View Full Version : Flakmonkey's Interior with crew
MCHALO12
02-18-11, 03:50 PM
Hi my friends,
I am currently working on a mod that adds crew members to Flakmonkey's fantastic type VII interior.
A few screenshots:
http://s7.directupload.net/images/110218/zdfyeaky.jpg
http://s5.directupload.net/images/110218/ifwnk7dy.jpg
http://s7.directupload.net/images/110218/6i9d4swq.jpg
http://s7.directupload.net/images/110218/fwneq6bn.jpg
http://s3.directupload.net/images/110218/6ezrrrag.jpg
The great clothes are from the "Men@work"-mod. I already asked permission to use them, but did not get any reply yet. So they could perhaps change until release.
Another problem are the heads of the crew members which are currently all the same. But this will be changed in the final version.
Hope you like your new comrades,
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Download link to the Beta of this Mod:
http://www.mediafire.com/?b9lzu8voe495g9j
Have fun my friends and please give me feedback!
Best regards, MCHALO12.
Rickster1
02-18-11, 04:01 PM
Excellent cannot wait, many thanks
Victor Schutze
02-18-11, 04:01 PM
:rock:Fabulous!:yeah:
urfisch
02-18-11, 04:08 PM
great stuff!
Magic1111
02-18-11, 04:33 PM
WONDERFUL !!! :yeah::yeah::yeah:
Lucky07
02-18-11, 04:46 PM
Man good job !!!:hmmm::hmmm::D:D:D:D:D
A really nice addition:rock:
frau kaleun
02-18-11, 05:16 PM
Well this is fairly awesome. :woot: :salute:
Stormfly
02-18-11, 05:16 PM
cool stuff ! :yeah:
are they animated, or is that impossible atm ?
MCHALO12
02-18-11, 06:00 PM
Hi Kaleuns,
great that you like it! More crew members will arrive soon!
@Stormfly: At the moment, the new crew members are static objects, but the goal is clearly to implement simple animations. I first thought of keyframes, but quickly realized them not to be the appropriate way to animate human bodies.
I already asked Diving Duck for help and I repeat my demand here: if anybody could help me implementing bone or mesh animations in SH3, please please contact me! I won't make it by myself, but with a strong community I think almost nothing is impossible!
Best regards, MCHALO12.
brett25
02-18-11, 07:06 PM
horaay:woot: Looking good, Nice work! Now I wont feel so lonely anymore! Dont forget a cook!
Hans Witteman
02-18-11, 09:50 PM
Hi Kaleuns,
great that you like it! More crew members will arrive soon!
@Stormfly: At the moment, the new crew members are static objects, but the goal is clearly to implement simple animations. I first thought of keyframes, but quickly realized them not to be the appropriate way to animate human bodies.
I already asked Diving Duck for help and I repeat my demand here: if anybody could help me implementing bone or mesh animations in SH3, please please contact me! I won't make it by myself, but with a strong community I think almost nothing is impossible!
Best regards, MCHALO12.
Hi MCHALO,
Nice work mate:up:
For the crew animation i was testing some way to integrated them in a non conventional way but my workload is a little heavy at the moment but later on in spring i will test it and if everything work like it should i will post a video series to explain how i made it:salute:
For myself i would prefer empty space then inanimated mannequins or putting them in bed using particle system you could arranged different sleeping pose and make the particle system change them over time i mean you can used solid static mesh object as particle like a body:up:
Best regards Hans
Schwieger
02-18-11, 09:57 PM
Hi MCHALO,
Nice work mate:up:
For the crew animation i was testing some way to integrated them in a non conventional way but my workload is a little heavy at the moment but later on in spring i will test it and if everything work like it should i will post a video series to explain how i made it:salute:
For myself i would prefer empty space then inanimated mannequins or putting them in bed using particle system you could arranged different sleeping pose and make the particle system change them over time i mean you can used solid static mesh object as particle like a body:up:
Best regards Hans
This the same kind of system you were considering for modelling interior flooding? :hmmm:
Madox58
02-18-11, 10:02 PM
You need to do a mesh animation of each actor.
Then import with S3D.
Useing StateMachine, you can have reactions to States.
To make animations easier?
Search for CrypticARSetup.
:03:
reignofdeath
02-18-11, 11:33 PM
This the same kind of system you were considering for modelling interior flooding? :hmmm:
Wait so someones actually going to do that!?!?! Ill be so happy!! haha
Schwieger
02-18-11, 11:58 PM
Wait so someones actually going to do that!?!?! Ill be so happy!! haha
He said he'd look into it. He didnt make any promises.
MCHALO12
02-19-11, 04:42 AM
You need to do a mesh animation of each actor.
Then import with S3D.
Useing StateMachine, you can have reactions to States.
To make animations easier?
Search for CrypticARSetup.
:03:
Hi Privateer,
you obviously know a lot about this topic. I already tried to import a simple mesh animation in S3D, but did not get any working results. Could you please please explain it a little bit more detailled to me (perhaps in a PM, if you like)? I also do not know anything about state machine controllers... What are they for?
@Hans Witteman: I do not share your opinion, I think crew members as static objetcts are at least one step towards a "Das Boot" feeling. Of course animated bodies are much more advanced, but therefore, the static objects have to exist anyway.
Best regards, MCHALO12.
Rickster1
02-19-11, 06:40 AM
As is happening in sh5 any extra crewmen static or not is a move forward. I play sh5 mostly but find it frustrating with crashes and my graphics card has problems with it . I love the stability of sh3 gwx with fm interiors but find the sub a ghost place so extra crew even static will enhance the game in my view, so static is better than none please.
raymond6751
02-19-11, 07:24 AM
Hi Kaleuns,
great that you like it! More crew members will arrive soon!
@Stormfly: At the moment, the new crew members are static objects, but the goal is clearly to implement simple animations. I first thought of keyframes, but quickly realized them not to be the appropriate way to animate human bodies.
I already asked Diving Duck for help and I repeat my demand here: if anybody could help me implementing bone or mesh animations in SH3, please please contact me! I won't make it by myself, but with a strong community I think almost nothing is impossible!
Best regards, MCHALO12.
I'm not a modder but have an idea. Since most of the SH3 files appear again in SH4, perhaps it is possible to borrow some backwards. I am thinking of the animations for the repair crew animations. Those animations may be files, just a thought.
MCHALO12
02-19-11, 07:31 AM
Hi guys,
a few new pictures of my version of "Johann":
http://s7.directupload.net/images/110219/oibjmp6d.jpg
http://s10.directupload.net/images/110219/wzectacb.jpg
http://s7.directupload.net/images/110219/tawkv6se.jpg
http://s5.directupload.net/images/110219/sbczn7bi.jpg
@Raymond: Good idea, I did not know, that there was such an animation in SH4 until now.... Could be worth a try!
Best regards, MCHALO12.
skwasjer
02-19-11, 09:50 AM
Check out this vid I made a while ago:
http://s3d.skwas.com/media/s3d_animation.wmv
It does not cover everything regarding mesh animations but is a start...
Rickster1
02-19-11, 10:04 AM
I like Johann
MCHALO12
02-19-11, 10:27 AM
Hallo skwasjer,
Thanks for the link to your video. It`s very informative, but a friend from the Ubi-Forum already got this far when we were trying to implement mesh animations. The problem was, that the animation actually did work in S3D, but not in SH3... But perhaps this was more a problem of start conditions than of the animations itsself? We expected the animations to start automatically (like keyframe-animation). Did we miss something here?
Hope you can help me!
Best regards, MCHALO12.
skwasjer
02-19-11, 11:05 AM
Mesh animations DO run automatically. Normally anyway. With statemachine controllers you can turn them on/off (PlayAnim/StopAnim commands or something like that). I can't really say much about why they wouldn't run for you automatically without more info. Perhaps, if you place them via equipnodes, or if they inherit some kind of class/behavior, they might be turned off. I don't really know, I have gone only so far with testing..., and it's been 2+ years since I looked at SH4, longer even for SH3 :]
MCHALO12
02-19-11, 11:32 AM
Thanks skwasjer,
I will try again and hope for better results. So I do not have to place anything in the "Animation" folder or create any other controller than you did in the video?
Best regards, MCHALO12.
MCHALO12
02-19-11, 12:54 PM
As the last man arrived, the engine room crew now is complete:
http://s3.directupload.net/images/110219/zbyuglcv.jpg
http://s5.directupload.net/images/110219/b928nlwx.jpg
http://s3.directupload.net/images/110219/tuthvzd9.jpg
http://www.subsim.com/radioroom/]http://s3.directupload.net/images/110219/tuthvzd9.jpg
Best regards, MCHALO12.
Rickster1
02-19-11, 01:08 PM
great work, how long till they are available for my crew roster !!
Magic1111
02-19-11, 02:50 PM
Looks very, very nice !!! :yeah:
I canīt wait to see it in game...............! :D
Madox58
02-19-11, 11:16 PM
Mesh Animations is all you can use in SH3.
You can blend mesh animations with Key frame animations to get very good results.
Until there is a Tool to export the animations from SH4?
They are worthless for SH3.
StateMachine Controllers added to the animations can do some really wild effects.
You need to understand what they do and how they work to take advantage of this.
You also need to understand how to break up and re-build the animations.
S3D has some short cut keys that I don't know that would avoid Hexing.
(I believe I saw that somewhere but can find it now)
I've pretty much walked away from SH Modding for now.
I have a few Ghillie Suits to finish along with some mods to an SKS.
:03:
Rickster1
02-21-11, 03:44 PM
Any idea when release date is for this great mod?
MCHALO12
02-21-11, 03:57 PM
Hi Rickster,
good question, I worked on textures in the engine room a little bit today:
http://s7.directupload.net/images/110221/bh8acetb.jpg
The blue texture (by the way, what are the blues - apart from the coils - parts called in English?) is from ACES well known mod. I also painted the main engine texture a little more "greenish", to make it look like in U 995. I think that not everybody will like this, so please tell me your opinion!
Tomorrow I will add water drops falling from the ceiling, I tried this a few weeks ago in the type II and it really looked nice!
Another thing I learned from ACES mod:
http://s3.directupload.net/images/110220/ie2afm78.jpg
Thanks for this great idea ACEs, I of course will give you credit in the readme of the mod!
But back to your question: I will release a Beta version the next couple of days!
Best regards, MCHALO12.
Rickster1
02-21-11, 04:29 PM
Excellent and thanks for your great work
Schwieger
02-21-11, 04:45 PM
Looks kind of cartoonish
MCHALO12
02-21-11, 05:43 PM
Hi,
I reworked both the blue and the green texture to make them less bright:
http://s13.directupload.net/images/110221/4elzpd4p.jpg
I think it's looking much better now. Opinions?
Best regards, MCHALO12.
sabretwo
02-21-11, 06:02 PM
Looks great! I am really excited to see this...I have been hoping that someone would bring more life to FM's interior.
My only criticism is the crew member with his arms stretched upward...I think seeing him in that awkward pose indefinitely is going to diminish some of the immersion after a while. How about maybe posing him on the side with his arms crossed and smoking a cigarette or something...as if taking a break while the others are working. That would look more believable over the long term.
frau kaleun
02-21-11, 06:08 PM
My only criticism is the crew member with his arms stretched upward...I think seeing him in that awkward pose indefinitely is going to diminish some of the immersion after a while. How about maybe posing him on the side with his arms crossed and smoking a cigarette or something...as if taking a break while the others are working. That would look more believable over the long term.
I agree, except for the cigarette smoking part. Lighting up inside the boat was strictly forbidden. :DL
Am I the only one that can't see any pictures MCHALO12 is posting, all I see is a box:
directupload.net
NO HOTLINKING ALLOWED
Please be fair & use the
first link after the
completed upload
fitzcarraldo
02-21-11, 08:56 PM
Looks very nice, but (I think) some bearded faces can look better.
Great job, guy!
Regards.
Fitzcarraldo :salute:
Schwieger
02-21-11, 09:02 PM
Looks alot better... maybe faded/dirtier blue colour?
Victor Schutze
02-22-11, 11:33 AM
Looks alot better... maybe faded/dirtier blue colour?
:yep:
Magic1111
02-22-11, 01:20 PM
Hi,
I reworked both the blue and the green texture to make them less bright:
I think it's looking much better now. Opinions?
Best regards, MCHALO12.
Very nice, I like it ! :yeah:
iambecomelife
02-22-11, 08:22 PM
Looks alot better... maybe faded/dirtier blue colour?
I agree.
Otherwise, great work.
