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View Full Version : [REL] Undersea mod Reworked


Rubini
03-29-10, 11:40 PM
From the readme:


Undersea_mod _Reworked by Rubini.
========================================
Credits:
Nautilus42 the author of the original mod. Big thanks mate!
S3D, which transformed SH3 mod in a hobby!
========================================
Installation:
Just rename (or merge with your own LND) the desired file on Campaign folder from this mod before aplly it using JSGME. Itīs virtually compatible with any Sh3 installation.
========================================
This mod is a conversion from SH4 files made originally by nautilus42.
I just reworked it a bit, making the undersea rocks&flora 10 times bigger in area and also much more variable. The main intention was to provide more probablility to the player encounter the rocks&flora when departuring from a harbour or in a SM.
The original documents files (good ones) from Nautilus42 are at the folder Documents and have a lot of info on how put this rocks&flora on your LND campaign file or directly on a single mission. It is very well explained by him.
But the idea here is to already provide a overplaced rocks&flora on the GWX3.0/stock LND. You can also merge the indicated file on the botton of your in use LND.mis using the mission editor. I provide rocks&flora for the most common departure harbours. Itīs free for anyone add them to ALL departure harbours and so on. If you make it,please share the "mergeable" LND.mis with us.
===========================================
Comments and limitations:
- Well, obviously it only makes sense if you have/use a clear and not so fuzzy underwater environment!:DL
- I suggest to you use a good seafloor texture mod, they really enhanced the sub environment!:yep:
- it not work as in SH4, where it is generate automatically by the executable (probably). This mod needs that you overplace the rocks&flora using the ME one by one and so on.
- the flora donīt have movement and itīs look not so much good when looked from very near (almost like sprites)
- If you put a big amount on your LND file you can end lowering your FPS
- Donīt forget: to make it compatible with your own LND use the merge function on Mission Editor
==========================================

Have fun!
Rubini
March 2010.

Link:
http://www.mediafire.com/?nuzzmn1jzqi

http://img38.imageshack.us/img38/3065/underseaboat2.jpg

http://img37.imageshack.us/img37/3295/underseaboat1.jpg

http://img138.imageshack.us/img138/5213/underseaboat3.jpg

Myxale
03-30-10, 01:16 AM
:rock::rock::rock::rock::rock::rock::rock:

Finally Man kudos!
Having using the Seabed Repair Mod will actually look good!

Magic1111
03-30-10, 02:14 AM
Thank you very much rubini for your reworked on this MOD ! It looks fantastic !!! :up::up::ping::ping::rock::rock:

Best regards,
Magic:salute:

nemo7
03-30-10, 02:31 AM
Sushi time! Great job Rub! :salute:

Anvart
03-30-10, 02:37 AM
Looks excellently! :up:

Darkbluesky
03-30-10, 03:01 AM
Very nice mod. Tx


Finally Man kudos!
Having using the Seabed Repair Mod will actually look good!

The Seabed Repair seems very interesting but I see it is only for GWX 2.1. Do you know if GWX3.0 already has that fix (so, not needed) or if not, if it could be installed normally over GWX3 without any modification?

Myxale
03-30-10, 06:07 AM
Not at home Right now, so i can only recall from memory!

AFAIK it adds only one more Zone entry to the zones files.

Adding it manually should do the trick!:hmmm:

And i think this was included in the longer repair times mod!:06:

Kpt. Lehmann
04-05-10, 09:10 AM
Nice work as always Rubini! :up::up::up:

Rubini
04-07-10, 11:50 AM
Nice work as always Rubini! :up::up::up:
Thanks Kpt!
And how are you mate?

I made a slight updated version where the rocks have that caustic effects as you see on the external surface of the uboats when underwater. One day I relaese it!:up:

Olamagato
07-04-12, 06:26 AM
Great job. This is another item from unnamed "must have package" for all who like to sometimes take a break from full realism and no external view.
Thanks Rubini.:salute:

SouriaBasharAkbar
07-12-12, 09:33 AM
From the readme:

Have fun!
Rubini
March 2010.

Link:
http://www.mediafire.com/?nuzzmn1jzqi

http://img38.imageshack.us/img38/3065/underseaboat2.jpg

http://img37.imageshack.us/img37/3295/underseaboat1.jpg

http://img138.imageshack.us/img138/5213/underseaboat3.jpg

Hi, could I include this in my next release of my Real Underwater Environment mod? They would look great together!

Rubini
07-12-12, 10:03 AM
Yes, of course. Just give the right credits to nautilus42 too.:up:

Myxale
07-12-12, 11:58 AM
Cool, things are shaping up.

