing it too and will post a reply to dertien after that.
As you know, this is why i adjusted the draught on .sim files. It works good for medium waves and wind. But for big waves, sh3 really don't make a good work, the sailing behaviour isn't realistc, the uboat seems a empty bottle into waves. Shall they have more weight feeling. I guess that when you was in an uboat in WWII your sensation is that that thing could sink slowly at any moment, I mean, that it really was just barely over water, having that big boat weight sensation.

Any ideas?:hmm:

We could increase dramatically the weight of the uboat, but that would have consequences... A shock between the uboat and a destroyer would be very unreal. I have a sensation that the scene.dat holds some secrets about the flotability controls, or maybe the uboat files. I'll take a good look at that.

Rubini, if you have some time, can you check my sound pack thread, some guy over there made a question and I think you might be able to give an opinion about it, coz honestly I don't know squat about it. :up:

If you find somethimg useful let me know. Another possibility(but also will mess with some others things) is to redone the big waves behaviour. I meam less peaks and more really big waves that will be much major then the lenght of the uboat as in RL . IMO, the big waves in Sh3 have much peaks but are in truth small waves compared with RL billow ones (eu quero dizer "vagalhões" mas não sei como :D )

And excuse me to not post nothing yet on your Sound threads, its just because I'm to busy with WS mod and haven't had more time to play the game.:damn: By the way do you used that lips sync fix on your new sound mod?:hmm:

Yes, Im using that, and thank you very much for helping me! =)

I also think that the waves are a real mess in SH3. They should be a LOT bigger. I talked to OLC about that and he said that he wouldnt do that coz it would have a lot of bad effects on other thing. I will try that myself to see what happens, I'm just too curious... :lol:

Give it a look on the sound mod, Im sure you will love it! Another level of imersion! :rock:

Rubini
04-07-08, 12:16 PM
@PT: I wish you luck. I have sure that something more could be find on the waves matter!;)
========================================

Work progress update (7/04/08):

Today at night i will release a new version that have Types: IXb, IXc, Tomi's VIIC/41, Ai Type VIIC/41, AI Resuply uboat. Only the type II family and the type XXI is yet not done now. Below 2 pics from Tomi VIIC:

http://img369.imageshack.us/img369/4384/tomiviic41ans2.jpg

http://img369.imageshack.us/img369/6283/tomiviic41bkd2.jpg

bert8for3
04-07-08, 12:23 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

Philipp_Thomsen
04-07-08, 12:53 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

I have no idea what seasonal waves does.

@Rubini

Here, http://www.youtube.com/watch?v=Ev-OiFxZPZw

I increased the waves lenght and width by 3 times. Look what happens to the uboat.

Rubini
04-07-08, 01:11 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

I have no idea what seasonal waves does.

@Rubini

Here, http://www.youtube.com/watch?v=Ev-OiFxZPZw

I increased the waves lenght and width by 3 times. Look what happens to the uboat.

@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.;)

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!;)

HanSolo78
04-07-08, 01:24 PM
@PT: I wish you luck. I have sure that something more could be find on the waves matter!;)
========================================

Work progress update (7/04/08):

Today at night i will release a new version that have Types: IXb, IXc, Tomi's VIIC/41, Ai Type VIIC/41, AI Resuply uboat. Only the type II family and the type XXI is yet not done now. Below 2 pics from Tomi VIIC:



Great News!!
btw. got it fixed without working on the dat files ;)

Philipp_Thomsen
04-07-08, 01:34 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

I have no idea what seasonal waves does.

@Rubini

Here, http://www.youtube.com/watch?v=Ev-OiFxZPZw

I increased the waves lenght and width by 3 times. Look what happens to the uboat.

@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.;)

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!;)

You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.

Rubini
04-07-08, 01:57 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

I have no idea what seasonal waves does.

@Rubini

Here, http://www.youtube.com/watch?v=Ev-OiFxZPZw

I increased the waves lenght and width by 3 times. Look what happens to the uboat.

@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.;)

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!;)

You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.

I just looked at your video a minute ago. The waves are good! (Good that you already had noticed that size issue.:up: )

And, yes, the floating movement is ridiculous. In the .sim as you must know we have a UP/DOWN settings for the uboats balance. Could this make any positive effect on your research? I yet think that something more could be hide on scene.dat on the matter (sail/wave mecahnics).:hmm:

Philipp_Thomsen
04-07-08, 02:24 PM
Re big waves, I haven't really followed this discussion, but how does this fit in with selection of seasonal option in SH3Cmdr? I haven't tried the mod with that so far, as am in middle of patrol.

I have no idea what seasonal waves does.

@Rubini

Here, http://www.youtube.com/watch?v=Ev-OiFxZPZw

I increased the waves lenght and width by 3 times. Look what happens to the uboat.

@bertfor3: that seasonal option on Sh3Cmdr just uses avery old tweak on scene.dat that makes the waves major or minor in size. BUT it only mess with the size not the behaviour of the wave mechanics. So, this option will not solve our problem.;)

@PT: I will look in a minute, but read my reply here to bertfor3, just raising the waves size isn't enough and is alreday an old well know fix by the community. What we need to try is really mess with waves mechanics, what also already was tryed on the past but not so much...so always news discoveries could be find on the matter!;)

You got it all wrong, Rubini. I changed the waves LENGTH AND WIDTH, not the size. Its a tweak that I've never seen before and I bet neither did you. It looks REALLY GOOD, but what happens to any vessels in those waves is just ridiculous. The game mechanics instead of making the vessels go with the waves, takes the avarage wave amplitude and makes the vessels floats in that avarage lane. Its just pathetic.

I just looked at your video a minute ago. The waves are good! (Good that you already had noticed that size issue.:up: )

And, yes, the floating movement is ridiculous. In the .sim as you must know we have a UP/DOWN settings for the uboats balance. Could this make any positive effect on your research? I yet think that something more could be hide on scene.dat on the matter (sail/wave mecahnics).:hmm:

Oh crap... Thomsen modding waves and vessels balance now? :damn:

I never finished one single carrer in this game... Not even passed 1942... 90% modding, 10% playing... :damn:

Well, what can I do... my curiosity and will of changing things to my taste is much bigger then standing around scratching or playing... :lol:

I'll give a good look at that by the end of the afternoon, now I'm off to play some snooker... care to join me?

Rubini
04-07-08, 03:05 PM
Oh crap... Thomsen modding waves and vessels balance now? :damn:

I never finished one single carrer in this game... Not even passed 1942... 90% modding, 10% playing... :damn:

Well, what can I do... my curiosity and will of changing things to my taste is much bigger then standing around scratching or playing... :lol:

I'll give a good look at that by the end of the afternoon, now I'm off to play some snooker... care to join me?
:rotfl:
Well, I'm here almost past three years and never finished the game until the end of war!!!
By the same motive than yours!:D

And, yes, please, get me out of here. I'm here since 9:00AM, one child followed by another and probably yet have to see more a dozen of them until 8:00PM!:damn:
In this exact moment probably one mother could be saying to another outside of my office: -Why he delay a bit before call for the next? Well, it's because I'm here replying the threads! :D

Tomi_099
04-07-08, 03:14 PM
http://img245.imageshack.us/img245/5599/oskar1rt7.jpg (http://imageshack.us)

---------------- http://www.sukhoi.ru/forum/images/smilies/thank_you2.gif ----------------

Rubini
04-07-08, 04:30 PM
Rubini,

Thanx for this great mod, I have a question however.

In a next update is it possible to make the waterstream come out of the front top holes too on the type VII as in this (http://www.youtube.com/watch?v=U8es39O_cFY) U-tube movie ?

Or wouldn't it look good regarding game limitations of sh3 ?

shows well at about 0.48 seconds of play.

greetz

XIII

Thanks dertien by the comment and the video link. It is very illustrative. If i had saw it before...Well, anyawy i will make a rework on the VII/II families (both have that same small circular holes on the nose) which will work very well just to emerging times. The part that i most like on water stream mod is exactly the nose/emerging time, so, I sure will adjust this soon!:up:

@Tomi: thanks by the oscar! But you is the guy that deserves it by your awesome Type VIIC/41!

Sailor Steve
04-07-08, 04:47 PM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o
Keep in mind that in the scene where the boat is lowest, they have just surfaced and probably haven't emptied the tanks completely, and really are almost decks awash. Don't just go by this one video, look at all of them, and all the photographs. They usually ride higher than that.

As for big waves, the original mod was by AILantic, who experimented with making the wind blow harder and found that he couldn't. SH3 Commander's 'Seasonal' setting makes the waves x2 in winter, x1.5 in spring and x1 in summer.

I agree, the biggest problem with the waves is that they are not only not high enough but also not long enough; that is the period, or space between waves, should be bigger as well.

Philipp_Thomsen
04-07-08, 07:35 PM
This youtube movie is pretty interesting, Rubini... Maybe we should lower the uboats even more into water... look at the movie, bad or good weather, they are almost decks awash... :o
Keep in mind that in the scene where the boat is lowest, they have just surfaced and probably haven't emptied the tanks completely, and really are almost decks awash. Don't just go by this one video, look at all of them, and all the photographs. They usually ride higher than that.

As for big waves, the original mod was by AILantic, who experimented with making the wind blow harder and found that he couldn't. SH3 Commander's 'Seasonal' setting makes the waves x2 in winter, x1.5 in spring and x1 in summer.

I agree, the biggest problem with the waves is that they are not only not high enough but also not long enough; that is the period, or space between waves, should be bigger as well.

But that is exactly what I have done in that video. I didn't increase the amplitude of the waves, just their LENGTH! Imagine that each wave is a blanket of 5 meters long, 5 meters wide and 20cm high. I increased the blanket to 15 meters long, 15 meters wide and the same 20cm high. The uboat behaves like its floating in the air, up and down, like a ghost. Ridiculous. If I increase the wave hight, its even worse. If i decrease, plain water. I fixed the ocean to look perfect alright, but now I need to fix how the vessels behave in that new water. Imagine to re-configure ALL the vessels in the game, one by one, their .sim files. That IF I'm able to find what I need to change to fix their behavior. :damn:

Wolfehunter
04-07-08, 09:21 PM
Imagine to re-configure ALL the vessels in the game, one by one, their .sim files. That IF I'm able to find what I need to change to fix their behavior. :damn: :o Well hmmm:hmm: get cracking man. We fans have high expectation from some tallented person such as yourself.:yep: snap snap clocks ticking.:rotfl:

Madox58
04-07-08, 10:00 PM
If you change the waves and want to change all the ships reactions?
Write a conversion routine.
Since all shps are set to react to the waves, and you know the values
you changed:

Hand adjust one ship and note the values.
Now write the conversion routine useing those figures.
Write it so it changes every sim in the sea\* folders and your done.
Except for verifiying.
:lol:

Wolfehunter
04-07-08, 10:14 PM
If you change the waves and want to change all the ships reactions?
Write a conversion routine.
Since all shps are set to react to the waves, and you know the values
you changed:

Hand adjust one ship and note the values.
Now write the conversion routine useing those figures.
Write it so it changes every sim in the sea\* folders and your done.
Except for verifiying.
:lol:I think this is a two fold problem. One you need someone with scripting knowledge. Second you need someone with ship knowledge. Ship experianced dude would know how the sea and ships react together better.