Have you thought of extracting some of the mobile dockside figures from files like cuib_mitraliera.dat? I managed to use them on one of my ships without any problems, so they can probably work reasonably well in the sub - perhaps with higher-resolution skins.
http://i33.photobucket.com/albums/d54/iambecomelife/Untitled-39-1.jpg
Very very cool. For Joahann did you manage to model in the listening rod next to his ear, looks like it from the later shots.
The blue engine parts individually look really good, nice job shading. To help make it look more 'used' might I suggest you randomly pick several rods from each side (not symetrical if possible) and add more black to the joints/greased spots and or rust. With them all being uniform like they are they seem like they're all new.
Sepp von Ch.
02-23-11, 11:59 AM
Looks great! :yeah:
iambecomelife
02-23-11, 08:04 PM
I tried inserting one of the animated dockside figures in the hull - it seems to work fine!
They need higher resolution skins and U-Boat uniforms, but they are appropriate scale & otherwise suitable.
http://i33.photobucket.com/albums/d54/iambecomelife/newcrewmember.jpg
urfisch
02-24-11, 05:42 AM
good work, dude. now we just need the new crew from sh5 and everything is perfect!
Schwieger
02-24-11, 07:47 AM
Hahah has anyone tried to import SH5 crew yet?
MCHALO12
02-24-11, 02:37 PM
Hi iambecomelife,
very good idea to import the already existing characters! Could you please tell me which file(s) you implemented, to also make the animation work? Perhaps I could map more detailed textures to make them look a little better...
Best regards, MCHALO12.
iambecomelife
02-24-11, 04:29 PM
Hi iambecomelife,
very good idea to import the already existing characters! Could you please tell me which file(s) you implemented, to also make the animation work? Perhaps I could map more detailed textures to make them look a little better...
Best regards, MCHALO12.
I copied the 3d model of one of the men in the file cuib_mitraliera.dat, including his animation frames. It was just a matter of copying the whole chunk in S3ditor, including animations, and then going to the Type VII interior file and creating a node for him. Then moving him so he's standing in the right place.
You can also try extracting figures from the following files in data\library:
Sudor.dat (dockside welder - maybe good for the engine room?)
Vorbit_agitat.dat (four men talking - maybe place them in the bunks)
Workers_santier.dat (the construction crew - very good for the galley & engine room)
MCHALO12
02-24-11, 05:17 PM
Thank you again for the great idea! I will try it the upcoming weekend and afterwards report here.
Best regards, MCHALO12.
Gewehr98
02-27-11, 11:21 PM
Will these guys be linked in any way to the crew management screen? IE: There are 5 guys in the diesel room in the crew management screen therefore there are 5 3d guys there too?
sabretwo
03-03-11, 07:44 AM
Will these guys be linked in any way to the crew management screen? IE: There are 5 guys in the diesel room in the crew management screen therefore there are 5 3d guys there too?
I'm thinking that might be overkill. But, :hmmm:...it may be possible to make the diesel crew disappear when the subsubmerges, just as the control room crew appears when the sub submerges...basically controlled by the same controller.
Taking this a bit further, the same controller could also be used to hide or show other personnel in other locations, just for variety. This way you don't see the same people in the same places all the time.
I'm not familiar with how these controllers work, but from what I've seen this idea seems to be technically feasible.
Rickster1
03-03-11, 10:27 AM
Soon please, please.
DivingDuck
03-03-11, 11:17 AM
Moin,
my remaining knowledge of the SH file structure has gotten very rusty, but this thread got me interested, although I remain retired. ;)
I donīt know a way to link the 2D crew management screen to the 3D crew, never investigated into this matter. But one thing is for certain, you can make the diesel crew disappear when the sub dives. Iīve placed 2 engines in the FM_Interior mod, the one that rocks when the diesels are running and an immobile one. Link a dummy to the immobile version and the crew will appear/disappear when surfacing/submerging. But link it to the immobile one, otherwise they will rock as the engine does. LOL.
Regards,
DD
Magic1111
03-03-11, 02:11 PM
Moin,
my remaining knowledge of the SH file structure has gotten very rusty, but this thread got me interested, although I remain retired. ;)
I donīt know a way to link the 2D crew management screen to the 3D crew, never investigated into this matter. But one thing is for certain, you can make the diesel crew disappear when the sub dives. Iīve placed 2 engines in the FM_Interior mod, the one that rocks when the diesels are running and an immobile one. Link a dummy to the immobile version and the crew will appear/disappear when surfacing/submerging. But link it to the immobile one, otherwise they will rock as the engine does. LOL.
Regards,
DD
I donīt trust my eyes.....:o
Welcome back my friend !!! :D :yeah:
Iīm very happy to hear from you ! :up:
Best regards,
Magic:salute:
urfisch
03-03-11, 03:08 PM
Moin,
my remaining knowledge of the SH file structure has gotten very rusty, but this thread got me interested, although I remain retired. ;)
I donīt know a way to link the 2D crew management screen to the 3D crew, never investigated into this matter. But one thing is for certain, you can make the diesel crew disappear when the sub dives. Iīve placed 2 engines in the FM_Interior mod, the one that rocks when the diesels are running and an immobile one. Link a dummy to the immobile version and the crew will appear/disappear when surfacing/submerging. But link it to the immobile one, otherwise they will rock as the engine does. LOL.
Regards,
DD
hey dd...
schön dich zu sehen. willste nich nochmal ein wenig bei sh5 helfen?
;)
Magic1111
03-04-11, 04:05 AM
hey dd...
schön dich zu sehen. willste nich nochmal ein wenig bei sh5 helfen?
;)
...dass wäre ein Traum...:woot:
DivingDuck
03-04-11, 02:13 PM
Moin,
@M4x1 + urfisch:
Vielen Dank für den netten Empfang. Ob das mit dem SH Modden noch mal was wird, weiß ich nicht. Mein neuer Laptop kennt SH noch nicht mal. ;)
Thanks for your warm welcome. Iīm not certain about returning to modding SH. My new laptop does not even know any SH files yet. ;)
@MCHALO12:
For a start you should avoid using SMC (StateMachine Controllers). They are not easy to handle, they are prone to error, and there are very very few crew commands left that are not used by stock SHIII. And those that are/were free have been used by Anvart and me already. At least thatīs how it was about 1 year back. There might be lots of other folk using them nowadays in their mods. But be aware that if you pull of this mod, you will be besieged to implement compatibility for every other mod, no matter if youīve ever heard of it or not. ;)
My suggestion, use as less animated parts as needed to make the crew members appear to be alive to reduce the amount of data. Thus you can create a loop without too many people recognizing it for a loop. A loop will play without a link to SMC. Link them to the immobile version of the diesel. Thus they will disappear when submerging. If you keep the amount of data "low", you could use a "second" crew with different animations, such as holding a mug of coffee, to replace the working crew while submerged.
Regards,
DD
Magic1111
03-04-11, 03:41 PM
Moin,
Ob das mit dem SH Modden noch mal was wird, weiß ich nicht.
Regards,
DD
Einmal Modder, immer Modder ! :D :haha:
Hehehehe, komm, gibtīs zu, es juckt doch in den Fingern zu modden....! :yep: :haha:
Viele Grüße,
M4x1
brett25
03-06-11, 04:49 PM
I donīt know a way to link the 2D crew management screen to the 3D crew, never investigated into this matter.How possible would it be to link crew appearing/disappearing to the officers on the crew management screen. When you move an officer to rest he disappear from the boat. Could character models be linked to this feature? when an officer is moved to rest the "crew" disappears from the respective compartment/or default switches crew from working compartment to rest compartments, by making avatars linked to "on" state appear in rest compartment and avatars linked to "off" state disappear.
DivingDuck
03-08-11, 12:38 PM
As said before, thatīs not my area of expertise. Besides I havenīt had a look at the gameīs code for about a year now. But afaik there are different ways to make a crew member disappear.
1-If you choose to take the position of one specific crew member, the game engine switches to the respective cam. The important thing, the character must be invisible to "his" own cam/pov now. Thereīs a (cam-) parameter that can be set just for that particular reason. But the character remains still there, though invisible.
2-Set parameter to be visible/invisible below water. Thatīs how the deck crew basically works, IIRC. (If not, #3 applies for the deck crew) ;)
3-Link the crew member to a specific state defined in the SMC (StateMachineControllers). Unfortunately the states defined are pre-set. Thereīs no such state like "surfaced" or submerged, which would make a lot of things easier to handle. At least Iīve never found it. ;)
4-Link the crew member to an object that moves into/out of view when a certain condition is met. Such as the engine in FM_NI.
5-Now the unknown, at least unknown to me, the crew member appears/disappears according to a single bit/flag that will be set when fumbling with the crew management screen. Never checked it. But if it would be easy, somebody would have made it happen already.
Now lads, thatīs what I remember. Maybe this is total BS, maybe itīs not.
Regards,
DD
MCHALO12
03-08-11, 05:25 PM
Moin my friends,
thank you for your posts, especially to Diving Duck, every player of SH3 owes you a whole lot!!! Appreciate you being around again!
There aren't any news from this mod as I did not have lots of time for modding the last week. But wait, there actually is one little piece of news: Beta ready to download at the first page of this threat!
Have fun, really looking forward to you feedback!
Best regards, MCHALO12.
There aren't any news from this mod as I did not have lots of time for modding the last week. But wait, there actually is one little piece of news: Beta ready to download at the first page of this threat!
Yes, indeed very little piece of news, but... ESSENTIAL! It's here!:woot: Thanks for the great news and for the mod.:salute:
brett25
03-08-11, 09:10 PM
thanks very much for this mod MCHALO12, downoading now....:yeah:
Edit: hey one of the guys is sitting in my seat at the officers mess table! Great start, looks vry good. However now that I see it in game they definitely need some basic animation loops IMHO-heads moving, breathing- at the least. The stock guys in the control room don't move very much, but that little bit they do move is alot.
MCHALO12,
Thank you for your work on this mod. I noticed that the file path for the Textures is incomplete. The folders TNormal and tex are missing in it. Looking forward to testing this mod out.
:salute:
Magic1111
03-09-11, 02:36 AM
Moin my friends,
thank you for your posts, especially to Diving Duck, every player of SH3 owes you a whole lot!!! Appreciate you being around again!
There aren't any news from this mod as I did not have lots of time for modding the last week. But wait, there actually is one little piece of news: Beta ready to download at the first page of this threat!
Have fun, really looking forward to you feedback!
Best regards, MCHALO12.
Many thanks, test it this evening when Iīm beeing at home ! :up:
sabretwo
03-10-11, 07:23 AM
It looks good and doesn't seem to affect frame rates at all. Just a few sugegstions...
1. Ditch the guy standing in the engine room with his arms extended upwards. He just doesn't look right. Maybe have him standing on the side with a cup of coffee watching the others working or something. But something about his position seems unnatural to see more than once.
2. Maybe a few guys in the bunks aft of the control room, sleeping or sitting accross from each other paying cards.
Looking good. I can't wait to se your final version!
brett25
03-10-11, 12:58 PM
Maybe a few guys in the bunks aft of the control room
That's a good suggestion as guys lying in any of the resting quarters will look natural even if they are not moving.:salute:
fitzcarraldo
03-10-11, 07:10 PM
@MChalo:
Excellent work, mate! All works fine in my GWX and LSH3v5.1 installations.
No drop of FPS.
Suggestion: some sailors resting, and some animations (heads or respiration).
Not so bad for me the machinist in diesels room. Awesome Johann the Phantom, I like it very much.
Many thanks, Mchalo! Congratulations!
@Brett25: Is the new "dat" file for Type VII compatible with your new Interiors Tweaks? I tested that in the STD FM Interiors (all OK), but not in this new with crew.
Best regards!
Fitzcarraldo :salute:
brett25
03-10-11, 07:19 PM
@Brett25: Is the new "dat" file for Type VII compatible with your new Interiors Tweaks?Hi Fitzcaraldo, it is. I made edits to FM's NSS_Uboat7_CR.dat, Mchalo has modded the NSS_Uboat7_RR.dat file. It seems like the lighting data is contained in the CR file however. In any case thats what im using, but I need to look into it some more.
fitzcarraldo
03-10-11, 07:48 PM
Hi Fitzcaraldo, it is. I made edits to FM's NSS_Uboat7_CR.dat, Mchalo has modded the NSS_Uboat7_RR.dat file. It seems like the lighting data is contained in the CR file however. In any case thats what im using, but I need to look into it some more.