Been neglected this particular Env-modding.:salute:

Red October1984
07-14-12, 11:54 AM
This is not working for me. :06: Can i have better install instructions? It looks very good. This, with the seabed repair mod, will be cool. :yep:

Myxale
07-14-12, 12:18 PM
This is not working for me. :06: Can i have better install instructions? It looks very good. This, with the seabed repair mod, will be cool. :yep:

You understand that this mod is not JSGME ready out of the .zip!

You need use one of the provided Layers coming with this mod to rename and replace the one in your current game.

In the mod folder (campaigns) there are: Stock; GWX or the one you need to merge yourself with the editor.

Simply delete all but one you want to use.
I assume you play GWX- as an example.

If you use GWX use the only the GWX layer.
Take Campaign_LND_GWX30.mis in the mod folder rename it to Campaign_LND.mis. Delete the others.

Now put the mod folder ( with all its sub-folders ) into JSGME and activate it.

Now sail!:huh:

Red October1984
07-14-12, 01:10 PM
Do i delete the SCR and RND files too? :hmmm:

Myxale
07-14-12, 01:58 PM
Do i delete the SCR and RND files too? :hmmm:

No!

You only delete the others files with _LND.mis in the 'data/campaign/' folder of this MOD.

Not the 'data/campaign/' folder in Silent Hunter 3 !!

Red October1984
07-14-12, 02:02 PM
Ah. Gotcha. :D Time to test the mod.

Rubini
07-15-12, 01:53 PM
UHH! Just saw now that my explanations on the first post isnīt clear to a good installation of the mod.

So, yes, itīs JSGME ready...but prior to use it, you must rename the desired _LND.mis (that comes with the mod) before (or after - your choice here) aplyed it with JSGME.

I will update the first post now. Thanks to use this mod!:up:
And thanks Myxale by the help!

Red October1984
07-15-12, 07:24 PM
Ach. :wah: I tested it and it did not work. What am I doing wrong? I just swapped out the LND files. Put the old one in a backup folder on the desktop and put the new one in. Then applied with JSGME. Didnt work. :wah:

Red October1984
07-16-12, 11:29 AM
Make if not you won't complicate LND.mis file for GWX Wilshelmshafen St.Nazaire shluse and xtra ship v7?


What? I didnt understand one bit of that.
:06:

Anvar1061
07-16-12, 01:40 PM
Kaleun Rubini!If you will not obstruct, could not You do LND.mis file for GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7?http://www.gamefront.com/files/21474...ra_ships_V7_7z

jimmyjam25
07-17-12, 09:43 PM
I also want this mod but am kinda computer illiterate... :oops: Can someone do some real simple instructions as if you were explaining it to a child? :woot:

Red October1984
07-18-12, 01:26 PM
Ok. I was told in a thread that caps lock and font size helped get a messages across.

DEAR WHOMEVER THIS MAY CONCERN,
THIS MOD HAD TO HAVE WORKED FOR SOMEBODY. WHY ISNT IT WORKING FOR ME AND JIMMYJAM? I TRIED EVERYTHING I WAS TOLD AND NOTHING WORKED. CAN WE GET A DETAILED EASY INSTALLATION GUIDE OR VIDEO OR SOMETHING? IM SORRY IF THIS IS OFFENSIVE BUT I NEED TO GET THE MESSAGE OUT! :up: :help:

HW3
07-18-12, 02:22 PM
Ok, I will try to help out. Unzip the mod, open the data folder, Campaigns folder, Campaign folder. You will find 3 MIS files in there. One for GWX 3.0, one for the stock 1.4, and one to be manually merged into your present Campaign_LND IF YOU ARE RUNNING SOMETHING DIFFERENT THAN GWX 3.0 or Stock 1.4. In my case, I run GWX 3.0, so I take the file named Campaign_LND_GWX30 and change its name to Campaign_LND. I would then delete the other two files Campaign_LND_Stock14 and Campaign_LND_to_be_merged, and then put the mod into my JSGME Mods folder and enable it.

I hope this explains it well enough for everyone.

:salute:

Red October1984
07-18-12, 03:50 PM
Thank you for that. I will try again. :salute:

jimmyjam25
07-18-12, 08:01 PM
Darn... I did exactly that and it didn't work... :/\\!! :wah:

Red October1984
07-18-12, 09:10 PM
Darn... I did exactly that and it didn't work... :/\\!! :wah:

Same for me. Not a thing.

HW3
07-18-12, 09:25 PM
I do not know what to say, I do not have SH3 installed right now, playing SH4.