Can you imagine letting everyone play around with each boats settings?:doh: Only one who could sink those funky boats would be a Bernard.:lol:

Madox58
04-07-08, 11:03 PM
Also, If the waves are changed?
Have you tested Torpedos?
Remember, they are affected by waves at times also.
Sinking effects?
And on and on.

dertien
04-08-08, 05:39 AM
@Rubini, @PT @ Sailor Steve,

yep theres other movies on You-tube,

for ex this one.

http://www.youtube.com/watch?v=mE3K9dl5iTs&feature=related


shows the waterstreams nicely too on a type VII at about 2.04 min of play, and has a very special soundtrack. It shows a few seconds later how high a VII is running in calm (shIII 2m/s wind) waters.

I allready asked some peeps here how to extract the soundtrack out of the movie for a new gramophone track.

Something that would be a nice addition to Thomsens sound pack :up:

hope you find this links useful chaps!

keep it up, also that 'waves' movie looks good PT, exept for the behaviour of the boat in those waves. I'm sure if that this if fixed will get rid of the 'repetitive clone waves syndrome in sh3 (that has been bugging me since stock).

nikbear
04-09-08, 01:04 AM
Any news on progress with water stream with other boots?:hmm:ithching to see this effect on my Tye IXB:up:

Rubini
04-09-08, 01:47 PM
Any news on progress with water stream with other boots?:hmm:ithching to see this effect on my Tye IXB:up:

Iīm uploading the new relaese. Now with all uboats/aiuboats, exception the type XXI. In some minutes...

@Dertien: thanks by the links and ideas/suggestions.;)

@Sailor Steve: thanks by the comments! We (Me and PT) we will do our best on the matter. If we find any better behaviour than the stock one we will return to the matter.:up:

@Privateer: thanks by the tips.

nikbear
04-09-08, 02:24 PM
Rubini,you are a star!:rock: :rock: :rock:

Tomi_099
04-09-08, 02:28 PM
----------------http://www.sukhoi.ru/forum/images/smilies/clapping.gif http://www.sukhoi.ru/forum/images/smilies/thank_you2.gif http://www.sukhoi.ru/forum/images/smilies/clapping.gif------------------

Gairith
04-09-08, 03:13 PM
Downloading V4!

Thanks Rubini!!!! :up: :up: :up:

nikbear
04-09-08, 05:13 PM
Could someone please host the new version (with rubini's permission of course)It seems rapidshare is being its usual un-helpful self with regards downloads;)

Wolfehunter
04-09-08, 05:14 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Never mind I read the readme and followed your instructions.

I copied RB val files over yours and changed the Max height value from .15 to .45 in Shipwake section.

Thanks Rubini.

Rubini
04-09-08, 05:20 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Just applyed the files that PT made another day to make the RB's exaust mod compatible out the box. Itīs on PT FF page or some posts above.:up:

Philipp_Thomsen
04-09-08, 05:26 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Check my FF-page, Wolfehunter! :up:

@Rubini, I'll start crackin those weird vessel behaviors on the new waves tonight! :up:

Rubini
04-09-08, 05:38 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Check my FF-page, Wolfehunter! :up:

@Rubini, I'll start crackin those weird vessel behaviors on the new waves tonight! :up:

@PT: How are you mate?
Now that I have more free time again (water stream eats all them lol) we can talk about others mods again!:up:

Rubini
04-09-08, 07:06 PM
Could someone please host the new version (with rubini's permission of course)It seems rapidshare is being its usual un-helpful self with regards downloads;)

Here:
http://www.mediafire.com/?zyhjd9dzxo1
(i will update the first post too);)

Reece
04-09-08, 07:23 PM
Iīm uploading the new relaese. Now with all uboats/aiuboats, exception the type XXI. In some minutes...
Thanks Rubini, like you I have never completed a campaign, too busy moding, it's a weakness!:lol:

Kaleu. Jochen Mohr
04-09-08, 08:12 PM
simply awsome Rubini :rock:
i notifyed the guy's/girls over at WaW :up:

Kaleu. Jochen Mohr
04-09-08, 08:14 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?
Check my FF-page, Wolfehunter! :up:

is it for all subs? or not realy ?

Wolfehunter
04-09-08, 09:11 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Check my FF-page, Wolfehunter! :up:

@Rubini, I'll start crackin those weird vessel behaviors on the new waves tonight! :up:Thanks PT I already have all of RB's mods. I was wondering why rubini didn't add them... Its ok I added the val files and modified them according to his instructions. Thanks guys.:up:

Rubini
04-09-08, 09:15 PM
simply awsome Rubini :rock:
i notifyed the guy's/girls over at WaW :up:

Great!:up:

Rubini
04-09-08, 09:21 PM
Rubini I didn't see any smoke from my exhaust? Did you turn it off or change the values? Should I use RB smoke mod over yours? Or change the values of each U-boat val settings in S3D?

Check my FF-page, Wolfehunter! :up:

@Rubini, I'll start crackin those weird vessel behaviors on the new waves tonight! :up:Thanks PT I already have all of RB's mods. I was wondering why rubini didn't add them... Its ok I added the val files and modified them according to his instructions. Thanks guys.:up:

Hi Wolfhunter,

I donīt had the time yet to look for some compatibilities issues. For now, using PT adjusted .val for RB's exaust files or making it by yourself (as in readme) will be enough and ok.:up:

The .val just have the wake bug fix, the .sim just the draught; both, in truth, arenīt really necesary to water stream mod work, but are a good complement for each other;)

Wolfehunter
04-09-08, 09:27 PM
I know I've got it working perfect. In the beginning you said you where going to combine the mods. It doesn't matter to me. Some other dudes might find it difficult to add the wake fix in Rb's val files. OK I'll post a combo fix for the masses. Major credits go to RB and you..:rock: I'll post it on my FF site. Give me a few seconds. I will correct RB's XXI val file in advance.;) If that is ok with your Rubini?:yep: I already have permission to tweak RB's files.

Ah Rubini.... XXI has 5 individual shipwakes. Which one is the one I need to tweak? They don't match your original instructions.
Shipwake :73 seems to be the one.
Minheight = -0.45
Maxheight = 0.2

Let me know if I should change this from 0.2 to 0.45 ok.

Update:

Link Removed Philipp Thomsen has done it already. Check his link.

Happy hunting.

Philipp_Thomsen
04-09-08, 11:10 PM
I know I've got it working perfect. In the beginning you said you where going to combine the mods. It doesn't matter to me. Some other dudes might find it difficult to add the wake fix in Rb's val files. OK I'll post a combo fix for the masses. Major credits go to RB and you..:rock: I'll post it on my FF site. Give me a few seconds. I will correct RB's XXI val file in advance.;) If that is ok with your Rubini?:yep: I already have permission to tweak RB's files.

Ah Rubini.... XXI has 5 individual shipwakes. Which one is the one I need to tweak? They don't match your original instructions.
Shipwake :73 seems to be the one.
Minheight = -0.45
Maxheight = 0.2

Let me know if I should change this from 0.2 to 0.45 ok.


Update:
This is a simple wake fix for Racerboys complete Uboat exhaust mods addon for Rubini's WaterSteam mod.
Its JSGME ready.

To modify RB's value I've included his minitweak files for each U-boat type. Or you can us Skwas Silent 3ditor to change the values in each val file.
I didn't include RB's other folders and textures. You will need his original zip files for those details.

Untill further notice XXI exhaust values are default.

Link,
http://files.filefront.com/RB+Rubini+combo+wakefix+etrar/;9981748;/fileinfo.html (http://files.filefront.com/RB+Rubini+combo+wakefix+etrar/;9981748;/fileinfo.html)

Happy hunting.


But that's exactly what I've done on my FF-PAGE, days ago! :lol:

Wolfehunter
04-10-08, 02:08 AM
I know I've got it working perfect. In the beginning you said you where going to combine the mods. It doesn't matter to me. Some other dudes might find it difficult to add the wake fix in Rb's val files. OK I'll post a combo fix for the masses. Major credits go to RB and you..:rock: I'll post it on my FF site. Give me a few seconds. I will correct RB's XXI val file in advance.;) If that is ok with your Rubini?:yep: I already have permission to tweak RB's files.

Ah Rubini.... XXI has 5 individual shipwakes. Which one is the one I need to tweak? They don't match your original instructions.
Shipwake :73 seems to be the one.
Minheight = -0.45
Maxheight = 0.2

Let me know if I should change this from 0.2 to 0.45 ok.


Update:

Removed.

Happy hunting.


But that's exactly what I've done on my FF-PAGE, days ago! :lol::doh: :damn: Lol ok... I didn't know that. :rotfl: Oh well I'll take it off then.

nikbear
04-10-08, 03:20 AM
Could someone please host the new version (with rubini's permission of course)It seems rapidshare is being its usual un-helpful self with regards downloads;)
Here:
http://www.mediafire.com/?zyhjd9dzxo1
(i will update the first post too);)

Thank you:up:

Tomi_099
04-10-08, 03:57 AM
Moin!!
@Wolfehunter!!

I would like to have with pleasure an Exhoust- mod in XXIII.

Because XXIII from XXI was done I can use the Exthausmod.

Now I need only the authoritative files???? - Which??? :hmm:

Wolfehunter
04-10-08, 03:45 PM
Moin!!
@Wolfehunter!!

I would like to have with pleasure an Exhoust- mod in XXIII.

Because XXIII from XXI was done I can use the Exthausmod.

Now I need only the authoritative files???? - Which??? :hmm:

Here you go my friend,

http://rapidshare.com/files/106473766/RB_XXI_SDDE_ADM_1_03_any.7z.html

kutterreddogg
04-10-08, 03:58 PM
:hmm: this sounds like a wonderful mod and one I want to try. I've downloaded the files into my SHIII mod folder, unpacked the file into the same folder, and enabled with JSGME. Problem: no workee. Now I'm sure that I am too dense to have done it right. Should I load any of the unpacked files to location other than the mods folder?
Think I will like when its done but its not done yet.
Thanks for any help:sunny:

Philipp_Thomsen
04-10-08, 04:53 PM
:hmm: this sounds like a wonderful mod and one I want to try. I've downloaded the files into my SHIII mod folder, unpacked the file into the same folder, and enabled with JSGME. Problem: no workee. Now I'm sure that I am too dense to have done it right. Should I load any of the unpacked files to location other than the mods folder?
Think I will like when its done but its not done yet.
Thanks for any help:sunny:

Check the folders... its supposed to look like this

SilentHunterIII/MODS/Rubini's Water Stream/Data/Etc...