Many thanks, Brett! Is included your camera.dat in the AcesīMultimod compatability fix? I use that mod, and it seems I have the wide camera...
Some images in my SH3 GWX:
This is a psichological image. Two crewmen. One, depressed because that damn war. The other, the exalted nazi adherent, secure of the 1000 Years Reich. Great, Mchalo!
http://img848.imageshack.us/img848/2352/sh32011031021330582.jpg
...and the awesome Johann The Phantom in the diesels room:
http://img858.imageshack.us/img858/9206/sh32011031021343891.jpg
Best regards.
Fitzcarraldo :salute:
brett25
03-10-11, 08:32 PM
This is a psichological image. Two crewmen. One, depressed because that damn war. The other, the exalted nazi adherent, secure of the 1000 Years Reich.:har:
yes Aces include the wide camera in his mod too.
frau kaleun
03-10-11, 09:06 PM
:har:
yes Aces include the wide camera in his mod too.
Another question about the wide camera mod, the readme says it's based off of the FM New Interiors camera, does this mean it only works with FM New Interiors, or can you use it even if you're playing something other than a Type VII and don't have New Interiors enabled?
brett25
03-11-11, 01:12 AM
Another question about the wide camera mod, the readme says it's based off of the FM New Interiors camera, does this mean it only works with FM New Interiors, or can you use it even if you're playing something other than a Type VII and don't have New Interiors enabled?
Hi Frau Kaleun, the camera should work regardless of the interior, although I havent tried it in anything other than a Type VII. What I do is overlay the camera.dat file last so as to overwrite any other camera files in the mod stack. You can either grab the camera from Aces FM interior compatibility mod (i don't believe Flakmonkey's original camera was wide angle), or download it from me (see above). Try it and let us know. If needed I can make one up for you that will work in another type boat.:salute:
frau kaleun
03-11-11, 02:56 AM
Hi Frau Kaleun, the camera should work regardless of the interior, although I havent tried it in anything other than a Type VII. What I do is overlay the camera.dat file last so as to overwrite any other camera files in the mod stack. You can either grab the camera from Aces FM interior compatibility mod (i don't believe Flakmonkey's original camera was wide angle), or download it from me (see above). Try it and let us know. If needed I can make one up for you that will work in another type boat.:salute:
So basically we know for sure it's compatible with the Type VII and with FM New Interiors, but should/might work in other types?
I've already downloaded from the link above, I was just wondering if it was something I should enable via Commander only for the Type VII boats, or could put it in for everything... but I enable New Interiors that way, so I'd need to use Commander for it anyway to avoid the Interiors mod overwriting it when I launch the game. I don't think I have any mods enabled outside of Commander that affect the camera.dat file. Probably DD's Open Hatch does but I enable that in Commander only for Type IXs. :hmmm:
Well I will give it a try, of course it's not like I'm at all likely to play anything other than a Type VII. :O: But I think one of the Academy tutorials is in a Type II maybe? That would be the quickest way to test outside of a VII methinks.
Jimbuna
03-11-11, 04:34 PM
An interesting addition MCHALO12.
Rickster1
03-18-11, 02:02 AM
any update to when an update of this good mod will be available ?
Fish In The Water
03-18-11, 04:14 PM
Beta looks very promising. Thanks for investing the time and effort on a really nice addition. I hope the animations are going well and look forward to the next release.
Once again, congrats on a job well done! :up:
Rickster1
03-26-11, 03:15 AM
any news on an update to this great mod ?
MCHALO12
03-29-11, 01:24 PM
Hi my friends,
I am currently spending a lot of time on implementing anmations. With a great amount of help from Diving Duck, I managed to include the first simple animation a few days ago. There was a problem with the IDs, that could only be solved by editing the .dat-file with a HEX editor. Nevertheless, this was a great success which gave us a bunch of fantastic possibilities...
I am going to post a video when the first animations are complete.
Best regards, MCHALO12.
java`s revenge
03-29-11, 02:09 PM
That`s great news :salute:
Rickster1
03-29-11, 02:16 PM
yes great news i am waiting for this one, well done
Fish In The Water
03-29-11, 08:33 PM
I am currently spending a lot of time on implementing anmations...
I am going to post a video when the first animations are complete.
Wonderful! Looking forward to it...
Thanks for the update, and especially for all the hard work! :DL
urfisch
03-30-11, 05:43 AM
interesting!
thanks!
:yeah:
fitzcarraldo
03-30-11, 06:11 AM
Hi my friends,
I am currently spending a lot of time on implementing anmations. With a great amount of help from Diving Duck, I managed to include the first simple animation a few days ago. There was a problem with the IDs, that could only be solved by editing the .dat-file with a HEX editor. Nevertheless, this was a great success which gave us a bunch of fantastic possibilities...
I am going to post a video when the first animations are complete.
Best regards, MCHALO12.
Great news, MChalo. Your work is really appreciated.
Best regards.
Fitzcarraldo :salute:
complutum
03-31-11, 07:45 PM
Iīve got implemented the great mod from Flakmonkey and i'm going to give a try to your job on it, i hope you finish it with animations.
Do you have any idea when could we enjoy them?
fantastic job :yeah:
Victor Schutze
03-31-11, 08:24 PM
Hi my friends,
I am currently spending a lot of time on implementing anmations. With a great amount of help from Diving Duck, I managed to include the first simple animation a few days ago. There was a problem with the IDs, that could only be solved by editing the .dat-file with a HEX editor. Nevertheless, this was a great success which gave us a bunch of fantastic possibilities...
I am going to post a video when the first animations are complete.
Best regards, MCHALO12.
This is BRILLIANT!!:o:yeah: We are all impatient to watch the video!!:yep:
Magic1111
04-01-11, 01:49 AM
This is BRILLIANT!!:o:yeah: We are all impatient to watch the video!!:yep:
Yes, agree ! :D Canīt wait...! ;)
complutum
04-01-11, 10:26 AM
i've probed it and it's amazing, waiting for the animated one.
very great job:up::up::up:
Hi my friends,
I am currently spending a lot of time on implementing anmations. With a great amount of help from Diving Duck, I managed to include the first simple animation a few days ago. There was a problem with the IDs, that could only be solved by editing the .dat-file with a HEX editor. Nevertheless, this was a great success which gave us a bunch of fantastic possibilities...
I am going to post a video when the first animations are complete.
Best regards, MCHALO12.
Now THAT sounds promising. :smug: ;)
Good luck dude ! :rock:
complutum
04-09-11, 05:23 AM
Hi mates, some days have passed since last post here.
When do you think we could have a first release of your animated version of this great mod?
Congratulations, you're making a fantastic job.
MCHALO12
05-05-11, 03:42 PM
Hi mates,
I have been working on animations together with Diving Duck for the last weeks, thankfully, he agreed to helping me implementing the animations. His knowledge about StateMachineControllers gave us the possibility to create multiple animations for each character. These animations are displayed dependent on different orders, game situations and also coincidence. By using this technology, a natural variety of animations can be archieved.
Together, we made great progress at this mod. Diving Duck is actually working on a small trailer that will show you some examples of the different animations.
I can't really tell how far away a first release is today, but it's my intention to provide the first animated version as soon as possible. So stay tuned, the trailer will (hopefully) be online by the beginning of next week.
Best regards, MCHALO12.
fitzcarraldo
05-05-11, 04:02 PM
Hi mates,
I have been working on animations together with Diving Duck for the last weeks, thankfully, he agreed to helping me implementing the animations. His knowledge about StateMachineControllers gave us the possibility to create multiple animations for each character. These animations are displayed dependent on different orders, game situations and also coincidence. By using this technology, a natural variety of animations can be archieved.
Together, we made great progress at this mod. Diving Duck is actually working on a small trailer that will show you some examples of the different animations.
I can't really tell how far away a first release is today, but it's my intention to provide the first animated version as soon as possible. So stay tuned, the trailer will (hopefully) be online by the beginning of next week.
Best regards, MCHALO12.
Many thanks, Mchalo, waiting the "trailer".
Best regards.
Fitzcarraldo :salute:
Fish In The Water
05-05-11, 06:55 PM
Together, we made great progress at this mod. Diving Duck is actually working on a small trailer that will show you some examples of the different animations.
Thank you both. Looking forward to the trailer! :up:
urfisch
05-06-11, 03:04 AM
very interesting!!! what do you think guys...privateer spoke of new crew models are possible, if one makes the animation for them complete new from the scratch.
agree? or are there any problems on that...
:hmmm:
Rickster1
05-06-11, 08:58 AM
Excellent
MCHALO12
05-07-11, 03:51 AM
very interesting!!! what do you think guys...privateer spoke of new crew models are possible, if one makes the animation for them complete new from the scratch.
agree? or are there any problems on that...
:hmmm:
Hi Urfisch,
I can't really tell how the hardcoded animations of the stock crew work in SH3, and I also don't know if there will be any problems if new crew models were implemented.
From my point of view, I had to nearly completely rebuild my mod, and I don't think that this would be worth the amount of time which was needed. By the way, are there already better looking 3d-models that could be used?
Best regards, MCHALO12.
urfisch
05-08-11, 09:21 AM
Hi Urfisch,
I can't really tell how the hardcoded animations of the stock crew work in SH3, and I also don't know if there will be any problems if new crew models were implemented.
From my point of view, I had to nearly completely rebuild my mod, and I don't think that this would be worth the amount of time which was needed. By the way, are there already better looking 3d-models that could be used?
Best regards, MCHALO12.
please take a look into the sh5 mod section. tdw and privateer have released tools to export the crew models from sh5. now i dont know, how they can replace the stock crew models in sh3. but privateer wrote, if we use new models, each existing ingame animation has to be rebuilt...
i think silenteditor was able to export 3d data from sh4 also...so one can use the sh4 crew instead.
anyway. using a new model means all related animations have to be rebuilt, cause changing the 3d data destroys the existing animations.
Madox58
05-08-11, 12:54 PM
@ Urfisch
Once I get the new importer/exporter for CFX finished along with the support files?
Animating things will be easier.
BUT! as the heads and such are seperate objects?
It will be a MAJOR project to re-do the things needed to change Crew animations.
It can be done!! Have no doubts about that!
DivingDuck and I have both done tests to prove that it works.
My last major project here is to get the needed work done for the CFX Tools.
It's a free program that will support this type project.
Then it's up to the clever new Modders to grab it all and run with it.
:yep:
Sounds like you're about to leave a legacy...
MCHALO12
05-09-11, 02:38 PM
Hi mates,
the announced teaser is ready and online, so everybody who is interested in the animations should immediately watch either the normal Version
http://www.youtube.com/watch?v=FAwTrrHwtiM&feature=youtu.be
or the HD version
http://www.youtube.com/watch?v=FAwTrrHwtiM&feature=youtu.be&hd=1
of the teaser! :-)
Have fun, Diving Duck and me are very excited to get feedback from you!
Best regards, MCHALO12.
:o
Let me be the first to congrats you and DD for this cool preview. It was a totally different feeling. Seeing the boat fulled with ani-motion :03:.
Kudos. And kudos for the classy soundtrack! :arrgh!:
reaper7
05-09-11, 03:38 PM
There's life in them there sailors ;) Nicely done Guys :up:
frau kaleun
05-09-11, 05:21 PM
Holy crap. I can almost smell what Smutje is cooking! :rock::salute:
Yeah... else to work and to work... :hmmm:
NOW it's alive ! Congrats guys ! :shucks: :shucks:
Can't wait to read Dan's comments on this project. :up:
Fish In The Water
05-10-11, 12:31 AM
Congratulations gentlemen! :woot:
Certainly does bring it to life. Thumbs up for the effort! :up:
java`s revenge
05-10-11, 02:45 AM
Outstanding :yeah:
urfisch
05-10-11, 07:36 AM
nice guys...very nice.
have you tried to use new crew models instead for the animations? this should work...as to privateers words...
:hmmm:
MCHALO12
05-10-11, 11:02 AM
Hi friends,
I'm very glad you like the teaser! As you probably noticed there is not much work left in the Diesel room, the other rooms will get reworked until release and new crew members will also be included in the "Unteroffiziersmesse". Sorry, I do not know the correct English term, it's the room between the command room and the kitchen (probably not the really appropriate word, too :)).
@urfish: using new crew models is not as simple as importing the new 3D-modell. When it comes to only my mod, the effort of implementing the new meshes would be considerable but worth the result. The problem is the stock crew. In my opinion it would not make sense to only change the models of the additional crew members. With the stock crew, we had to redo every animation from scratch and furthermore had to learn how lip synchronisation and movement of the eyes work in SH3. I just don't think that would be worth the effort, as there are more important things to do first, for example the stern and forward torpedo rooms.