And make sure that Rubini's Mod is the last mod to be enabled via JSGME. Do a quick test on the Naval Academy, it should be working.

Note that no water stream will be coming out if the respective hole was not underwater.

Kaleu. Jochen Mohr
04-10-08, 07:31 PM
Philipp Thomsen, is your edited exhoust smoke for all subtypes (including AI) or not ? would be ashame if it wasnt

Philipp_Thomsen
04-10-08, 08:48 PM
Philipp Thomsen, is your edited exhoust smoke for all subtypes (including AI) or not ? would be ashame if it wasnt

I've just edited RB's mod to be compatible with Rubini's. I didn't create any exhaust smoke mod for AI subs, and IIRC neither Racerboy. This mod will work normally with german types of uboats, including german AI subs, but not with other nation's submarines.

Kaleu. Jochen Mohr
04-10-08, 11:33 PM
RB did only for the german AI subs ;)

dertien
04-11-08, 01:01 AM
@ Rubini,

sorry to bother you with this mate, but is there any chance this could be made compatible with NvDrifter's longer shipwakes and torpedoes mod?

Furthermore there's AVH's electrical torpedo fix...

If the file is no longer available, I can put it on the net somewhere, should you decide to combine both NvDrifter's mod and yours.

greetings

Rubini
04-11-08, 08:18 AM
@ Rubini,

sorry to bother you with this mate, but is there any chance this could be made compatible with NvDrifter's longer shipwakes and torpedoes mod?

Furthermore there's AVH's electrical torpedo fix...

If the file is no longer available, I can put it on the net somewhere, should you decide to combine both NvDrifter's mod and yours.

greetings

Do you know what uboats files they use? The water stream in truth just needs the .dat to work. The .val and the .sim are just good complement to it, where I made just few small adjusts to get a better "into the sea" behaviour. I guess that will be very easy to anyone adjust these few settings on RB, NVdrifter or AVH files. I can show exactly what to do if needed. Also perhaps WH or PT could do the job?

twexl
04-11-08, 12:31 PM
I know I've got it working perfect. In the beginning you said you where going to combine the mods. It doesn't matter to me. Some other dudes might find it difficult to add the wake fix in Rb's val files. OK I'll post a combo fix for the masses. Major credits go to RB and you..:rock: I'll post it on my FF site. Give me a few seconds. I will correct RB's XXI val file in advance.;) If that is ok with your Rubini?:yep: I already have permission to tweak RB's files.

Ah Rubini.... XXI has 5 individual shipwakes. Which one is the one I need to tweak? They don't match your original instructions.
Shipwake :73 seems to be the one.
Minheight = -0.45
Maxheight = 0.2

Let me know if I should change this from 0.2 to 0.45 ok.

Update:

Link Removed Philipp Thomsen has done it already. Check his link.

Happy hunting. Much appreciated,nearly had to choose between RB's smoke or Rubini's water stream.:sunny: :sunny:

Philipp_Thomsen
04-11-08, 12:37 PM
@ Rubini,

sorry to bother you with this mate, but is there any chance this could be made compatible with NvDrifter's longer shipwakes and torpedoes mod?

Furthermore there's AVH's electrical torpedo fix...

If the file is no longer available, I can put it on the net somewhere, should you decide to combine both NvDrifter's mod and yours.

greetings

Do you know what uboats files they use? The water stream in truth just needs the .dat to work. The .val and the .sim are just good complement to it, where I made just few small adjusts to get a better "into the sea" behaviour. I guess that will be very easy to anyone adjust these few settings on RB, NVdrifter or AVH files. I can show exactly what to do if needed. Also perhaps WH or PT could do the job?

How are you doing my friend?

Did you changed the draught of the VII to 4.9, right? I think they look more realistic at 5.5. Check my new thread about waves and the video at my FF-page, Im sure you will love it! :up:

twexl
04-11-08, 12:44 PM
Fantastic mod,Rubini,you guys are amazing!!!!! :up: :up: :up:

Fubar2Niner
04-11-08, 12:58 PM
:cry: :cry: :cry: :cry:

@Rubini........ Blast it man now I have to lower my realism just so I can admire this beautiful work of art. Thank you, thank you :rock:

I have been awakened !!!!

Best regards.

Fubar2Niner

Rubini
04-11-08, 01:53 PM
@ Rubini,

sorry to bother you with this mate, but is there any chance this could be made compatible with NvDrifter's longer shipwakes and torpedoes mod?

Furthermore there's AVH's electrical torpedo fix...

If the file is no longer available, I can put it on the net somewhere, should you decide to combine both NvDrifter's mod and yours.

greetings

Do you know what uboats files they use? The water stream in truth just needs the .dat to work. The .val and the .sim are just good complement to it, where I made just few small adjusts to get a better "into the sea" behaviour. I guess that will be very easy to anyone adjust these few settings on RB, NVdrifter or AVH files. I can show exactly what to do if needed. Also perhaps WH or PT could do the job?

How are you doing my friend?

Did you changed the draught of the VII to 4.9, right? I think they look more realistic at 5.5. Check my new thread about waves and the video at my FF-page, Im sure you will love it! :up:

Nice and you?:up:

PT, in some uboats I raised the draught more than in others, but always just a bit to avoid "taste matters" problems. Any modder know this so well, no?:D

In my game i also use them with major draughts and had even made more adjusts for range/speed compensation. You will also notice (IIRC) that the mod don't have .sim for the type IXC and IXB, just because i found them ok (for public release) as they are on GWX2.0.:D In my game I also reverted the uboats to negative buoyance (just a bit more mass than displacement) what makes the sailing "weight feeling" behaviour yet better.

PS: Eu vou dar uma sumida do forum nos próximos dias pois preciso me concentrar no imposto de renda, o que me consome vários dias prá fazer.:damn:

nikbear
04-12-08, 01:32 AM
Sadly I can't get this od to work:damn:the last version worked,V2 worked well,but last nite with my beloved Type IXB,nothing...........Aggggggggg,what AM i DOing wrong,does this mod work with the "electric torp" fix?or is there another reason(I'm thick:doh:)please help!

Rubini
04-12-08, 08:32 AM
Sadly I can't get this od to work:damn:the last version worked,V2 worked well,but last nite with my beloved Type IXB,nothing...........Aggggggggg,what AM i DOing wrong,does this mod work with the "electric torp" fix?or is there another reason(I'm thick:doh:)please help!

Hi mate,

Are you installing/using the mod folder structure correctly? I mean, when you decompress you generate a wrong folder structure (you have one more folder). Check this at first and then return your result.:hmm:

(And yes, I guess that it is totally compatible with eletric torp fix. But I'm not totally sure because I yet didn't had time to look at it.)

von Zelda
04-12-08, 08:38 AM
Rubini, having just read Cpt. Lehmann's recent post regarding changes in u-boat ranges in the upcoming GWX 2.1 through modification of the u-boat sim files, will your Water Stream Mod be compatible with 2.1 when it is released? Or, is it possible that your mod will be included in the 2.1 release?

nikbear
04-12-08, 09:04 AM
Ran it without torp fix,didn/t make any diference:doh:waht am I doing wrong:hmm:

JScones
04-12-08, 09:17 AM
And I already had finish my work with Jaesen.
:rotfl: :rotfl: :rotfl: And you wrote this a week ago, LOL!

I helped him to make only a small new addtion on gameplay options. I guess that it will be useful for all here sometimes. Itīs an option that we have by default on Sh4! Donīt ask me what, the surpirse belongs to Jaesen.
We thought it small at the time, we now know otherwise, thanks to SH3 thwarting us every step of the way, LOL!

Great mod btw. Another "must have". :up: :rock:

Rubini
04-12-08, 09:18 AM
Rubini, having just read Cpt. Lehmann's recent post regarding changes in u-boat ranges in the upcoming GWX 2.1 through modification of the u-boat sim files, will your Water Stream Mod be compatible with 2.1 when it is released? Or, is it possible that your mod will be included in the 2.1 release?

No, Water Stream mod will be not on GWX2.1. The changes that i made on .sim files are juts on the draught (and range to compensate the draught's changes). So, someone can make this easily on the GWX2.1 files again. Anyhow also the changes made on GWX2.1 are just an adjust that can or not be used. So, you will not have problems if you just use Water Stream settings anyway. In the end we need at least wait for GWx2.1 files and look at changes. They could have others goodies that aren't public yet.;)

Rubini
04-12-08, 09:20 AM
Yes and Yes!:rotfl:

And thanks by the words mate!:up:

And I already had finish my work with Jaesen.
:rotfl: :rotfl: :rotfl: And you wrote this a week ago, LOL!

I helped him to make only a small new addtion on gameplay options. I guess that it will be useful for all here sometimes. Itīs an option that we have by default on Sh4! Donīt ask me what, the surpirse belongs to Jaesen.
We thought it small at the time, we now know otherwise, thanks to SH3 thwarting us every step of the way, LOL!

Great mod btw. Another "must have". :up: :rock:

Archive1
04-12-08, 11:21 AM
Like many folks I'd like to keep RBs mods of exhaust smoke and flags and understand that only the *.val and *.sim files need to be edited to allow Rubini's water streaming and these RB mods to work together. Could someone direct me to an application for editing *.val, *.sim and *.dat files?

Appreciate the long hours of work, Rubini. Thanks.

Philipp_Thomsen
04-12-08, 02:35 PM
Like many folks I'd like to keep RBs mods of exhaust smoke and flags and understand that only the *.val and *.sim files need to be edited to allow Rubini's water streaming and these RB mods to work together. Could someone direct me to an application for editing *.val, *.sim and *.dat files?

Appreciate the long hours of work, Rubini. Thanks.

Try SILENT 3DITOR.

With that tool you can even edit how many hair you want your cat to have in his tail! :up:

Wolfehunter
04-12-08, 02:51 PM
Rubini as an option on your first page may I suggest you add PT's tweaked addon Racerboy exhaust mod for your Water Steam + wake fix mod? There are noobs here and they might repost the same old question. Will RB's exhaust mod work with yours? :D

MLF
04-12-08, 03:48 PM
Hi Rubini

Just come back from holiday and was welcomed by your mod. Its brilliant:up:. Thank you very much for your work.

Regards

MLF

sh3rules
04-12-08, 04:51 PM
Great work, guys! :up:

Philipp_Thomsen
04-12-08, 05:50 PM
Hi, Rubini.

Great mod.

Is racerboy's exhaust smoke mod compatible with yours?

thanks in advance! :up:

Archive1
04-12-08, 10:30 PM
Thomsen: Thanks - got it. But no cats, tails or hairs. If you load Rubini's fine mod and you already have RBs exhaust and flags loaded, you lose the exhaust and flags and get the streaming effect with a lower center of gravity for the sub. I would like to keep the tweaked RB flag (singular) and RB exhaust with the new streaming effect. Can do so I understand by working with the .sim and .val files (both RB and Rubini modified a shared .val file)...therefore the need for S3D.

Y'all probably know all this...just feel wordy tonight.

Rubini
04-13-08, 08:14 AM
Hi, Rubini.

Great mod.

Is racerboy's exhaust smoke mod compatible with yours?

thanks in advance! :up:

:rotfl: :rotfl: :rotfl:

Tomi_099
04-14-08, 08:16 AM
Hi Rubini

Just come back from holiday and was welcomed by your mod. Its brilliant:up:. Thank you very much for your work.

Regards

MLF
----------------------------------------------------

Anyone who has lived in Brazil have all year holiday!
What holidays, beaches, the sun, chocolate Girls, KobaKabana http://www.sukhoi.ru/forum/images/smilies/good.gif

Rubini, there is not a YOB for me.
As a dishwasher,http://www.sukhoi.ru/forum/images/smilies/scare.gif and then Millioner!http://www.sukhoi.ru/forum/images/smilies/ok.gif
:rotfl: :rotfl: :rotfl: :rock:

Rubini
04-14-08, 08:39 AM
Hi Rubini

Just come back from holiday and was welcomed by your mod. Its brilliant:up:. Thank you very much for your work.

Regards

MLF
----------------------------------------------------

Anyone who has lived in Brazil have all year holiday!
What holidays, beaches, the sun, chocolate Girls, KobaKabana
Rubini, there is not a YOB for me.
As a dishwasher, and then Millioner!
:rotfl: :rotfl: :rotfl: :rock:

LOL! :rotfl: :rotfl:

Well, isn't exactly this way:D . I in truth work 12hours per day!:damn:
And don't have vacations for ages. Only some eventual holidays to spent with my family.:D

Barbac
04-15-08, 02:21 AM
Ran it without torp fix,didn/t make any diference:doh:waht am I doing wrong:hmm:

Did you finally succeed nikbear cause I have tried it several times to make it work but unfortunately no way :shifty:
I am running GWX2.0 and enable it through JSGMe like any other mod but nothing in game... I have thought first it was some kind of mods conflict but no warning message appears so I guess it comes from another direction. I have followed the readme file instructions (though I did not enable the Tomi VIIC) but in vain.
Rubini said "when you decompress you generate a wrong folder structure (you have one more folder)" means we have to rename it or something like this ?
Anyway, i will try again and again

Barbac
;)

Reece
04-15-08, 03:48 AM
Rubini Said:
Originally Posted by Philipp_Thomsen
Hi, Rubini.

Great mod.

Is racerboy's exhaust smoke mod compatible with yours?

thanks in advance! :up:
:rotfl::rotfl::rotfl:
That's a bit rude Rubini, you could atleast answer him ... Yes it is compatable.:yep:

Tomi_099
04-15-08, 04:12 AM
Ran it without torp fix,didn/t make any diference:doh:waht am I doing wrong:hmm:

Did you finally succeed nikbear cause I have tried it several times to make it work but unfortunately no way :shifty:
I am running GWX2.0 and enable it through JSGMe like any other mod but nothing in game... I have thought first it was some kind of mods conflict but no warning message appears so I guess it comes from another direction. I have followed the readme file instructions (though I did not enable the Tomi VIIC) but in vain.
Rubini said "when you decompress you generate a wrong folder structure (you have one more folder)" means we have to rename it or something like this ?
Anyway, i will try again and again

Barbac
;)
.........................................

DAMMNNN !!!!:damn:

I dint now what you mean.
Can you define more exactly ???:dead:

Barbac
04-15-08, 05:18 AM
Ran it without torp fix,didn/t make any diference:doh:waht am I doing wrong:hmm:

Did you finally succeed nikbear cause I have tried it several times to make it work but unfortunately no way :shifty:
I am running GWX2.0 and enable it through JSGMe like any other mod but nothing in game... I have thought first it was some kind of mods conflict but no warning message appears so I guess it comes from another direction. I have followed the readme file instructions (though I did not enable the Tomi VIIC) but in vain.
Rubini said "when you decompress you generate a wrong folder structure (you have one more folder)" means we have to rename it or something like this ?
Anyway, i will try again and again

Barbac
;)
.........................................

DAMMNNN !!!!:damn:

I dint now what you mean.
Can you define more exactly ???:dead:

Hi m8 Tomi,

As I said, I did everything I am used to regarding to mods in my SH3/GWX2.0 but as they say: I am biting a bone !
I have seen in the last updated version 4 of Rubini's wonderful mod that there are two files, one is being dedicated to your own Tomi _ready water stream VIIC 41 if I am right. The main reason why I did not enabled it is that I have been already using a VIIC skin I would like to keep cause I am used to and like it very much. Then, on the readme (m8 Rubini's one), I have read that the mod would work for both playable and IA U-boats so I enabled the Rubini's file
(means extracted to my main MODS folder in SHIII/GWX2.0) so I can enable it but it failed. Here is my usual process for using mods:

1- D/L mod
2- copy the name of the mod before extraction
3- create a folder in my SH3/GWX2.0 MODS folder and paste the name
4- copy the folder address
5- go back to the D/L mod in winrar
6- extract the mod into this new created folder located into the main MODS one
7- enable it through JSGME
8- enjoy the mod

NB: my HD is being E:\ not C:\

Man, it is so sad I cannot use it and I cannot understand why it does not work.

Thanks anyway
Barbac

Philipp_Thomsen
04-15-08, 05:35 AM
Ran it without torp fix,didn/t make any diference:doh:waht am I doing wrong:hmm:

Did you finally succeed nikbear cause I have tried it several times to make it work but unfortunately no way :shifty:
I am running GWX2.0 and enable it through JSGMe like any other mod but nothing in game... I have thought first it was some kind of mods conflict but no warning message appears so I guess it comes from another direction. I have followed the readme file instructions (though I did not enable the Tomi VIIC) but in vain.
Rubini said "when you decompress you generate a wrong folder structure (you have one more folder)" means we have to rename it or something like this ?
Anyway, i will try again and again

Barbac
;)
.........................................

DAMMNNN !!!!:damn:

I dint now what you mean.
Can you define more exactly ???:dead:

Hi m8 Tomi,

As I said, I did everything I am used to regarding to mods in my SH3/GWX2.0 but as they say: I am biting a bone !
I have seen in the last updated version 4 of Rubini's wonderful mod that there are two files, one is being dedicated to your own Tomi _ready water stream VIIC 41 if I am right. The main reason why I did not enabled it is that I have been already using a VIIC skin I would like to keep cause I am used to and like it very much. Then, on the readme (m8 Rubini's one), I have read that the mod would work for both playable and IA U-boats so I enabled the Rubini's file
(means extracted to my main MODS folder in SHIII/GWX2.0) so I can enable it but it failed. Here is my usual process for using mods:

1- D/L mod
2- copy the name of the mod before extraction
3- create a folder in my SH3/GWX2.0 MODS folder and paste the name
4- copy the folder address
5- go back to the D/L mod in winrar
6- extract the mod into this new created folder located into the main MODS one
7- enable it through JSGME
8- enjoy the mod

NB: my HD is being E:\ not C:\

Man, it is so sad I cannot use it and I cannot understand why it does not work.

Thanks anyway
Barbac


Be sure that it always looks like this:

silenthunterIII/mods/nameofthemod/data/...

and also dont enable another mod after this one.:up:

Barbac
04-15-08, 05:46 AM
Thx Philipp for your help, I appreciate ;) In my last attempt, I did not enable any mod after but this one. I will check the folder/file address tonight as indicated below

silenthunterIII/mods/nameofthemod/data/...

:up:
Barbac

Myxale
04-16-08, 03:29 AM
A bit confused! This is getting too complicated...and reading tru the thread didin help much!

I want to run:

OLCE + Water Stream + RB's Exhaust Smoke!

How do i proceed with the load order! And what patches to install:shifty::hmm:

vivieehk
04-16-08, 04:38 AM
nice work! looking forward to your XXI!

moscowexile
04-16-08, 05:16 AM
Sehr geehrter Kaleun Myxale!

I too have had great problems with loading these mods and have written lengthily about my trials and tribulations concerning this issue on another thread.

Everything is now in order with my rig.

This is what I did:

Load the water stream mod+ OLC Environment mod + OLC water stream compatibility mod.

THEN load the exhaust mod.

HOWEVER ...

...the exhaust mod is not the first file that you see when you unpack the WinRAR file: you see a Racerboy Exhaust mod file and then you open that file; then you see three more files and a text document. The file that you want to put into your SH3/GWX2.0 mod folder is also called Racerboy mod, but it's that Racerboy mod file that's within the Racerboy mod that you first see after decompressing the WinRAR that you use to modify your subsim.

ALSO...

....transfer that inner Racerboy exhaust mod file manually into your SH3/GWX2.0 mod folder. Through bitter experience, WinRAR extractor often screws up this operation of transfer to your SH3/GWX2.0 mod folder: that's what's happened to me, anyway.

Use the JSGME gizmo to transfer your mods into the SH3/GWX2.0 data.


Alles verstanden?

Also, Glück auf!

:up:

Myxale
04-16-08, 07:59 AM
Danke!

Hat prima geklappt! :up:

Progrocker
04-16-08, 04:15 PM
Thanks for this mod, its great. :up:

i_b_spectre
04-17-08, 07:43 PM
Anyone try it with GWX 2.1 yet?

Holy smoke!...I gotta get crackin' with some more posts. That avatar they give you with post #179 is freakin' me out.

ichso
04-18-08, 02:22 AM
:rotfl:

I think someone in the GWX 2.1 thread posted that the Waterstream mod is working fine for him with GWX 2.1 - so far. It is not sure whether it might cause any problems I think.

And the avatar gets replaced by post #180 IRC ;) :up:

i_b_spectre
04-18-08, 03:13 AM
I'll enable it with JSGME and see how it goes with 2.1 (this may be a veiled cover-up to see if post #180 gets rid of that horrid avatar).

Edit - whew, thank goodness!

Barbac
04-18-08, 03:36 AM
Anyone try it with GWX 2.1 yet?