Best regards, MCHALO12.
DivingDuck
05-10-11, 02:25 PM
Moin urfisch,
of course we are 'nice guys'. LOL.
the models used are new, technically spoken. They do not call the mesh from the Body.dat. If you would use our base mesh to replace the stock MAD base mesh, you would end up screwed as known from the 'Ultimate Animation...' thread. So, itīs built from scratch.
Some of the animations are triggered by certain orders/events. Others are called randomly to avoid robotic loops.
Regards,
DD
You modders never cease to amaze me. Ubisoft should just pay you guys top dollar to make official addons to the all the silent hunter games, then we would all be very happy. Keep up the amazing great work!
Fish In The Water
05-11-11, 04:16 AM
I just don't think that would be worth the effort, as there are more important things to do first, for example the stern and forward torpedo rooms.
Stern and forward torpedo rooms? Did I hear that right?
Would obviously make a fantastic addition. So, are there any plans at this point? :hmmm:
MCHALO12
05-11-11, 10:23 AM
Stern and forward torpedo rooms? Did I hear that right?
Would obviously make a fantastic addition. So, are there any plans at this point? :hmmm:
Hi Fish in the water,
yes, there actually are plans to add these two missing compartments. I had already started modeling the aft torpedo room when I had the idea of creating additional crew members, which I desided to do first. When the crew issue is solved, I will return to working on the missing compartments.
Best regards, MCHALO12.
complutum
05-11-11, 10:35 AM
what about extend this really great job to the Type IX?
MCHALO12
05-11-11, 03:07 PM
Hi Complutum,
it should, of course, be the ultimate goal to have all types of submarines with completely modeled interior, but I think it's way to early to think about the type IX before the type VII is done!
Best regards, MCHALO12.
Jimbuna
05-11-11, 04:15 PM
Hi Complutum,
it should, of course, be the ultimate goal to have all types of submarines with completely modeled interior, but I think it's way to early to think about the type IX before the type VII is done!
Best regards, MCHALO12.
Good/Fair post.
Fish In The Water
05-12-11, 02:13 AM
yes, there actually are plans to add these two missing compartments.
Very happy to hear this...
Having the interior of the boat 'complete' would be a great achievement. Best of luck in your endeavors, I'll definitely be pulling for you (as I'm sure many others will be as well). :yeah:
urfisch
05-12-11, 11:33 AM
Moin urfisch,
of course we are 'nice guys'. LOL.
the models used are new, technically spoken. They do not call the mesh from the Body.dat. If you would use our base mesh to replace the stock MAD base mesh, you would end up screwed as known from the 'Ultimate Animation...' thread. So, itīs built from scratch.
Some of the animations are triggered by certain orders/events. Others are called randomly to avoid robotic loops.
Regards,
DD
this is what i mean. if you work from scratch (what has to be done, as to the mixed up vertices-problem), you could use the models from sh4 or sh5! did you try that?...
:hmmm:
MCHALO12
05-14-11, 07:07 AM
Hi Urfish,
I don't think the models of SH4 are very appropriate, at least as long as somebody creates textures that fit to the German Kriegsmarine... The models of SH5 would be a possibility if they do not have to many polygons.
But the problem of the stock crew still remains: I have very less motivation to redo the entire animations of the stock crew, so only the additional crew members would have the new, good looking models. In my opinion, the difference would look worse than using the old models for the whole crew...
What is your opinion on this topic?
Best regards, MCHALO12.
urfisch
05-16-11, 10:42 AM
i would help, to create new animations with new crew models! if you explain to me, how this works...
MCHALO12
05-16-11, 04:35 PM
Hi mates,
work is continued:
http://s7.directupload.net/images/110516/ht7y9wgo.jpg
@Urfish: Thanks for offering your help! First, somebody had to send us the crew models of SH5 as I do not own the game. If the models aren't too detailed for SH3 (we have to save ressources for aft and bow torpedo room!) we could start replacing stock animations. Second, you had to be quite familiar with a 3D modeling software. I use Blender, but 3ds max or maya should work as well. Did you work with one of the programs mentioned? In order to create human-looking animations, I think using bone animations is the best way (or at least the best way I know). Therefore we have to create a skeleton for the mesh and assign the vertices to the bones. This process is called rigging. Afterwards we had to create new animations for the stock crew by using key frame mesh animations. The next, and probably most difficult, step was to figure out how the eye and lip movements are controlled in SH3 and assign these kinds of animations to at least the first watch officer and the ingeneer.
I really appreciate you wanting to help me, but do you really think this would be worth the effort?
Edit: Ich habe gerade deinen Wohnort gesehen :-) Lass uns das Gespräch über deine Hilfe doch über juergen_wellisch@web.de (mit Unterstrich!) fortführen! Ich freue mich auf deine Mail! (I just saw your location :-) Let's continue the chat about your help via juergen_wellisch@web.de. Really looking forward to your mail!)
Best regards, MCAHLO12.
bojan811
05-16-11, 07:47 PM
OMG....
Respect people!
Am speechless :rock::salute:
frau kaleun
05-16-11, 07:54 PM
OMG....
Respect people!
Am speechless :rock::salute:
Ditto.
If you guys pull this off - and it sure looks like you're going to do just that - it is going to be awesome. :yeah: :woot:
sabretwo
05-18-11, 06:45 AM
They look fantastic! It's really coming along well and will add a lot to immersion.
I think adding the static crew members in bunks was a very good idea for increasing the feel of crew presence.
One question...Will the final models be shaded more? The crew member on bunk looks a very bright in the lighting of the sub interior environment.
MCHALO12
05-18-11, 08:35 AM
Hi sabretwo,
first, the crew members are not static, the ones in the bunks do move, at least those that aren't asleep :)
But you are right reagarding shading. This was only a brief test of textures, so I did not include lightmaps. In the final version, all crew members are dynamically shaded by using bump maps.
Best regards, MCHALO12.
sabretwo
05-18-11, 11:16 AM
Thanks for the clarification.
Damn, I'm excited! Pretty soon SH5 isn't going to have anything over SH3 other than prettier graphics.
Awesome work, guys!!!
Magic1111
05-18-11, 12:24 PM
Hi mates,
work is continued:
http://s7.directupload.net/images/110516/ht7y9wgo.jpg
@Urfish: Thanks for offering your help! First, somebody had to send us the crew models of SH5 as I do not own the game. If the models aren't too detailed for SH3 (we have to save ressources for aft and bow torpedo room!) we could start replacing stock animations. Second, you had to be quite familiar with a 3D modeling software. I use Blender, but 3ds max or maya should work as well. Did you work with one of the programs mentioned? In order to create human-looking animations, I think using bone animations is the best way (or at least the best way I know). Therefore we have to create a skeleton for the mesh and assign the vertices to the bones. This process is called rigging. Afterwards we had to create new animations for the stock crew by using key frame mesh animations. The next, and probably most difficult, step was to figure out how the eye and lip movements are controlled in SH3 and assign these kinds of animations to at least the first watch officer and the ingeneer.
I really appreciate you wanting to help me, but do you really think this would be worth the effort?
Edit: Ich habe gerade deinen Wohnort gesehen :-) Lass uns das Gespräch über deine Hilfe doch über juergen_wellisch@web.de (mit Unterstrich!) fortführen! Ich freue mich auf deine Mail! (I just saw your location :-) Let's continue the chat about your help via juergen_wellisch@web.de. Really looking forward to your mail!)
Best regards, MCAHLO12.
WOW:o, looks absolutly fantastic !!! :yeah:
Looking forward to an release.....:ping::ping::ping:
Best regards,
Magic:salute:
Victor Schutze
05-18-11, 12:57 PM
WOW:o, looks absolutly fantastic !!! :yeah:
Looking forward to an release.....:ping::ping::ping:
Best regards,
Magic:salute:
me too me too me too:o:rock:
MCHALO12
05-19-11, 12:55 AM
Hi mates,
thank you for your interest in this mod! I will post new screenshots when available!
Best regards, MCHALO12.
Magic1111
05-19-11, 03:18 AM
Hi mates,
I will post new screenshots when available!
...looking forward...:D
MCHALO12
05-19-11, 04:23 PM
Hi friends,
I think everyone can imagine, that life in the torpedo room was very hard. But as you can see here, dining in the Unteroffiziersmesse was no comfortable thing, too.
http://s7.directupload.net/images/110519/opvtwp6v.jpg
Again, just a quick preview without any shading.
Best regards, MCHALO12.
Magic1111
05-20-11, 03:00 AM
Hi friends,
I think everyone can imagine, that life in the torpedo room was very hard. But as you can see here, dining in the Unteroffiziersmesse was no comfortable thing, too.
http://s7.directupload.net/images/110519/opvtwp6v.jpg
Again, just a quick preview without any shading.
Best regards, MCHALO12.
Wonderful MCHALO, really nice !!! :yeah::up::yeah:
Best regards,
Magic
sabretwo
05-24-11, 10:15 AM
Amazing work! I can't wait to see the final release!
Fish In The Water
05-24-11, 01:30 PM
http://s7.directupload.net/images/110516/ht7y9wgo.jpg
Awesome screen! :rock:
Adds so much to the interior immersion, congrats and keep up the good work! :salute:
fitzcarraldo
05-24-11, 03:33 PM
Great job, Mchalo! Add, please, some mates without beard, remember the crew of a Uboat was very young.:yeah:
Many thanks!
Fitzcarraldo :salute:
urfisch
05-26-11, 06:43 AM
have you looked at this tool?
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=13571257
anvart posted it in to help aces with the statecontrollers. thought it might help you with the animations and stuff.
MCHALO12
05-26-11, 04:37 PM
Hi mates!
@fitzcarraldo: I think there were very few crew members under the age of 17 or 18 years and therefore the great majority should have beards after some weeks. But nevertheless your idea is not bad to get some alternation regarding faces.
@urfisch: Thanks for the link, I do not know the piece of software. Perhaps I will give it a try, the problem is, that I am quite busy with real life these days... :hmmm:
Best regards, MCHALO12.
flakmonkey
06-07-11, 08:11 AM
Looking incredibly impressive, should make the boat feel less like a museum and more like a cramped, smelly working and fighting uboat.
If you need any help lighting the characters to match the interiors id be glad to help, i think i can just about remember the settings i used for the interior lights.
+ i do seem to recall having problems trying to add a lightmap to an object that was already using a bumpmap (like the crew) but im sure there must be a workaround.
MCHALO12
06-07-11, 12:29 PM
Hi Flakmonkey,
I would appreciate your help very much, I still have some problems rendering realistic light maps and bump maps, the results do not look as realistic as the rest of your interior.
You will recieve a mail from DivingDuck tomorrow.
Thank you again for your support!
A few new images:
http://s1.directupload.net/images/110607/tcr4gdyz.jpg
http://s1.directupload.net/images/110607/94kqbsa9.jpg
http://s7.directupload.net/images/110607/52pzxvfm.jpg
http://s1.directupload.net/images/110607/i49ziwie.jpg
http://s1.directupload.net/images/110607/brlieyrj.jpg
http://s1.directupload.net/images/110607/vvugu2it.jpg
http://s1.directupload.net/images/110607/2dys6mlz.jpg
http://s7.directupload.net/images/110607/tmcbapf3.jpg
Best regards, MCHALO12.
Fubar2Niner
06-07-11, 12:31 PM
@MCHALO12
Mighty impressive kaleun :yeah:
Best regards.
Fubar2Niner
Fish In The Water
06-07-11, 12:32 PM
Great to see you guys working together on this! Good luck and here's hoping for a resounding success! :yep:
MCHALO12
07-10-11, 03:10 AM
Hi my friends,
there is good news regarding the new members: Diving Duck had the great idea to implement growing beards during patrol by using texture animations. This method was examined by Anvart and - as far as I know - this is one of the first actual applications of this technique.
Besides the great effect of getting growing beards during patrol, there are many more ways of application: getting clothes dirty and the boat rusty during patrol are only two examples of what will be possible.
Diving Duck is going to take a short teaser which will show you the different stages of the beards in time compression soon, so stay tuned! :)
Best regards, MCAHLO12.
Read about the Beards on the German-Board and thought what an amazing idea.
When Anvart added this possibility to the the Editor, I didn't think Beards...but now can hardly wait! :D Beards:arrgh!: Ahoy!
Magic1111
07-10-11, 06:44 AM
Hi my friends,
there is good news regarding the new members: Diving Duck had the great idea to implement growing beards during patrol by using texture animations. This method was examined by Anvart and - as far as I know - this is one of the first actual applications of this technique.
Besides the great effect of getting growing beards during patrol, there are many more ways of application: getting clothes dirty and the boat rusty during patrol are only two examples of what will be possible.
Diving Duck is going to take a short teaser which will show you the different stages of the beards in time compression soon, so stay tuned! :)
Best regards, MCAHLO12.
Sounds wonderful !!! :rock::rock::rock:
urfisch
07-10-11, 07:04 AM
great news!!!
:salute:
Kapitanleutnant
07-10-11, 01:13 PM
the boat rusty during patrol
Awesome.
SquareSteelBar
07-10-11, 05:59 PM
...When Anvart added this possibility to the the Editor, I didn't think Beards...but now can hardly wait! :D Beards:arrgh!: Ahoy!...or mildew on bread.
Fish In The Water
07-10-11, 09:14 PM
there is good news regarding the new members...
great news!!!
:salute:
Yes, great news indeed! Thanks for keeping us informed!! :salute:
DivingDuck
07-12-11, 04:38 PM
Moin,
as announced by MCHALO hereīs what we have so far:
For advertising reasons the guy 'transforms' from shaven to fully bearded and back within a matter of seconds. Same applies for his clothes. They change between filthy/greasy and clean within the same cycle. Time parameters will be adjusted for final release, so the beard will not grow in cycles as shown on the video. ;) The crew will however be clean-shaven every time you re-load the game. Besides I have not been able to use a bump mapping controller in conjunction with an animated texture controller. Therefore Iīm going to skip the bump mapping feature using pre-rendered light maps. I will certainly blame it on the bump mapping controllerīs high impact on graphics performance of course. Hence only new crew will grow beards.
http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene4.jpg http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene6.jpg http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene7.jpg
http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene8.jpg http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene9.jpg http://i182.photobucket.com/albums/x241/DivingDuck/AniCrew/Beard_001_Ebene10.jpg
Hereīs the video proof:
YouTube HD
http://youtu.be/fGEKIKYNPzE?hd=1
Vimeo HD
http://vimeo.com/26342009
Many thanks and of course credits go to my friend 'Anvart'. Heīs made a fix/update for S3D that made this work (growing beard) possible. Have a beer on me, Anvart! :salute:
Have fun,
DD
Madox58
07-12-11, 05:17 PM
You never stop amazing me Mate!
:salute:
Jimbuna
07-12-11, 05:22 PM
Go for it Stefan :rock:
frau kaleun
07-12-11, 05:30 PM
Dude how awesome is THAT? :rock:
In case you were wondering: the answer is, "totally awesome." :D
brett25
07-12-11, 09:21 PM
wooohoooo! great job:yeah:
Fish In The Water
07-12-11, 09:21 PM
For advertising reasons the guy 'transforms' from shaven to fully bearded and back within a matter of seconds. Same applies for his clothes.
Awesome! :salute:
Magic1111
07-13-11, 03:12 AM
Really awesome work !!! :rock::rock::rock:
urfisch
07-13-11, 07:04 AM
yeah this is nice...
:DL
Fubar2Niner
07-13-11, 08:16 AM
Most excellent work shipmates :rock:
Best regards.
Fubar2Niner
What a great achievement! Fantastic!!!!!
Rickster1
07-13-11, 02:28 PM
excellent work
Lucky07
08-21-11, 03:54 AM
Hello to all , and congratullations for u monkey , a really nice work , but iv got some problems......
i built the FM_NewInterior mod with JSGME and run the game , the interior is amazing , but when i place the crew on the AA machine gun game crases... ( using a VIIC/41 ) and ive got a simillar problem with the flackmonekys new interior + crew.... hatches dont open and i cant enter in the engines room ...
anyone have the same problem than me ???
I have mounted the sh3+ GWX 3 gold
thx u alot
fitzcarraldo
08-21-11, 06:56 AM
Hello to all , and congratullations for u monkey , a really nice work , but iv got some problems......
i built the FM_NewInterior mod with JSGME and run the game , the interior is amazing , but when i place the crew on the AA machine gun game crases... ( using a VIIC/41 ) and ive got a simillar problem with the flackmonekys new interior + crew.... hatches dont open and i cant enter in the engines room ...
anyone have the same problem than me ???
I have mounted the sh3+ GWX 3 gold
thx u alot
The FM Interior isnīt totally compatible with VIIC/41 (the type VIIC/41 U boat, with the two bridges aft). If you mean an standard VII year 1941, there is another problem.
Regards.
Fitzcarraldo :salute:
Lucky07
08-21-11, 08:53 AM
ahhhhh ok man , thx u so much !! i will check it , so its only compatible with the basic VIIB and C no /41 and /42 , and other type of sub like the .... Typ IX ??
fitzcarraldo
08-21-11, 11:08 AM
ahhhhh ok man , thx u so much !! i will check it , so its only compatible with the basic VIIB and C no /41 and /42 , and other type of sub like the .... Typ IX ??
The FM interior is only for Type VII "standard". IX is not supported.
Check the Aces SuperTurms v6, it adds great stuff to Type VII and IX boats.
Youīre welcome.
Fitzcarraldo :salute:
Lucky07
08-21-11, 11:23 AM
thank u for the information man !
Lucky07
08-21-11, 08:26 PM
ehmmmmm ive got a problem ......
i use the following lis of mods
[MODS]
00LifeBoats&Debris_v4=1
01GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol=2
02GWX - Reduced Positive Buoyancy=3
04GWX - Alternate Loadscreen - Full Circle=4
05GWX - Axis Mediterranean Aircraft Skins=5
06Carotio_SH3_Seafloormod - 256mb=6
07OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI=7
09Conning Tower open Hatch _Fix_for_OLC_GUI_1 ( solo montar si se monta el Hatch093x)=8
10OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)=9
11GWX_DFa-Flag&Pens_2010=10
12FM30_UpDown_final=11
13DD_OH_V3.09_20091209162038 no montar=12
14FM_NewInterior_V1.0=13
15FM1_NI_Fix_for_OLC_GUI_001=14
16FM3_NI_Fix_for_Anvart_FM30_UpDown=15
19Gramofono=16
20GWX - Late War Sensors Snorkel Antennas (OLC 'Gold' MkII ~ LRT)=17
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)=18
22Hans_Von_Luck_VIIc_U131=19
i get they numbers to know in JSGME in what order i must built it
From 1 - 10 work perfect
from 7 to 16 too
but when i mount it all join .... nuclear explosion .... any idea ??? ( i think the problem is when i able new interior ... maybe im getting it in a wrong position ) plz any help with this is welcome
fitzcarraldo
08-21-11, 09:15 PM
ehmmmmm ive got a problem ......
i use the following lis of mods
[MODS]
00LifeBoats&Debris_v4=1
01GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol=2
02GWX - Reduced Positive Buoyancy=3
04GWX - Alternate Loadscreen - Full Circle=4
05GWX - Axis Mediterranean Aircraft Skins=5
06Carotio_SH3_Seafloormod - 256mb=6
07OLC 'Gold' MkII ~ Option 3 ~ Environment with EDE and GUI=7
09Conning Tower open Hatch _Fix_for_OLC_GUI_1 ( solo montar si se monta el Hatch093x)=8
10OLC 'Gold' MkII ~ MkIId Update (Enable After MkIIc)=9
11GWX_DFa-Flag&Pens_2010=10
12FM30_UpDown_final=11
13DD_OH_V3.09_20091209162038 no montar=12
14FM_NewInterior_V1.0=13
15FM1_NI_Fix_for_OLC_GUI_001=14
16FM3_NI_Fix_for_Anvart_FM30_UpDown=15
19Gramofono=16
20GWX - Late War Sensors Snorkel Antennas (OLC 'Gold' MkII ~ LRT)=17
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)=18
22Hans_Von_Luck_VIIc_U131=19
i get they numbers to know in JSGME in what order i must built it
From 1 - 10 work perfect
from 7 to 16 too
but when i mount it all join .... nuclear explosion .... any idea ??? ( i think the problem is when i able new interior ... maybe im getting it in a wrong position ) plz any help with this is welcome
For your information, this is my actual list in JSGME, for SH3 V15G2 plus Surrender Patch and GWX 3 Gold. Anothers mods activated via SH3 Commander.
Please, observe the order for FM Interiors and the Aces compatability fixes.
All the mods working very fine.
Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]
GWX - Late War Sensors Snorkel Antennas
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Rbs1_SH4_Effects_GWX_30_71
LifeBoats&Debris_v4
Rbs3withlifeboat
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Type VII salvo selector
Flakmonkey's Interior with crew
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
GWX_SH4StyleFlag_fullModel
Pascal_Port_People
OLC's Modified Searchlight Beams for GWX3
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Merchant_Fleet_Mod_3.2
FM NI Fix for WideScreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
Rapt0r's DBSM Addon Yes Sir Patch
Rbs10-enhancedoilexplosion
Rbs2withbuoyance
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Real Depth Charge
Rapt0r's Uniforms V2.0 [Grey]
Aces' Modified Headphones
ail Das Boot officers mod v2.19
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
Torpedo_HAHD_1024_GWX
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Carotio_SH3_Seafloormod - 256mb
Ice Age
Scirč-Tikigod- repeated order
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Supplement to V15G2 (JSGME)
O2-Gauges v2
DD_VisibleMines_V1.0
GWX - Merged Campaign Wilhelmshaven v6
FUBARSVIIC U201
GWX - 16km Atmosphere
Regards.
Fitzcarraldo :salute:
urfisch
08-22-11, 02:58 AM
hmmm...seems, as if "urfischs modstrike" is missing in your list.
:yep:
Lucky07
08-22-11, 04:12 AM
For your information, this is my actual list in JSGME, for SH3 V15G2 plus Surrender Patch and GWX 3 Gold. Anothers mods activated via SH3 Commander.
Please, observe the order for FM Interiors and the Aces compatability fixes.
All the mods working very fine.
Generic Mod Enabler - v2.6.0.157
[C:\SH3\MODS]
GWX - Late War Sensors Snorkel Antennas
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6
Rbs1_SH4_Effects_GWX_30_71
LifeBoats&Debris_v4
Rbs3withlifeboat
Wooden_Lifeboats_Mod_1.1
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
GWX_DFa-Flag&Pens_2010
FM30_UpDown_final
FM_NewInterior_V1.0
Conning Tower open Hatch TestFMfood
Depthcharge Shake v2.01
WAC4.1 SubPen_animated_18.02.2010
Aces' Multimod compatability fix release v1.3 public beta
Aces' St.Nazaire Super Pens v5.1 GWX Version
Aces' Super Turms v6 for GWX
MaGui 3.4
Widescreen MaGui v3.4
optional-blue recmanual for Widescreen MaGui v3.4
optional-stopwatch with speed lines for Widescreen MaGui v3.4
Type VII salvo selector
Flakmonkey's Interior with crew
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on
GWX_SH4StyleFlag_fullModel
Pascal_Port_People
OLC's Modified Searchlight Beams for GWX3
BMW-R75 v.1 by TP
Dönitz Aces - Custom Emblems
Das_Boot_Besatzung_v2.1-Stations-ohne_Kaleun
Merchant_Fleet_Mod_3.2
FM NI Fix for WideScreen MaGui v3.4
Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3
Q Ship mod GWX3.0
Combat Radio Frequency
Thomsen's Sound Pack V3.2cg
Rapt0r's DBSM Addon Yes Sir Patch
Rbs10-enhancedoilexplosion
Rbs2withbuoyance
B25_Deck_Crew_Ambient
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
Real Depth Charge
Rapt0r's Uniforms V2.0 [Grey]
Aces' Modified Headphones
ail Das Boot officers mod v2.19
No Medals On Crew [Patch]
Compulsory U-boat Headdress - GWX 2.0
Torpedo_HAHD_1024_GWX
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On
Carotio_SH3_Seafloormod - 256mb
Ice Age
Scirč-Tikigod- repeated order
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Supplement to V15G2 (JSGME)
O2-Gauges v2
DD_VisibleMines_V1.0
GWX - Merged Campaign Wilhelmshaven v6
FUBARSVIIC U201
GWX - 16km Atmosphere
Regards.
Fitzcarraldo :salute:
thx u so much man but .. what i do with the OLC GUI mod ? first , or after ur mod ?
fitzcarraldo
08-22-11, 07:01 AM
hmmm...seems, as if "urfischs modstrike" is missing in your list.