Holy smoke!...I gotta get crackin' with some more posts. That avatar they give you with post #179 is freakin' me out.

Yep Sir, I did and no, it does not work, for me at least
Since I have been unable to make this great mod work previously with SHIII/GWX2.0, I thought I could finally enjoy it with GWX2.1 after a fresh new and cleaned install (SH3 patched 1.4b + GWX2.0 and GWX2.1) but in vain. I do think I am really damned with this particular mod so I give up :cry:

Hope it will work for you guys

Barbac

Rubini
04-18-08, 08:31 AM
It works correctly with GWX2.1 without any problem. Note that the TypeIID and AI typeVII/c have new .dat on gwx2.1. They will work normally but a future upgrade could be done for those two uboats to not lose any GWX 2.1 adjust for then.:up:

3Jane
04-18-08, 08:41 AM
Works with my VIIB in 2.1

Subject
04-18-08, 09:43 AM
And with my IXD2! :rock:

@Rubini: thanks for the help!
It was indeed a missing Materials.dat that caused the strange looking stream! All is fine now!
Very, very fine actually! :up:

Myxale
04-18-08, 01:51 PM
Rubini...mate did you inclued the Water-Stream Effect for the GWX VIIC/41 PlayerSub too in the V4. of your REL!:hmm:

I kinda like the Sub that Cobalt mad and I'm wondering!

Rubini
04-18-08, 02:19 PM
Rubini...mate did you inclued the Water-Stream Effect for the GWX VIIC/41 PlayerSub too in the V4. of your REL!:hmm:

I kinda like the Sub that Cobalt mad and I'm wondering!

Not yet. Any new model that have new/different holes places needs a special pattern only for it and to make/test each uboat you need more or less 8 total dedication hours...so, when I have time i will slowly finishing all the others uboats.:up:

silversurfer
04-19-08, 07:50 AM
The mod works fine with my install. I didn't do a fresh install either. All I did was take out my mods, deleted my careers and made sure sh3 commander had been rolled back. I love this mod

onelifecrisis
04-19-08, 12:53 PM
Rubini, I just checked post #1 to see whether you've added streams to more U-boats, and I see that now all of them have streams! Great work, and I just wanted to say thanks very much. Downloading now, cheers.

Rubini
04-19-08, 04:31 PM
Rubini, I just checked post #1 to see whether you've added streams to more U-boats, and I see that now all of them have streams! Great work, and I just wanted to say thanks very much. Downloading now, cheers.

Thanks to use it mate!
In truth some few yet donīt have but the main used ones (95%) are done.:up:

mkubani
04-23-08, 10:30 AM
Hi Mr. Rubini. :) Just a quick check on this lovely mod. Do you plan to finish the remaining boats once the Lifeboat mod is finished please? Thanks again for your hard work.

Aleksandar the Great
04-29-08, 12:50 AM
Rubini,
Version-5???

Samwolf
04-30-08, 09:03 PM
RUBINI,

Noticed some strange behavior with my submarine wakes and since OLC's OLCE2 and your waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there's another ship around like in a harbor or a target, I get the normal wake along side the U-boat and behind it. Any ideas?

Rubini
04-30-08, 10:17 PM
RUBINI,

Noticed some strange behavior with my submarine wakes and since OLC's OLCE2 and your waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there's another ship around like in a harbor or a target, I get the normal wake along side the U-boat and behind it. Any ideas?

I never noticed or had this bug. Are you shure that nothing more is overwriting your .val? Do you test with others uboats?:hmm:

skookum
04-30-08, 10:36 PM
I'm getting this too regardless of the presence of other boats. However mine only happens in the Type IID


GWX 2.1

OLCE2 1.8

Rubini's exhaust

Samwolf
05-01-08, 05:25 AM
RUBINI,

Noticed some strange behavior with my submarine wakes and since OLC's OLCE2 and your waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there's another ship around like in a harbor or a target, I get the normal wake along side the U-boat and behind it. Any ideas?

I never noticed or had this bug. Are you shure that nothing more is overwriting your .val? Do you test with others uboats?:hmm:


SKOOKUM:

Thanks!!! I forgot about the Exhaust Mod and that was enabled after the Waterstream mod so the problem is probably there.

Did a quick check of the shipwake values in the waterstream and exhaust mods and there is a difference. The exhaust mod has larger values. I'm going to make the exhaust mod match the waterstream mod and see what happens.

TheDarkWraith
06-29-08, 08:15 PM
Rubini,

This mod is great! I have an idea about 'cleaning' up the files though and making them a little friendlier :D You have a fastparticlegenerator for every 'hole'...this can be done with just one FPG (or 2,3, depending on what effects you're looking for). And this one (or 2 or 3) FPG can be available to every sub or ship (a global file if you will). The nodes for the 'holes' can be placed in another file besides the .dat (and in a new file all you own!) thus people don't have to worry about losing their fav skin. The 'stream' of water can be modelled to be a gushing river and then slow to a drip and stop. I already have a working model of it (from a bilge pump mod I made for myself) that would be easy to incorporate. I also see some FPG's that don't make any sense (in testing your mod I deleted them and couldn't see what they did).
I've already made the changes to my own version of your mod for the TIIA and it looks pretty cool. My streams are off because you assigned two different locations for them to appear (once in the 'hole' node and again in the 'over_water' node - the one called by the waterinteraction controller). If the location of where the stream is to be shown is placed in the 'hole' node there's no need to give the 'over-water' node a location - 000000000000h will do. Only the pitch,yaw, and roll needs values (if any). Which then a 'universal' FPG for the stream can be used (which is placed in it's own .dat file)!
You also gave the 'over-water' nodes a bogus parent ID...one that doesn't exist (i used a program I wrote to scour for this ID in all the SH3 files). I made the universal FPG have a parent ID of 0000000000000000h and it works like a champ. ;)

Rubini
06-29-08, 09:21 PM
Hi Racerboy!

What a good surprise to see you again here in the forum!:up:

Now the absent guy is me. :D
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!:up:

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!:up:

Rubini.

TheDarkWraith
06-29-08, 09:27 PM
Hi Racerboy!

What a good surprise to see you again here in the forum!:up:

Now the absent guy is me. :D
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!:up:

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!:up:

Rubini.

if you're spawning them via a PG (not an FPG) then there's a way to give them random starting motion (IIRC). I'll have to dig up one of my test mods on this.....

Wolfehunter
06-29-08, 11:42 PM
Hi Racerboy!

What a good surprise to see you again here in the forum!:up:

Now the absent guy is me. :D
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!:up:

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!:up:

Rubini.

if you're spawning them via a PG (not an FPG) then there's a way to give them random starting motion (IIRC). I'll have to dig up one of my test mods on this.....RB there is a cool new Program you can use below which is very friendly.

http://www.subsim.com/radioroom/showthread.php?t=119571

I don't know if your already know about it.:hmm:

TheDarkWraith
06-30-08, 08:02 AM
RB there is a cool new Program you can use below which is very friendly.

http://www.subsim.com/radioroom/showthread.php?t=119571

I don't know if your already know about it.:hmm:

Yes, I'm familiar with the S3D. It's a tool and as such has limitations. The hex editor has no limitations - it's limited only by your imagination ;)

Madox58
06-30-08, 09:52 PM
@Racerboy

By all means,
Play with the Life Boat Mod.
:up:
Anything that can make it better is cool.

I stopped messing about because other things take
priority.

And,

Welcome back.
:D

TheDarkWraith
07-01-08, 12:32 AM
deleted by RB. moved to new thread: http://www.subsim.com/radioroom/showpost.php?p=892692&postcount=1

Wolfehunter
07-01-08, 12:41 AM
I have taken Rubini's most excellent water streams mod and improved upon it. It's a total re-write, but the idea and how Rubini made it happen is still his. He is credited in the hex files for the idea. This is just a BETA for the TIIA sub and only the left side has been done.
What to look for: watch how the water slides down the sides of the sub, conforming to the surface. Watch how the water whisps in the wind. Watch how the water has 'hang-time' as the sub is bouncing on the surface. Watch how the streams start and fade out like real water streams. These are just some of the things to watch for.
Run the single mission "water_drains_TIIA". After it loads just pan around the sub while it's stationary (speed @ 0) for awhile to observe the water drains. Then give it some speed and watch them.

how to install and view:
unzip to MODS folder....enable via JSGME.

http://rapidshare.com/files/126235176/Racerboy_Rubini_Sub_Water_Drains_BETA.7z.html

:rock:ok Im in and sold hehehe:up:

Ok tried it.

Your water particles are blocky. Look too cube like.

http://i240.photobucket.com/albums/ff110/WolfeXhunter/Shot77.jpg
Sometimes the water runoff isn't even on top of the boat deck and you get drainage.

Other than that it looks good. Oh I caught a glimps under the U-boat when the waves are very low and the sub is very high. Some runoff off the hull goes through it in the front drains.

TheDarkWraith
07-01-08, 01:17 AM
deleted by RB. moved to new thread: http://www.subsim.com/radioroom/showpost.php?p=892692&postcount=1

Wolfehunter
07-01-08, 01:34 AM
you have a conflict, ID wise. The 'blocks' are missing TGAs for the particle. I forgot to mention that you have to disable any previous version of Rubini's water stream mod because I reused his IDs. You can reenable his mod after you test/view the BETA I released.

Here's what it is supposed to look like:
Thats odd I'm not using rubinis water mod. Its not compatible with GWX 2.1 unless OLC is using it for his enviromental super mod?

Updated:
Its OLC's enhanced Particle effect mod that causes the issue. Your mod works now properly.

TheDarkWraith
07-01-08, 01:37 AM
I'm not sure about OLC's mod.....it's my first day back!
I was afraid of possible problems with re-using some of his IDs.....I'll assign new IDs to everything in the files tomorrow and re-release my BETA. Thanks for giving it a whirl though - you found a problem right off the bat :up:

Wolfehunter
07-01-08, 01:49 AM
I'm not sure about OLC's mod.....it's my first day back!
I was afraid of possible problems with re-using some of his IDs.....I'll assign new IDs to everything in the files tomorrow and re-release my BETA. Thanks for giving it a whirl though - you found a problem right off the bat :up:Here is the link Trust me use this MOD minus the particle one.

Fixes all graphical issues bigtime!!!

http://www.subsim.com/radioroom/showthread.php?t=134186

Best enviromental mod out there for SH3.

onelifecrisis
07-01-08, 10:31 AM
WB RB!

In the OLC Ubermod the particle effect modlets all incude Rubini's particle generator, so that people can combine the two mods if they wish. This generator does nothing for folks who use OLCE2 without the water stream mod.

RB, if you could choose a different ID it'd solve the problem. :up:

TheDarkWraith
07-01-08, 10:38 AM
WB RB!