:yep:
I use FM Interiors without Urfish Mod, and all works fine.
I recommend MaGUI and not OLC. MaGUI is a most complete version of OLC, with better graphics and functions.
Regards.
Fitzcarraldo :salute:
Magic1111
08-22-11, 07:52 AM
I recommend MaGUI and not OLC. MaGUI is a most complete version of OLC, with better graphics and functions.
Yes, 2nd this absolutely ! :up:
Best regards,
Magic
Lucky07
08-22-11, 08:10 AM
I use FM Interiors without Urfish Mod, and all works fine.
I recommend MaGUI and not OLC. MaGUI is a most complete version of OLC, with better graphics and functions.
Regards.
Fitzcarraldo :salute:
uhm i wll take a look thx u for the info
Magui final version ? or the 3.4 ??
there is any video tutorial like the olc to learn to how to use the settings ???
urfisch
08-22-11, 10:20 AM
hey fitz.
i know. you are just missing some nice additions, like fire in the command room, etc. nothing else.
fitzcarraldo
08-22-11, 10:35 AM
hey fitz.
i know. you are just missing some nice additions, like fire in the command room, etc. nothing else.
I use your mod before I installed the SH4 effects for SH3. I read somewhere (i didnīt remember where), the SH4 effects and Urfischīs are incompatible. Yes, I like to install your mod to my list.:yep:
Best regards.
Fitz :salute:
fitzcarraldo
08-22-11, 10:38 AM
uhm i wll take a look thx u for the info
Magui final version ? or the 3.4 ??
there is any video tutorial like the olc to learn to how to use the settings ???
If you use Widescreen monitor, the MaGUI required is 3.4, and MaGUI 3.4 WS. If you donīt use WS, try MaGUI Final Version.
The MaGUI mod contains goods tutorials.
Regards.
Fitzcarraldo :salute:
Lucky07
08-22-11, 10:43 AM
still making crash ..... always when i mount the new interior and flackmoney crew, but the mague mod is so nice
I edit
If you use Widescreen monitor, the MaGUI required is 3.4, and MaGUI 3.4 WS. If you donīt use WS, try MaGUI Final Version.
The MaGUI mod contains goods tutorials.
Regards.
Fitzcarraldo :salute:
i just see ur post , with wide screen what u mean ??
the size of the monitor ???
Edit 2
im suggest to play with this mods i this places:
[DEPENDANCIES]
00GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol="02LifeBoats&Debris_v4""04GWX_DFa-Flag&Pens_2010""MaGui F"
03Waterstream+Exhaust Combi V2.3 for GWX3="04GWX_DFa-Flag&Pens_2010"
04GWX_DFa-Flag&Pens_2010="MaGui F"
MaGui F="optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F""TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)"
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)="22Hans_Von_Luck_VIIc_U201"
[MODS]
00GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol=1
01GWX - Late War Sensors Snorkel Antennas, menos fatiga mas municionBy hans von luck=2
02GWX - Reduced Positive Buoyancy=3
04GWX - Alternate Loadscreen - Full Circle=4
05GWX - Axis Mediterranean Aircraft Skins=5
6GWX - Enhanced Damage Effects=6
02LifeBoats&Debris_v4=7
03Waterstream+Exhaust Combi V2.3 for GWX3=8
04GWX_DFa-Flag&Pens_2010=9
06Carotio_SH3_Seafloormod - 256mb=10
MaGui F=11
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F=12
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)=13
19Gramofono=14
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)=15
22Hans_Von_Luck_VIIc_U201=16
if i get in the new interior and crew or aces superturms v6 , BUMMMM xD
any idea ?
fitzcarraldo
08-22-11, 02:32 PM
still making crash ..... always when i mount the new interior and flackmoney crew, but the mague mod is so nice
I edit
i just see ur post , with wide screen what u mean ??
the size of the monitor ???
Edit 2
im suggest to play with this mods i this places:
[DEPENDANCIES]
00GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol="02LifeBoats&Debris_v4""04GWX_DFa-Flag&Pens_2010""MaGui F"
03Waterstream+Exhaust Combi V2.3 for GWX3="04GWX_DFa-Flag&Pens_2010"
04GWX_DFa-Flag&Pens_2010="MaGui F"
MaGui F="optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F""TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)"
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)="22Hans_Von_Luck_VIIc_U201"
[MODS]
00GWX Guerra Civil Espaņola 1.3 +Traduccion al espaņol=1
01GWX - Late War Sensors Snorkel Antennas, menos fatiga mas municionBy hans von luck=2
02GWX - Reduced Positive Buoyancy=3
04GWX - Alternate Loadscreen - Full Circle=4
05GWX - Axis Mediterranean Aircraft Skins=5
6GWX - Enhanced Damage Effects=6
02LifeBoats&Debris_v4=7
03Waterstream+Exhaust Combi V2.3 for GWX3=8
04GWX_DFa-Flag&Pens_2010=9
06Carotio_SH3_Seafloormod - 256mb=10
MaGui F=11
optional-ALTERNATIVE SCOPES with speedlines stopwatch for MaGui F=12
TorpedoSolutionButton for MaGui F (NYGM-GWX-WAC)=13
19Gramofono=14
21Hans_Von_Luck_crew skins4(chaqueta negra ofi)=15
22Hans_Von_Luck_VIIc_U201=16
if i get in the new interior and crew or aces superturms v6 , BUMMMM xD
any idea ?
If you use SuperTurms v6 and/or FM Interiors, you need the fixes from Aces (Multimod compatability and Aces fixes for SuperTurms.
What version of GWX use you? In GWX 3 Gold there is not a "Reduce positive buoyancy" optional.
Waterstream, Flags and Pens and LifeBoat need the Aces Multimod compatability fix, with FM Interiors.
And yes, the MaGUI WS is the Widescreen monitor version. My resolution is 1360 x 768.
Regards.
Fitzcarraldo :salute:
Lucky07
08-22-11, 02:47 PM
I use the GWX 3 gold and i pick up the buoyance mod from a old version becauso the u bott still moving from right to left instead of from to back due to the waves ,
this mods that i post to u u work perfectly but ..... i what orther i must add it ( the fixes i mean ) the new interior aces multimod pacth etc...
urfisch
08-23-11, 02:08 AM
I use your mod before I installed the SH4 effects for SH3. I read somewhere (i didnīt remember where), the SH4 effects and Urfischīs are incompatible. Yes, I like to install your mod to my list.:yep:
Best regards.
Fitz :salute:
no prob, dude. just wanted to draw some attention on it. it also has new fire and smoke effects in it. they are reworked sh4 effects. but i never tested it with the new interiors. maybe you can tell your experiences?
fitzcarraldo
08-23-11, 06:59 AM
no prob, dude. just wanted to draw some attention on it. it also has new fire and smoke effects in it. they are reworked sh4 effects. but i never tested it with the new interiors. maybe you can tell your experiences?
With FM Interiors, SH4 Effects work fine; but SH4 Effects overwrites files of Urfisch Modstrike and lost the fire effects in Control Room. Maybe you can see the compatability between these mods for a new version of your Modstrike.
Now, I use the loading screen, and some graphic stuff of Modstrike, but I must delete the "submarine" folder files for compatability with SH4 effects and - of course - I lost the fire-smoke effects.
Regards.
Fitzcarraldo :salute:
urfisch
08-23-11, 09:59 AM
you can leave the sh4 effects. as i said, my modcompilation has reworked fx effects (general fire and smoke) in it. i used the sh4 mod as base for these.
Lucky07
08-23-11, 04:10 PM
fitzcarraldo (http://www.subsim.com/radioroom/member.php?u=247263) im downloading one by one all ur list mod for built it same to u , because i getting really mad for ths question ...... thx u alot for u help man
I edit
i see also ur list of suggested mods over here
http://174.123.69.202/~subsimc/radioroom/showthread.php?t=184049 (http://174.123.69.202/%7Esubsimc/radioroom/showthread.php?t=184049)
I cant find these mods:
Depthcharge Shake v2.01
Rbs10-enhancedoilexplosion
Rbs2withbuoyance
Haunting Atlantic Wind
Karle's_Crash_Dive_Mod
ail Das Boot officers mod v2.19
Compulsory U-boat Headdress - GWX 2.0
Torpedo_HAHD_1024_GWX
TheDarkWraith_DC_Water_Disturbance_v4_0_SH3
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3
Supplement to V15G2 (JSGME)
O2-Gauges v2
GWX - Merged Campaign Wilhelmshaven v6
Rbs1_SH4_Effects_GWX_30_71
i think that at first view thats all mod i cant found , the rest i download all
and another question,:
i have a campain with a Sub VIIC ( NO /41 or /42 , the VIIC normal ) all the mods of ur list are compatible with VIIC ?
thx so much , really
Lucky07
08-24-11, 06:10 AM
ok man, i have the next list,
[DEPENDANCIES]
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6="06LifeBoats&Debris_v4""FM_NewInterior_V1.0""Conning Tower open Hatch TestFMfood""WAC4.1 SubPen_animated_18.02.2010""Aces' Multimod compatability fix release v1.3 public beta""Aces' St.Nazaire Super Pens v5.1 GWX Version""Flakmonkey's Interior with crew"
06LifeBoats&Debris_v4="Wooden_Lifeboats_Mod_1.1""FM_NewInterior_V1.0""WAC4.1 SubPen_animated_18.02.2010""Aces' Multimod compatability fix release v1.3 public beta""Aces' St.Nazaire Super Pens v5.1 GWX Version"
07Waterstream+Exhaust Combi V2.3 for GWX3 no meter con SUB VII c="08GWX_DFa-Flag&Pens_2010""Aces' Multimod compatability fix release v1.3 public beta""Aces' Super Turms v6 for GWX"
08GWX_DFa-Flag&Pens_2010="FM30_UpDown_final""FM_NewInterior_V1.0""Conning Tower open Hatch TestFMfood""Aces' Multimod compatability fix release v1.3 public beta""Aces' Super Turms v6 for GWX""10MaGui F Personalized by hans von luck""Thomsen's Sound Pack V3.2cg"
FM30_UpDown_final="FM_NewInterior_V1.0""Conning Tower open Hatch TestFMfood""Aces' Multimod compatability fix release v1.3 public beta""Aces' Super Turms v6 for GWX""10MaGui F Personalized by hans von luck""Thomsen's Sound Pack V3.2cg"
FM_NewInterior_V1.0="Conning Tower open Hatch TestFMfood""WAC4.1 SubPen_animated_18.02.2010""Aces' Multimod compatability fix release v1.3 public beta""Aces' St.Nazaire Super Pens v5.1 GWX Version""Aces' Super Turms v6 for GWX""10MaGui F Personalized by hans von luck""Flakmonkey's Interior with crew""Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on""Thomsen's Sound Pack V3.2cg"
Conning Tower open Hatch TestFMfood="Aces' Multimod compatability fix release v1.3 public beta""Aces' Super Turms v6 for GWX""10MaGui F Personalized by hans von luck""Flakmonkey's Interior with crew""Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on""Thomsen's Sound Pack V3.2cg"
WAC4.1 SubPen_animated_18.02.2010="Aces' Multimod compatability fix release v1.3 public beta""Aces' St.Nazaire Super Pens v5.1 GWX Version"
Aces' Multimod compatability fix release v1.3 public beta="Aces' St.Nazaire Super Pens v5.1 GWX Version""Aces' Super Turms v6 for GWX""10MaGui F Personalized by hans von luck""Flakmonkey's Interior with crew""Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on""Thomsen's Sound Pack V3.2cg"
Aces' Super Turms v6 for GWX="10MaGui F Personalized by hans von luck""Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on""Thomsen's Sound Pack V3.2cg""Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On"
10MaGui F Personalized by hans von luck="Thomsen's Sound Pack V3.2cg"
Thomsen's Sound Pack V3.2cg="B25_Deck_Crew_Ambient""Real Depth Charge""Scirč-Tikigod- repeated order"
[MODS]
01GWX - Late War Sensors Snorkel Antennas, menos fatiga mas municionBy hans von luck=1
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V6=2
06LifeBoats&Debris_v4=3
Wooden_Lifeboats_Mod_1.1=4
07Waterstream+Exhaust Combi V2.3 for GWX3 no meter con SUB VII c=5
08GWX_DFa-Flag&Pens_2010=6
FM30_UpDown_final=7
FM_NewInterior_V1.0=8
Conning Tower open Hatch TestFMfood=9
WAC4.1 SubPen_animated_18.02.2010=10
Aces' Multimod compatability fix release v1.3 public beta=11
Aces' St.Nazaire Super Pens v5.1 GWX Version=12
Aces' Super Turms v6 for GWX=13
10MaGui F Personalized by hans von luck=14
Flakmonkey's Interior with crew=15
Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on=16
Pascal_Port_People=17
BMW-R75 v.1 by TP=18
Thomsen's Sound Pack V3.2cg=19
B25_Deck_Crew_Ambient=20
Real Depth Charge=21
Aces' Modified Headphones=22
Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On=23
09Carotio_SH3_Seafloormod - 256mb=24
Ice Age=25
Scirč-Tikigod- repeated order=26
TheDarkWraith_Ship_Plane_Fire_Damage_v1_4_SH3=27
DD_VisibleMines_V1.0=28
16Wolfehunters_VIIC_STD_2048 Skin tuti mas resolucion=29
i try to start a training mision for test , and i have been crashed ... xDD
any idea ?
I edit , in view that i cant fix the problem .... i decide to built the mods handly by me on my Main mod ( but i need the permisions first)
fitzcarraldo (http://www.subsim.com/radioroom/member.php?u=247263) check the post plz, i see that u control the game modding and any idea will be welcome
http://www.subsim.com/radioroom/showthread.php?t=187114
Lucky07
08-25-11, 06:58 AM
I request ur permision for add ur mod to mine ,in this link
http://www.subsim.com/radioroom/showthread.php?t=187114
thx u man for make this increidible mod !
MCHALO12
10-09-11, 08:32 AM
Hi friends,
a few new pictures of the control room:
http://s14.directupload.net/images/111009/dubqhxz9.jpg
http://s14.directupload.net/images/111009/yaxipqcp.jpg
http://s14.directupload.net/images/111009/5mgrp7nc.jpg
Best regards, MCHALO12.
Is this for Real??
Wow, :rock:
After all those years there is finally the bench! :rock::o
Sailor Steve
10-09-11, 11:47 AM
Is this for Real??
Wow, :rock:
After all those years there is finally the bench! :rock::o
And the helmsman at the rudder controls! :yeah:
urfisch
10-09-11, 11:53 AM
great stuff, finally the boat is no longer without control...
:up:
thanks a lot for this!
MCHALO12
10-09-11, 12:45 PM
I am currently creating the animations for the helmsman: Somebody has to operate the engine telegraphs... :yeah:
I had a little discussion with Diving Duck regarding the bench: in his opinion, the bench was not normally used during WWII, but more or less an exception or added later. As I am a great fan of the bench, in my opinion this was the standard equipment during the war, but I do not have any evidence to proof this thesis. Does anyone of you know more details about the use of the bench?
Best regards, MCHALO12.
In the U-995 the bench is certainly available - see the dramatic view below - and if I remember it well you will also find it in "Das Boot". Looking to the pictures: Great achievement!
http://img12.imageshack.us/img12/3511/duitsland184resize.jpg
MCHALO12
10-09-11, 01:15 PM
Hi rik007,
You are right, the bench exists in U 995, but as this boat was used by the norwegian navy for a couple of years, I'm not sure the bench existed in WWII, too.
"Das Boot" also shows the bench, but the question here is where they got their information about the interior? The electric engine room in "Das Boot" does not show the switching cabinets that were installed in the type VIIc, but the older version of the VIIb. So perhaps, they had another source?
Best regards, MCHALO12.
Hi rik007,
You are right, the bench exists in U 995, but as this boat was used by the norwegian navy for a couple of years, I'm not sure the bench existed in WWII, too.
"Das Boot" also shows the bench, but the question here is where they got their information about the interior? The electric engine room in "Das Boot" does not show the switching cabinets that were installed in the type VIIc, but the older version of the VIIb. So perhaps, they had another source?
Best regards, MCHALO12.
Hi MCHALO12,
Yes that was my feeling with the electric engines but everything appeared original.
Here from 6:14 you can see that the guys are actually sitting (on the bench):
http://www.youtube.com/watch?v=ew7_2PNOyH0
If you switch to 480p you can even see the bench in the lower right corner
Great diving angle! The Wochenschau is always great to watch by the way.
Rik
MCHALO12
10-09-11, 01:46 PM
Very interesting video, but I think you can't actually see the bench... I'm afraid we will need more to trick Diving Duck into paying me a :Kaleun_Cheers:...
Nevertheless, in my opinion the bench has a right to exist becaus everyone who visited U 995 or watched "Das Boot" is familiar with it!
Best regards, MCHALO12.
Would it be possible to clone the animations of the Ruder-gänger,
and apply it too the helmsman so he does the danger animations?
:hmmm:
There are many propaganda reels where one can spot the bench. SO I guess It was rather common.
MCHALO12
10-09-11, 02:26 PM
Interesting question Myxale!
I don't think there is a way to clone the stock animation because the rigging of the stock crew is sure to be different from mine. But as an alternative, it should be possible to create a danger animation and apply it to the state machine status of being attacked. Unfortunately, I don't know much about state machine controlles and their possibilities, so Diving Duck would be the man to answer this question.
Best regards, MCHALO12.
Jimbuna
10-09-11, 02:28 PM
This looks very promising http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif
frau kaleun
10-09-11, 03:06 PM
My current helmsman, Harvey, is not going to be happy about this. But at least the new guy won't shed rabbit fur all over the control room. :O:
GREAT WORK! Can't wait to see how this all turns out.
Magic1111
10-09-11, 03:14 PM
Hi friends,
a few new pictures of the control room:
http://s14.directupload.net/images/111009/dubqhxz9.jpg
http://s14.directupload.net/images/111009/yaxipqcp.jpg
http://s14.directupload.net/images/111009/5mgrp7nc.jpg
Best regards, MCHALO12.
Hi MCHALO12!
Looks very, very nice!!! :rock::rock::rock:
Best regards,
Magic
MCHALO12
10-09-11, 04:24 PM
Moin Magic,
wait until you see the animated version, I like it very much!
@FrauKaleun: Do you want to talk about the conditions on your boat? Perhaps an exterminator would help? :har:
Best regards, MCHALO12.
Fish In The Water
10-09-11, 05:01 PM
...a few new pictures of the control room:
Wow, very promising indeed! Congratulations on the progress and keep up the good work! :salute:
frau kaleun
10-09-11, 06:05 PM
@FrauKaleun: Do you want to talk about the conditions on your boat? Perhaps an exterminator would help? :har:
If we could just get Sailor Steve to stop dropping Cheetohs crumbs everywhere, that would be half the battle. :O:
Hellraiser
10-09-11, 09:09 PM
I think the 'bench' is absolute fiction.
In No way does this represent German design.
It's my informed opinion that this was something the Norwegian navy came up with as a 'comfort' item.
Das Boot's researchers merely copied what they saw in the only surviving Type ViiC
frau kaleun
10-09-11, 09:46 PM
I've been going through the books I have with war-time pictures of u-boat control rooms. This is the only one I've found so far, from "U-Boats Under The Swastika":
http://img35.imageshack.us/img35/7343/u570.jpg
This is a picture that the author credits to the Imperial War Museum in London. The reason that there's an RN officer at the 'scope is because this is U-570, the VIIC that was captured by the British in 1941.
Whether or not the British added the same bench to this control room that the Norwegians may or may not have added to another VIIC's zentrale, is a question I can't answer... but it seems like it would be quite a coincidence. In addition, it's my understanding that the RN left U-570 pretty much the way they found her in terms of design although I could be wrong about that. :hmmm:
Sailor Steve
10-09-11, 10:45 PM
If we could just get Sailor Steve to stop dropping Cheetohs crumbs everywhere, that would be half the battle. :O:
HEY! A guy's gotta eat, you know. :stare:
Your point is well made, Frau Kaleun! :up:
urfisch
10-10-11, 07:55 AM
I dont know the facts exactly, havent been on such a boat during ww2. But when sailing the boat in normal service (no attack run, etc.) the helmsman sit at the lower controls in the command room on this "bench". Only during "Alarm" and the crew at battlestations the helmsman sit in the tower, near the captain. This is, what i read so far.
Any other news on that?
Sailor Steve
10-10-11, 09:31 AM
this is U-570
No it's not - that's HMS Graph! :O:
:rotfl2:
Just so no one gets the wrong idea, HMS Graph was the name the British gave U-570.
frau kaleun
10-10-11, 09:46 AM
No it's not - that's HMS Graph! :O:
:rotfl2:
Just so no one gets the wrong idea, HMS Graph was the name the British gave U-570.
:O:
But did they give it a bench at the helm/planes stations in the zentrale, is the real question. :D
Jimbuna
10-10-11, 09:53 AM
No...she was never modified and was taken out of commission in 42 because of a lack of spare parts.
Sailor Steve
10-10-11, 09:56 AM
:O:
But did they give it a bench at the helm/planes stations in the zentrale, is the real question. :D
I'm not as certain as Jim, but I highly doubt it. Even if they did modify the boat, it would be odd if they did exactly the same modification as another nation did.
frau kaleun
10-10-11, 09:57 AM
No...she was never modified and was taken out of commission in 42 because of a lack of spare parts.
Ah, then the bench was there for her original German crew to sit on. Cool.
MCHALO12
10-10-11, 12:06 PM
@Hellraiser: I think the researchers are sure to have visited U 995, but they apparently had other sources or they would not have taken the old version of the electric engine room... I don't know if the bench would still be in U 995 if it had been installed by the Norwegian Navy: the conning tower has exactly been restored as it was in WWII.
@fraukaleun: Very interesting picture. In my opinion it seems quite implausible that the British Navy should have installed a bench in a captured German submarine during the war. They wanted to understand the capabilities of this boats, but they did not plan to put it into active service as far as I know...
Thank you for your help guys!
MCHALO12.
Jimbuna
10-10-11, 12:40 PM
@fraukaleun: Very interesting picture. In my opinion it seems quite implausible that the British Navy should have installed a bench in a captured German submarine during the war. They wanted to understand the capabilities of this boats, but they did not plan to put it into active service as far as I know...
Thank you for your help guys!
MCHALO12.
On 21 October 1942, in the bay of Biscay, about 50 nautical miles (90 km) north-north-east of Cape Ortegal (http://en.wikipedia.org/wiki/Cape_Ortegal) (http://upload.wikimedia.org/wikipedia/commons/thumb/5/55/WMA_button2b.png/17px-WMA_button2b.png44°31***8242;N 7°25***8242;W***65279; / ***65279;44.517°N 7.417°W***65279; / 44.517; -7.417 (http://toolserver.org/~geohack/geohack.php?pagename=HMS_Graph_(P715)¶ms=44_31_N_7_25_W_)), Graph encountered the U-333 (http://en.wikipedia.org/wiki/German_submarine_U-333). Four torpedoes were fired but all missed.[47] (http://en.wikipedia.org/wiki/HMS_Graph_(P715)#cite_note-46) In December 1942, HMS Graph sighted the German cruiser Admiral Hipper (http://en.wikipedia.org/wiki/German_cruiser_Admiral_Hipper) on her return to Altenfjord (http://en.wikipedia.org/wiki/Altenfjord) following the Battle of the Barents Sea (http://en.wikipedia.org/wiki/Battle_of_the_Barents_Sea), but Hipper was travelling too fast to be attacked. Three hours later, Graph sighted one German destroyer towing a second, and attacked. However, her torpedoes missed.
http://en.wikipedia.org/wiki/HMS_Graph_(P715)
She was commissioned into the Royal Navy as HMS Graph on 19 September 1941. HMS Graph was decommissioned from active service in February 1944. Graph was lost on 20 March 1944 when she ran aground on the west coast of the Island of Islay, Scotland.
http://uboat.net/allies/warships/ship/7751.html
http://www.secondworldwar.org.uk/britsubgraph.html
MCHALO12
10-10-11, 01:11 PM
:damn: ****. So the only piece of evidence we had is obsolete...
Doesn't matter, I like the bench :) . It stays as long as nobody can proof wether it was there in WWII or not.
Best regards, MCHALO12.
frau kaleun
10-10-11, 01:24 PM
:damn: ****. So the only piece of evidence we had is obsolete...
Doesn't matter, I like the bench :) . It stays as long as nobody can proof wether it was there in WWII or not.
Actually I think that what Jim and Steve (and I) are saying is that it's very likely the bench was in fact part of the boat's original wartime German design. It's clealy there in the picture, which had to have been taken after the RN captured U-570 in 1941 but before she was lost in 1944, and it's unlikely that the bench was added by the British during that time.