In the OLC Ubermod the particle effect modlets all incude Rubini's particle generator, so that people can combine the two mods if they wish. This generator does nothing for folks who use OLCE2 without the water stream mod.

RB, if you could choose a different ID it'd solve the problem. :up:

in the new thread I just made for this it contains the file with all new IDs used for everything. I have my own 'naming convention' for IDs.
for new thread see here: http://www.subsim.com/radioroom/showpost.php?p=892692&postcount=1

Darkbluesky
08-30-08, 10:23 AM
Hello,

I have just test Rubini's water stream mod, and I found it excellent in IXD2 but in the IXC I have just seen that for the bow openings the water seems to drop from a lower point, not from the holes/openings themselves. In the VIIC I have found also some similar behaviour.

Was that intended? If not I should began to test which mod could interfere...

In fact I have "only" installed,
GWX2.1
GWX Open Hatch mod
GWX ENhanced Effects
Officer Icons from UBOAT 1.2
tankeriv seafloor for 128 Mb gfx card from UBOAT 1.2
interior diving angles (openhatch)
LifeBoats&Debris_v38
DasBoot CLothes

Screenshot:
http://www.pix8.net/pro/pic/6285n7XME/1113310.jpg

evan82
10-27-08, 10:33 AM
Hi! I am a new one on SubSim. Hi Everyone! Sorry for my English, but I heave one question . Is the water stream mod for XXI wil be compleated, or maybe I missing something and this mod is available now? I know. There is some problems with creating this mod for XXI submarine.:hmm:


http://hosted.filefront.com/KarlFenchel/2313588

Rubini
10-27-08, 03:30 PM
Hi! I am a new one on SubSim. Hi Everyone! Sorry for my English, but I heave one question . Is the water stream mod for XXI wil be compleated, or maybe I missing something and this mod is available now? I know. There is some problems with creating this mod for XXI submarine.:hmm:


http://hosted.filefront.com/KarlFenchel/2313588
I never released a water stream for XXI. Just lack of free time to return to the mod. But itīs open to anyone to make it!:up:

Ktl_KUrtz
10-27-08, 03:32 PM
Great Rubini,:up:
Thanks for a great mod!
Kurtz.

Rubini
10-27-08, 03:37 PM
Hello,

I have just test Rubini's water stream mod, and I found it excellent in IXD2 but in the IXC I have just seen that for the bow openings the water seems to drop from a lower point, not from the holes/openings themselves. In the VIIC I have found also some similar behaviour.

Was that intended? If not I should began to test which mod could interfere...

In fact I have "only" installed,
GWX2.1
GWX Open Hatch mod
GWX ENhanced Effects
Officer Icons from UBOAT 1.2
tankeriv seafloor for 128 Mb gfx card from UBOAT 1.2
interior diving angles (openhatch)
LifeBoats&Debris_v38
DasBoot CLothes

Screenshot:
http://www.pix8.net/pro/pic/6285n7XME/1113310.jpg

Excuse me the delay in reply...but you are right, the WS mod really have those small issues in some subs. I used a "model" for each of the main class of uboats, so here and there you can notice some misalignment on the WS itself in some uboats. Each uboat have more or less 50 WS and its really a very consuming task to adjust each one on all subs, etc, etc...But itīs doable and if someone have the necessary freetime just contact me, I can show the directions on how to adjust them.:up:

Rubini
10-27-08, 03:38 PM
Great Rubini,:up:
Thanks for a great mod!
Kurtz.
Hi mate,

Thanks for the greetings!:up:

jaxa
10-27-08, 03:40 PM
Yeah, many thanks Rubini, good works as usually :up:
PS. Greetings old friend, how do you do?

evan82
10-27-08, 05:25 PM
Hi! I am a new one on SubSim. Hi Everyone! Sorry for my English, but I heave one question . Is the water stream mod for XXI wil be compleated, or maybe I missing something and this mod is available now? I know. There is some problems with creating this mod for XXI submarine.:hmm:


http://hosted.filefront.com/KarlFenchel/2313588 I never released a water stream for XXI. Just lack of free time to return to the mod. But itīs open to anyone to make it!:up:

I think Your mod is GREAT, and I use it on the VIIB submarine.:yep: But it is possible to transfer water stream nodes from VIIB dat file to XXI dat file [if You agree of course] and adding the correct pleace for each node for the XXI 3D model submarine in S3D?:hmm: I only ask. Sorry for my English.

Rubini
10-27-08, 06:52 PM
Yeah, many thanks Rubini, good works as usually :up:
PS. Greetings old friend, how do you do?
Hi Jaxa,

Nice to "see" you too!:up:
Iīm fine and also the family. And Peter?
Can you PM me your email again?

Rubini
10-27-08, 06:54 PM
Hi! I am a new one on SubSim. Hi Everyone! Sorry for my English, but I heave one question . Is the water stream mod for XXI wil be compleated, or maybe I missing something and this mod is available now? I know. There is some problems with creating this mod for XXI submarine.:hmm:


http://hosted.filefront.com/KarlFenchel/2313588 I never released a water stream for XXI. Just lack of free time to return to the mod. But itīs open to anyone to make it!:up:

I think Your mod is GREAT, and I use it on the VIIB submarine.:yep: But it is possible to transfer water stream nodes from VIIB dat file to XXI dat file [if You agree of course] and adding the correct pleace for each node for the XXI 3D model submarine in S3D?:hmm: I only ask. Sorry for my English.

Yes, of course. You will need to adjust their position in the 3axis and also eventually their intensity. Using S3D is easy to go. Just donīt forget to clone all ids of the WS at first.:up:

Philipp_Thomsen
10-27-08, 07:17 PM
E ae sumido?

Curtindo umas boas férias longe de jogos e dos mods tbm... o que anda fazendo de bom? :D

Philipp_Thomsen
10-27-08, 07:17 PM
E ae sumido?

Curtindo umas boas férias longe de jogos e dos mods tbm... o que anda fazendo de bom? :D

Rubini
10-27-08, 07:28 PM
E ae sumido?

Curtindo umas boas férias longe de jogos e dos mods tbm... o que anda fazendo de bom? :D

Oi Amigo!
Hi PT,

Iīm now a new man: I sleep 8hrs per day and run 6km daily! Well, lets see until when I really will stay this way! LOL:arrgh!:

Iīm trying to stay out of my computer, just playing eventually...well my little boy now have a nintendo wii, and, at least, some games there reallys need some good physical effort...and we can play together! My litlle boy loves it:D

Iīm on line now, letīs meet in the Live!;)

Philipp_Thomsen
10-27-08, 07:30 PM
E ae sumido?

Curtindo umas boas férias longe de jogos e dos mods tbm... o que anda fazendo de bom? :D

Oi Amigo!
Hi PT,

Iīm now a new man: I sleep 8hrs per day and run 6km daily! Well, lets see until when I really will stay this way! LOL:arrgh!:

Iīm trying to stay out of my computer, just playing eventually...well my little boy now have a nintendo wii, and, at least, some games there reallys need some good physical effort...and we can play together! My litlle boy loves it:D

Iīm on line now, letīs meet in the Live!;)

Well, I'm online and I'm not seeing you there... :hmm:

evan82
10-28-08, 02:25 PM
Welcome again. Well. I transfered water stream nodes from wonderful Rubini's mod to XXI submarine model today.
I use nodes from IXb submarine for XXI. Look's like the game runnig good. No crash.
At the moment it look like this:
http://img75.imageshack.us/img75/9702/sh3img2810200820651859gc8.th.jpg (http://img75.imageshack.us/my.php?image=sh3img2810200820651859gc8.jpg)
But adjusting the correct place for the each node on the XXI hull (to corect holes in the XXI hull)? I think it will be HORRIBLE WORK for me, and I don't know if I can do this!:doh: But I will try:-?

evan82
10-30-08, 01:42 PM
I work on WS for XXI slowly, but still. Some Water Stream nodes from VIIB, VIIC, IXB (from the Rubini mod of course) I use. I adding some water on the conning also.:D But eaven today is some work to do. Maybe I will need some help, but at this time I must add some more water, and I know how to do it.:smug: Rubini. Thanks , many thanks for Your mod. I will never do this by myself, if I will not see your mod earlier.:yep: Eaven if I meaby do this just for me, I thank You.:rock:
http://img82.imageshack.us/img82/2015/sh3img30102008193620468ch5.th.jpg (http://img82.imageshack.us/my.php?image=sh3img30102008193620468ch5.jpg)

Graf Paper
10-30-08, 03:52 PM
You can do it, evan82! :up:

Keep working until you're finished and don't give up.

I hope you will release it for everyone when you are done.

"evan82's XXI Water Streams Mod" sounds good to me! :|\\

evan82
10-30-08, 04:00 PM
You can do it, evan82! :up:

Keep working until you're finished and don't give up.

I hope you will release it for everyone when you are done.

"evan82's XXI Water Streams Mod" sounds good to me! :|\\
Well,I am not a God and this is only my "Water Stream Option for the XXI", because I based on the Rubini's mod:yep:. Without his work I can't do this, and please remember that.
Also i dont know, if I do this to the end by myself. But thank You.:D

evan82
10-31-08, 02:07 PM
Today I adjust another water streams for XXI!:rock:

Graf Paper
10-31-08, 11:00 PM
WHOOO-HOOOOOO! http://static3.filefront.com/images/personal/g/GrafPaper/128692/wubgtprotp.jpg

You can do it, evan82! :yep:

One step closer to an official release. :up:

evan82
11-01-08, 01:54 AM
WHOOO-HOOOOOO! http://static3.filefront.com/images/personal/g/GrafPaper/128692/wubgtprotp.jpg

You can do it, evan82! :yep:

One step closer to an official release. :up:
MANY THANKS GRAFF! THANK YOU!:D I haven't much time to add a new screenshot today, but listen. I generaly use water nodes from the Rubini's VIIC, but I revorked most of thouse streams for XXI - also I clone them for more nodes for XXI .I adjust new ID for each of them, so after few test everything works fine. Biger water streams for all big hole i the XXI hull, for all, not for first, or third, but for all = for first, second, third etc... .Each water stream for the above water line holes has controller for the depth:yep:[ no looping controller - easy]I have one node for conning tower, but i planning two or three:smug:.[To many nodes - slowly game sometimes]
In the XXI type the conning tower have holes:know: :rock:
I work slowly because I LOVE XXI, but don't wory all mates!
Water for all U-Boats, and for me - another experience, great experience!
I'm a XXI maniac, so this work is nice to me! Also two water streams on the bow dive planes looking good to me durning emergency surface.:rotfl::rotfl::rotfl:
And tomorow also I will work! Thank You Graf, Rubini, and thank's for S3D!:yep:
Nothing to wory about, because this Forum is great, fuly of peoples which can help me I think if something goes wrong, but today everything works fine:rock:.

tonschk
11-01-08, 09:58 PM
Is it compatible with others mods that also uses the same files?
Well, this is a huge question.
-OLCE and RB's Fx mod are already compatible. (materials.dat). Just install then Over this mod.
-RB's exaust mod also uses .val files. So, just open RB's files with S3D, locate the ShipWake section, Height section, and adjust the MaxHeight from 0,15 to 0,45 to all uboats (save the files obviously) and you now have fixed the wake bug! Then just install RB's exaust over Water Stream mod and you now have both compatible. Tanks to PT that already made a compatible version; look for it on the main thread.
-This mod isnīt compatible out of the box with the upcoming GWX2.1 neither NYGM (iīm not sure about WAC), but the mod is obviously open for them (big mods: just read below)
-If you yet use the stock game then will be need to use the complete GWX2.0 uboats over it and then install this mod. This is untested anyway.

.

Hello , when you ask to open the files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats (save the files obviously) , this is extreme difficult to me , can i install this stream water mod without touch the files of RB`s ? , thank you for the help


There are two files in your mod , which one I need to install ?

1) Tomi_VIIC41_WaterSTream_Ready
2) Water_Stream_for_Uboats_V4

Reece
11-01-08, 11:59 PM
@ Evan82, great to hear your giving the water stream mod for the XXI a go, good luck!:up:

tonschk
11-02-08, 06:39 AM
Today I adjust another water streams for XXI!:rock:


I hope some day I will be able to mod the files of SH3/SH4 :D

There are two files in your mod , which one I need to install ?

1) Tomi_VIIC41_WaterSTream_Ready
2) Water_Stream_for_Uboats_V4

evan82
11-02-08, 10:57 AM
Thank's guys:D I have about another 7 nodes of water streams to add for XXI, and then I do some tests in stormy weather. When I finish with that, I hope some voulentears will be testing beta version of the XXI Water Streams.:rock:

Hello , when you ask to open the files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats (save the files obviously) , this is extreme difficult to me , can i install this stream water mod without touch the files of RB`s ? , thank you for the help


There are two files in your mod , which one I need to install ?

1) Tomi_VIIC41_WaterSTream_Ready
2) Water_Stream_for_Uboats_V4

I think the first option is for the "Tomi_VIIC41" U-Boat users. If you don't use this boat, You should chose second option I think. But also You can ask Tommi, or Rubini.:yep:

tonschk
11-02-08, 11:24 AM
:up: thank you Evan82 :D , can you tell me please what can happen if I install this water stream Mod without touch the " files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats " thank you very much for your answer

evan82
11-02-08, 11:54 AM
:up: thank you Evan82 :D , can you tell me please what can happen if I install this water stream Mod without touch the " files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats " thank you very much for your answer

I must know which mod do You use actualy. Do You using :hmm: Exhaust mod?

tonschk
11-02-08, 12:50 PM
:up: thank you Evan82 :D , can you tell me please what can happen if I install this water stream Mod without touch the " files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats " thank you very much for your answer

I must know which mod do You use actualy. Do You using :hmm: Exhaust mod?


I already installed the water stream Mod,the water stream is very nice, but ( I installed before the Exhaust mod ) the smoke of the subs disappeared :doh:

Myxale
11-02-08, 01:15 PM
Enable Water stream first. Exhaust second!

tonschk
11-02-08, 01:44 PM
Enable Water stream first. Exhaust second!

Is working :up: , is working :up: ,both Mods are working now , thank you very very very much :D

Myxale
11-02-08, 05:40 PM
Enable Water stream first. Exhaust second!
Is working :up: , is working :up: ,both Mods are working now , thank you very very very much :D

:smug:

evan82
11-02-08, 06:18 PM
Two streams left, plus four to setting corect size, and other things.:yep:
And then - test.:hmm:

evan82
11-04-08, 01:56 PM
Postcard from the dock:
http://img221.imageshack.us/img221/2047/xxiwithwaternodesej7.th.jpg (http://img221.imageshack.us/my.php?image=xxiwithwaternodesej7.jpg)
:roll:

tonschk
11-04-08, 02:24 PM
Hello , thank you very much for your Mod :D ,Can you tell me please if I necessary to adjust using S3D the following parameters " files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats " ? , thank you very much for your answer ? , thank you

evan82
11-04-08, 02:57 PM
Hello , thank you very much for your Mod :D ,Can you tell me please if I necessary to adjust using S3D the following parameters " files of RB`s with S3D to adjust the MaxHeight from 0,15 to 0,45 to all uboats " ? , thank you very much for your answer ? , thank you
I don't know, but thanks, it's nice.:D
I didn't finish water for XXI yet. I still work on this :yep:. Well. I don't use GWX. When I finish my work, I will be need some help. If GWX team allow me for using GWX files for XXI, then I transfer the water streams there :smug:. I have dat files for XXI from the GWX 2.0, but not from the GWX 2.1:rotfl:. If these two files is the same - ain't no problem.:know:

I will Import water streams to the GWX XXI DAT files, when I do some tests on my version of the game first :yep:. The compability with other mods i planned on the end, but listen, I think everythinkg will works fine, because I will transfer only water to the GWX files, so other things will be working the same I think. Even if draft for XXI in GWX is different than the stock game.
If smoke, water, and reflection for XXI i use in my version of the game without crash, then I think the water will be working also in the other side.

PS:
Sorry. I try to write in English, but I still thinking in Polish.:oops:

tonschk
11-04-08, 03:31 PM
Sooner or later I must start to learn to mod the files of SH3/4 ,is not way out

evan82
11-04-08, 03:44 PM
Sooner or later I must start to learn to mod the files o SH3/4 ,is not way out
Listen. It look's like this, and this I know.

The smoke is fit into the val. Files. - NSS_Uboat7b.val for example
Water stream is fit into Dat files. - NSS_Uboat7b.dat for example
Draft of the boat is fit into sim files. - NSS_Uboat7b.sim for example

I think the changes describe by You is about the Val. files.
When I instaling this mod to my boats I haven't problem, because I transfered only the correct things from mod files to my files.:yep:

I think someone will describe it better [because of language] how to do it, but I try check some things now.

evan82
11-04-08, 04:03 PM
I think this setup is create for the longer visual of the ship wake effect above the submarine bow after dive. This setup is in the val. files - like smoke. Do You use S3D, and what Uboat do you use now? If You use large numbers of mods, You should contact with moders they made this mods.
You see. If You know S3D a little You can chose the correct things from each mod and fit them to your game, to Your files, but if you don't know how do this...

Some mods fix these things, that others don't, and then we can't use all of them. Then we can fix it by the another mod, but then it will not work with some of the older mods, and we can fix the new one, and fix again, and again...

I only try to say:
If You know how to use S3D, problem is smaller.

So for example: If you using smoke mod at this time, You should install only the dat file with water streams, maybe some tga files also.
If in your old val. file - with smoke, ship wake setup is setting to 0,15, you can change it to 0,45. But if is more changes there, if more mods you using, then I can't help.

And also to me this is difficult to describe, because I never used the "Mod Enabling Tools". I always worked only on a files.

tonschk
11-04-08, 10:14 PM
Thank you very very much :D , I will try to install and learn the S3D tool in my main computer,before I must try to fix the motherboard of my main computer , is not working and I am with this motherboard PC problem now ,( I must send to RMA this motherboard ) , later I will start again to mod and learn more about SH3/4 and S3D , thank you :up:

evan82
11-06-08, 09:17 PM
Ahoy! I had some small problem with this water, but tonight I found the answer by myself. Yes. I like teaching myself on my own mistakes.:oops:.

@ Evan82, great to hear your giving the water stream mod for the XXI a go, good luck!:up:
This always is helpful in work. Thank You!:D

I don't forget about this water for XXI, this was only a stumble on the march :yep:.

I need BIGGER STORM!:arrgh!:
http://img91.imageshack.us/img91/3586/sh3img7112008212210150fg3.th.jpg (http://img91.imageshack.us/my.php?image=sh3img7112008212210150fg3.jpg)
http://img91.imageshack.us/img91/9854/sh3img7112008204248150dm9.th.jpg (http://img91.imageshack.us/my.php?image=sh3img7112008204248150dm9.jpg)
Work in progres.:roll:

evan82
11-14-08, 11:22 PM
Ok. I finish this water for XXI.:D Link to the thread:
http://www.subsim.com/radioroom/showthread.php?t=144445

tonschk
11-15-08, 07:25 PM
Very nice , well done :D

http://i194.photobucket.com/albums/z58/tonschk/sh3img7112008212210150fg3.jpg

evan82
11-15-08, 08:04 PM
Thanks. Well. May everything be working fine. :hmm:
http://www.subsim.com/radioroom/showthread.php?t=144445

Castout
11-21-08, 03:31 AM
OMG now I can divorce my wife with ease..........but first got to find one :rotfl:

There should be SH3 Skipper's wife club.
No more weekend outings at bar drinking beer just to get drunk. Now the Atlantic looks more appealing!
Buy your hubby SH3 game and save monthly household allowance!

h.sie
12-28-08, 11:55 AM
Hi Rubini,

are you planning to make your great mod compatible to GWX3? I ask, because all .val files and one .dat files of the submarines have changed from GWX2.1 to GWX3, so that the current version of your mod is certainly incompatible.....

thanks,
h.sie

Jimbuna
12-28-08, 12:26 PM
OMG now I can divorce my wife with ease..........but first got to find one :rotfl:

There should be SH3 Skipper's wife club.
No more weekend outings at bar drinking beer just to get drunk. Now the Atlantic looks more appealing!
Buy your hubby SH3 game and save monthly household allowance!

LMAO :lol:

jaxa
12-28-08, 01:13 PM
Hi Rubini,

are you planning to make your great mod compatible to GWX3? I ask, because all .val files and one .dat files of the submarines have changed from GWX2.1 to GWX3, so that the current version of your mod is certainly incompatible.....

thanks,
h.sie

Hmm h.sie, I use your Waterstream und Exhaust Kombimod V1.0 pack over GWX 3 Gold with no problems, everything works fine. Aren't these mods compatible?

h.sie
12-28-08, 03:47 PM
Hi Rubini,

are you planning to make your great mod compatible to GWX3? I ask, because all .val files and one .dat files of the submarines have changed from GWX2.1 to GWX3, so that the current version of your mod is certainly incompatible.....

thanks,
h.sie
Hmm h.sie, I use your Waterstream und Exhaust Kombimod V1.0 pack over GWX 3 Gold with no problems, everything works fine. Aren't these mods compatible?

yes, it works, but it is not fully compatible, because Waterstream & Exhaust mods are based on .val- and .dat-files from gwx2 or even earlier versions, so that the changes which came with gwx3 will be reversed, when one enables this mod. i don't really know what changes came with gwx3...?