I love this! How hard it is to convince the anti-bench community that there was a bench in control room. :)
So where are these guys sitting on in the lower picture? what is the box-like structure in the right upper picture? Could it be a bench?
http://img14.imageshack.us/img14/3623/benchsmall.jpg
Jimbuna
10-10-11, 02:47 PM
:damn: ****. So the only piece of evidence we had is obsolete...
Doesn't matter, I like the bench :) . It stays as long as nobody can proof wether it was there in WWII or not.
Best regards, MCHALO12.
LOL :DL
Actually I think that what Jim and Steve (and I) are saying is that it's very likely the bench was in fact part of the boat's original wartime German design. It's clealy there in the picture, which had to have been taken after the RN captured U-570 in 1941 but before she was lost in 1944, and it's unlikely that the bench was added by the British during that time.
Precisely :03:
Sailor Steve
10-10-11, 03:03 PM
MCHALO12 has said he agrees, so I think he could hardly be called "anti-bench". That said, I'd like to address the last set of pictures from the other side.
So where are these guys sitting on in the lower picture?
Since there is no trace of the seat in the picture, it could be anything, including the individual saddles a la SH3.
what is the box-like structure in the right upper picture? Could it be a bench?
Yes, it certainly could be. If it is, though, why is there no one sitting on it? The periscope is raised, suggesting that the boat is submerged. If it is there would certainly be someone sitting at the dive planes. In fact that object could be a crate of some sort.
Not really arguing, since I think the bench is correct. I'm merely pointing out the error of assuming that what you can't see for certain is what you want it to be.
MCHALO12
10-10-11, 03:10 PM
Operating the machine telegraphe:
http://s14.directupload.net/images/111010/xdixxmq4.jpg
Ringing the alarm bell:
http://s14.directupload.net/images/111010/8qx9sqen.jpg
The animations are of course linked to the related orders.
Best regards, MCAHLO12.
frau kaleun
10-10-11, 03:12 PM
Yes, it certainly could be. If it is, though, why is there no one sitting on it? The periscope is raised, suggesting that the boat is submerged.
Is that the depth gauge visible over the shoulder of the guy at the 'scope? If so, can anyone make out the numbers, or compare it to a better picture of the same gauge? Cuz if it's a shallow depth gauge marking off 0-5-10-15-20-25 meters, then the position of the needle would seem to indicate that they're surfaced. :hmmm:
Jimbuna
10-10-11, 03:22 PM
Is that the depth gauge visible over the shoulder of the guy at the 'scope? If so, can anyone make out the numbers, or compare it to a better picture of the same gauge? Cuz if it's a shallow depth gauge marking off 0-5-10-15-20-25 meters, then the position of the needle would seem to indicate that they're surfaced. :hmmm:
Could well be 'stage managed'...a propaganda picture :hmmm:
Sailor Steve
10-10-11, 03:35 PM
Operating the machine telegraphe:The animations are of course linked to the related orders.
Cool! :rock:
Is that the depth gauge visible over the shoulder of the guy at the 'scope?
It does indeed look like the 25-metre depth guage, and I think you're right. That would by why no one is sitting there.
Could well be 'stage managed'...a propaganda picture :hmmm:
Probably. It would explain a lot.
SquareSteelBar
10-11-11, 06:22 AM
Here you see a part of the bench:
http://img191.imageshack.us/img191/7739/bild1byj.th.jpg (http://imageshack.us/photo/my-images/191/bild1byj.jpg/)
I can't imagine that sitting on a saddle looks like that [note the angle]:
http://img651.imageshack.us/img651/822/bild3xi.th.jpg (http://imageshack.us/photo/my-images/651/bild3xi.jpg/)http://img851.imageshack.us/img851/6146/bild4f.th.jpg (http://imageshack.us/photo/my-images/851/bild4f.jpg/)
Sitting on a saddle this way would rip the helmsman's ass when depthcharged next time...
These authentic pics were taken by Lothar-Günther Buchheim [author of 'Das Boot'] during his patrol on U-96.
I think these saddles in stock SH3 are phantasms of the developers since they couldn't get any docs about the correct seats. :hmmm:
DivingDuck
10-11-11, 07:42 AM
Moin,
as MCHALO already told Iīm no fan of the bench. It looks odd in U995, kinda out of place. So I checked all plans/books I have for evidence.
VII B 1940 --> ?
VII C 1944 --> bench
VII D 1941 --> bench
IX D2 1943 --> bench
XVII K -------> saddle/seat
XVII B -------> saddle/seat
XVII G -------> saddle/seat
XVIII -------> contradicting plans, maybe because different development stages / missing dates on them
XX ----------> ?
XXI ----------> saddle/seat
XXII ---------> saddle/seat
XXIII --------> ?
XXVI --------> saddle/seat
XXIX H ------> saddle/seat
30A ---------> saddle/seat
No bench is mentioned on the plans, but those I have marked as 'bench' have a rectangular / L- shape in the respective position and no saddles.
Those marked with '?' do not have the rectangular / L- shape nor single seats/saddles.
Those marked 'saddle/seat' do clearly show single seats/saddles.
Iīve checked as many plans as I could find to see whether the bench was original design and more or less common. I do not like it, but quite some evidence has been presented to court already. The bench will most probably stay unless MCHALO and I break off over the issue / somebody else re-works this mod after we are finished with it / SubSim.com presents a petition against the bench (I would be first to sign it, LOL).
Regards,
DD
I think these saddles in stock SH3 are phantasms of the developers since they couldn't get any docs about the correct seats. :hmmm:
IIRC, U-505 has saddles. Maybe they took it from there :06:
Edit: Found this picture: http://www.uboatarchive.net/U-505EnclG437.htm
It seems the saddle could be turned :hmmm:
SquareSteelBar
10-11-11, 02:01 PM
IIRC, U-505 has saddles. Maybe they took it from there :06:Yesterday I had a look at Chicago Museum's site but didn't find any pics of the planesmen station.
Just looked once more - there's one pic that looks like there're leather seats with back rests? :o
http://www.msichicago.org/whats-here/exhibits/u-505/the-exhibit/interactives/dive-trainer/
I think the planesmen felt like sitting in a Porsche... :rotfl2:
That's certainly not authentic. It's american luxury... ;)
Or is it a replication of the planesmen station? The gauges and wheels look very weird... :hmmm:
.
SquareSteelBar
10-11-11, 02:28 PM
...Edit: Found this picture: http://www.uboatarchive.net/U-505EnclG437.htm...Interesting...
As DD already mentioned: some sub types came with saddles other came with benches.
U-505 was a IXC type.
SquareSteelBar
10-11-11, 02:41 PM
This guy looks more like sitting on a saddle than the guys in post #224
http://img707.imageshack.us/img707/3623/benchsmall.jpg
Hi SSB,
try google (pictures) with 'u 505 before restoration site:subsim.com' and you should see a picture of the old saddle.
Cheers, LGN1
brett25
10-18-11, 12:36 AM
really great work so far:salute:
Rafair7643
10-26-11, 06:32 PM
Really looking good. Thanks to all those involved for enhancing the Submarine experience.
Fish In The Water
10-26-11, 06:52 PM
Welcome aboard Rafair! :salute:
Fubar2Niner
10-27-11, 08:05 AM
@Rafair7643
Welcome to the good ship Subsim :ahoy: Enjoy your stay shipmate.
Best regards.
Fubar2Niner
505 had saddles, was just there Tuesday, corrupting some of my daughter's 2nd grade classmates as a chaperone on a field trip.
sabretwo
10-29-11, 06:23 PM
Looking fantastic! :up:
urfisch
11-15-11, 06:45 AM
any new file for this fantastic mod?
USS Drum
12-22-11, 01:00 AM
Well I know this thread is a month old but any updates? Silent hunter 5 has the "bench".
Victor Schutze
01-24-12, 12:57 PM
Well I know this thread is a month old but any updates? Silent hunter 5 has the "bench".
Bump :yep:
Sailor Steve
01-24-12, 03:38 PM
It seems that the Type VII had the bench and the Type IX had saddles. That said, there was probably a lot of variation and experimentation. Which type of seat was installed may depend on u-boat type, or it may depend on which shipyard built the boat in question.
There is no question that SH5 is correct, especially in regard to the helmsman's position, which doesn't even exist in SH3. We'll see how that works after U-Boat HAHD is released.
Leutnant_Werner
03-11-12, 05:50 AM
Hi Kaleuns,
i have found a bug. You can see it here:
http://berkley.wunsch.com/door-bug.avi
the doors swing open with a 90° false degree.
Best Regards
Leutnant_Werner
my activated mods are:
_LSH3_V5
Kaleun Stimmen
TypeVII_Open_Hatch mit Kathi
Uniformen_Lars
OLC GWX
DD_OH_V3.09_20091204224112
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
_LSH3_V5__Dunkles-Erkennungshandbuch
Sound aus GWX und Boot
_LSH3_V5_ENV_MEP1a-Normal-Nights
_LSH3_V5__Rotating-DF-Antenna
FM_NewInterior_V1.0
WAC3.0 RealAtlantic 2 v.TP
RealWeatherFixMod
crew
O2-Gauges v2
Testpilots Typ 7B Boot V3 Beta
Stiebler_Surrender_Smoke_CAM
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Fanfara 1.0
Aces' Crew On Deck - Stand alone mod v1 GWX Version
BMW-R75 v.1 by TP
Pascal_Port_People
Flakmonkey's Interior with crew
LifeBoats&Debris_v4
Supplement to V16B1 (JSGME)
_LSH3_V5_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5_SLS_Spezialeffekte-Mittel
fitzcarraldo
03-11-12, 07:20 AM
Hi Kaleuns,
i have found a bug. You can see it here:
http://berkley.wunsch.com/door-bug.avi
the doors swing open with a 90° false degree.
Best Regards
Leutnant_Werner
my activated mods are:
_LSH3_V5
Kaleun Stimmen
TypeVII_Open_Hatch mit Kathi
Uniformen_Lars
OLC GWX
DD_OH_V3.09_20091204224112
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
_LSH3_V5__Dunkles-Erkennungshandbuch
Sound aus GWX und Boot
_LSH3_V5_ENV_MEP1a-Normal-Nights
_LSH3_V5__Rotating-DF-Antenna
FM_NewInterior_V1.0
WAC3.0 RealAtlantic 2 v.TP
RealWeatherFixMod
crew
O2-Gauges v2
Testpilots Typ 7B Boot V3 Beta
Stiebler_Surrender_Smoke_CAM
TheDarkWraith_Ejecting_Pilot(s)_v2_0_SH3
Fanfara 1.0
Aces' Crew On Deck - Stand alone mod v1 GWX Version
BMW-R75 v.1 by TP
Pascal_Port_People
Flakmonkey's Interior with crew
LifeBoats&Debris_v4
Supplement to V16B1 (JSGME)
_LSH3_V5_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal
_LSH3_V5_SLS_Spezialeffekte-Mittel
That is true; there is a problem with the hatches in the watertights, I can live with that, but is a bug. You have the bug in LSH3; I have it in GWX.
Regards.
Fitzcarraldo :salute:
goose814
07-04-12, 04:34 PM
I just came across this thread and was wondering if the mod was still in progress. It looks absolutely stunning. Thanks for any info.
I too am wondering about any progress on this. :D
I've only recently got machine on which I can run the higher-detail mods, so I'm looking quite forward to trying NI in the first place. Adding crew? Wow.:sunny:
Hawk U-375
12-09-12, 11:05 PM
Seems to have died out :(
Anybody have a new link because he is dead :hmmm:
desertstriker
07-16-13, 04:30 AM
Anybody have a new link because he is dead :hmmm:
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MCHALO12/Flakmonkey%27s_Interior_with_crew_BETA.7z
username Maik
password Woelfe
LT Werner
09-30-13, 01:38 AM
ftp://hartmuthaas.no-ip.org/public/Sharing/SH3COMMUNITYMODS/MCHALO12/Flakmonkey%27s_Interior_with_crew_BETA.7z
username Maik
password Woelfe
Moin,
Is the pass and username still valid?
Or anybody has another link for this mod?
Thanks
Sailor Steve
09-30-13, 06:12 AM
WELCOME ABOARD! :sunny:
The password and link are fine. Sometimes if his server is busy it's hard to get in. Also remember the capital letters. It's very specific about that.
olddriedseaweed
11-27-13, 06:42 PM
Link, UN/PASS are still working :up:
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