Awful Smutje
01-04-09, 10:50 AM
I got the same question:
Is this Mod fully compatible with GWX 3.0? I'm afraid of messing up my GWX 3.0, when the mod is using older files.

Weiss Pinguin
01-10-09, 06:00 PM
Hmm, so I enabled Water streams v4, and now SH3 CTDs while loading a patrol. If I take it out, all is smooth. Does the Exhaust combimod contain a fix or any files that are needed for it to run with GWX 3.0?

Castout
01-13-09, 07:11 AM
Hmm, so I enabled Water streams v4, and now SH3 CTDs while loading a patrol. If I take it out, all is smooth. Does the Exhaust combimod contain a fix or any files that are needed for it to run with GWX 3.0?

You need to start a new patrol. The old saves won't load correctly anymore.

Weiss Pinguin
01-13-09, 01:32 PM
Heh, finally got it working. (Only took a complete reinstall :lol:) Waterstreams all around!

evan82
01-13-09, 01:48 PM
Hi Rubini,

are you planning to make your great mod compatible to GWX3? I ask, because all .val files and one .dat files of the submarines have changed from GWX2.1 to GWX3, so that the current version of your mod is certainly incompatible.....

thanks,
h.sie
Hmm h.sie, I use your Waterstream und Exhaust Kombimod V1.0 pack over GWX 3 Gold with no problems, everything works fine. Aren't these mods compatible?

yes, it works, but it is not fully compatible, because Waterstream & Exhaust mods are based on .val- and .dat-files from gwx2 or even earlier versions, so that the changes which came with gwx3 will be reversed, when one enables this mod. i don't really know what changes came with gwx3...?
Guys. I think Is possible to fit correct things via S3D to GWX3.0 files from GWX 2.0, 2.1 files. Where is a problem?:hmm:

LGN1
01-13-09, 03:43 PM
Hi evan82,

could you please give a small explanation how one can add the water streams to the GWX 3 files? I tried to do this, but failed. Since I have not much knowledge about S3D,... I guess I did something wrong. I took the original files from Rubini, exported all the nodes via S3D (export chunk function) and imported the chunk to the GWX3 files. At the end the GWX3 files had exactly the same nodes,... as the original files. The game loaded fine and I did not see any bugs/problems, but I also could not see any water streams :-? I guess I missed something with the IDs or the Index.

If someone could explain how to transfer the water streams I am more than willing to do some work and add the streams.

Thanks in advance for any help.

Cheers, LGN1

evan82
01-13-09, 08:05 PM
Hi evan82,

I guess I did something wrong. I took the original files from Rubini, exported all the nodes via S3D (export chunk function) and imported the chunk to the GWX3 files. At the end the GWX3 files had exactly the same nodes,... as the original files. The game loaded fine and I did not see any bugs/problems, but I also could not see any water streams :-? I guess I missed something with the IDs or the Index.


Thanks in advance for any help.

Cheers, LGN1Hi LGN1!:ping: The problem is in my language.
Well You think not very bad. But You can try to do this this way. Don't export anything from GWX 2.1 files. So. Open the correct file from GWX2.1 and delete all not necessery nodes. Left only nodes with sub-nodes [ID, parts] which creation a smoke or Water stream and also left index line (from the bottom the file). Save the file under other name in the desktop for example. Now open GWX 3.0 file and import seaved file from desktop to opened GWX3.0 file. [import dat file option]. Now. Give correct main ID (from GWX3.0 file) for each imported [with desktop file] new sub-nodes [chunks parts with imprted sub-ID's etc.].You understand. You must buckle up things from imported dat file by the give correct main Id from GWX3.0 file to them.
Save the file, but first make a copy of your orginal files!

Check the textures for smoke and water. You may try fit also this textures manualy in the texture folder for sure.:yep:

If You do this correctly, then You will know how to using the best things from all mods, eaven these not compatible with Your game, mod. Then You always be able to fit this things corectly in Your Files without a game crush.:arrgh!:

Rubini
01-14-09, 01:36 PM
Yes, it's not difficult to adapt WaterStream mod to GWX 3.0. Like evan82 said is just some hours working with s3d and it's done. I never update the mod just because i was waiting for a GWX SH3 final version first...:D

Anyhow the actual version will work without any major problem. Just enable it in base.:up:

LGN1
01-14-09, 03:35 PM
Thanks for the replies! :up:

But I have a question: Could you please explain

"Now. Give correct main ID (from GWX3.0 file) for each imported [with desktop file] new sub-nodes [chunks parts with imprted sub-ID's etc.].You understand. You must buckle up things from imported dat file by the give correct main Id from GWX3.0 file to them."

in a little bit more detail. I guess, this is what I messed up. In S3D I can find for each node an Index, Id, hex offset and Parent id.

I guess, I don't have to care about the hex offset. But what about the Index? Do they have to increase continously or are jumps allowed?

The Id must be unique as far as I know. But what about the Parent id for the nodes. I looked for the object/item with the id that is given as Parent id for the nodes, but I could not find any. In the NSS_Uboat7b.dat file (with waterstream) the Parent id of all the nodes is for instance 0x2c40a8e903c2f7b6. But I couldn't find this Id in any file :-? What determines this number?

Thanks again for all the help,

cheers, LGN1

evan82
01-14-09, 04:11 PM
Thanks for the replies! :up:

But I have a question: Could you please explain

"Now. Give correct main ID (from GWX3.0 file) for each imported [with desktop file] new sub-nodes [chunks parts with imprted sub-ID's etc.].You understand. You must buckle up things from imported dat file by the give correct main Id from GWX3.0 file to them."

in a little bit more detail. I guess, this is what I messed up. In S3D I can find for each node an Index, Id, hex offset and Parent id.

I guess, I don't have to care about the hex offset. But what about the Index? Do they have to increase continously or are jumps allowed?

The Id must be unique as far as I know. But what about the Parent id for the nodes. I looked for the object/item with the id that is given as Parent id for the nodes, but I could not find any. In the NSS_Uboat7b.dat file (with waterstream) the Parent id of all the nodes is for instance 0x2c40a8e903c2f7b6. But I couldn't find this Id in any file :-? What determines this number?

Thanks again for all the help,

cheers, LGN1
You must create a new dat file with only this things which creation the smoke or water stream and you must left index in this file and save this file. Then You open GWX3.0 file and via "import dat file option" fit the file with only smoke or water to GWX3.0 file. Then save GWX3.0 file in diffrent location for example. When You save a file the index line from imported file is automaticaly join correctly to GWX 3,0 file.
Now open your new GWX 3.0 file again in S3D and give ID's from correct main nodes as a parent ID's for parts of water, or smoke [depending about what you are doing actualy, smoke or water]. For example from VIIC water streams:
Main node "11: Node-NSS_Uboat7c" have this ID: 0x2c40a8e903c2f7b5
You like buckle up water particles under the "11: Node-NSS_Uboat7c" Main node.
You must give main ID 0x2c40a8e903c2f7b5, as a parent ID for buckled up nodes. Then nodes with water wil be transfered in the correct place in the sub tree. Then save the file for the index update.

LGN1
01-14-09, 04:46 PM
Hi evan82,

thank you very much again for the help :up: :up: :up:

Unfortunately, I am very confused now. If I open the NSS_Uboat7c.dat file from the Waterstream Mod V4, I find the node "11: Node-NSS_Uboat7c" with ID 0x2c40a8e903c2f7b5. This is exactly what you write. However, I have then the first water node "601: Node-Water_Particles_over00" which has as Parent id: 0x2c40a8e903c2f7b6. Usually, S3D shows the Parent id blue and you can click on it to jump to the parent object. But in this case it is just black :-?

Any tips/comments/help would be highly appreciated.

Cheers, LGN1

evan82
01-14-09, 04:58 PM
Hi evan82,

thank you very much again for the help :up: :up: :up:

Unfortunately, I am very confused now. If I open the NSS_Uboat7c.dat file from the Waterstream Mod V4, I find the node "11: Node-NSS_Uboat7c" with ID 0x2c40a8e903c2f7b5. This is exactly what you write. However, I have then the first water node "601: Node-Water_Particles_over00" which has as Parent id: 0x2c40a8e903c2f7b6. Usually, S3D shows the Parent id blue and you can click on it to jump to the parent object. But in this case it is just black :-?

Any tips/comments/help would be highly appreciated.

Cheers, LGN1
You talk about Main tree controller for the water tree which is a subtree of a "11: Node-NSS_Uboat7c" main tree.:yep: Try to click twice on the "Node-NSS_Uboat7c" and You will understand. Main water tree always has black Id's as a main tree. Only the sub tree has blue parent Id's for redirectoring in the corect main tree.:yep:

LGN1
01-14-09, 05:12 PM
Hi evan82,

your patience and continous help is very nice. I guess I am just too stupid. I simply do not understand why the water node "601: Node-Water_Particles_over00" has a Parent id of 0x2c40a8e903c2f7b6. Where is this number coming from? Is it random? I searched for an item with the number 0x2c40a8e903c2f7b6 in the whole file and could not find any. :cry:

Anyway, thanks once again for the help.

Cheers, LGN1

evan82
01-14-09, 05:37 PM
Hi evan82,

your patience and continous help is very nice. I guess I am just too stupid. I simply do not understand why the water node "601: Node-Water_Particles_over00" has a Parent id of 0x2c40a8e903c2f7b6. Where is this number coming from? Is it random? I searched for an item with the number 0x2c40a8e903c2f7b6 in the whole file and could not find any. :cry:

Anyway, thanks once again for the help.

Cheers, LGN1
But this is main node. Last main node. Last main nodes haven't got main nodes above itselves so this parent Id is black. This is normal. You don't need to think about it. Once again and simply:
THE PARENT ID LEADING TO THE MAIN ID.

THE MAIN ID [ID without a "parent" word] IS A TARGET ID:know:

LGN1
01-15-09, 02:44 PM
Thanks again.

I understand that there is no node above. But why is there then a parent Id? Can I delete it or set it to just zeros? Many main nodes just have N/A instead.

I am really sorry that I bother you that much, but I would like to understand this better.

Cheers, LGN1

evan82
01-15-09, 03:51 PM
Thanks again.

I understand that there is no node above. But why is there then a parent Id? Can I delete it or set it to just zeros? Many main nodes just have N/A instead.

I am really sorry that I bother you that much, but I would like to understand this better.

Cheers, LGN1

I tell You this via PM:yep:.