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View Full Version : [RE-REL] Torpedoraum Typ II for Postalbyke


postalbyke
06-14-12, 09:54 AM
After agonizing for several months about the morality of this, and not getting any responses from people, I decided to go ahead! So without further ado;

*Ahem.*

THIS IS NOT MY .DAT, NOT MY MODEL, AND NOT MY WORK.
I am re-releasing it with a slight modification to work with my Type II Interior 2 mod.

It is here: http://bit.ly/Rr8hLa

Readme as follows:

/begin readme
Torpedoraum II for Postalbyke CT

Please read entire text! This isn't my stuff!

This is an update to the Torpedoraum II mod by MCHALO12, based on some innovative work by Tomi_099. I have removed some of the extra weight from this model, and have reworked the CT hatch area for use with my Type II Interior 2 series of mod. I have also cut out the cameras.dat and commands.de files to make this more friendly for my mod.

I repeat: I don't own the model or the .dat, I just updated it to interface with my mod.

Original Readme:
Readme Torpedoraum II - (Please scroll down for the Englisch version)

--- English version ---

This mod adds a torpedo room to the interiour of the type II boat, furthermore, some objects in the command room are
changed or added. The mod is JSGME compatible and works in combination with LSH, GWX, WAC and stock SH3. Additionally
to the torpedo room, also camera behaviour is changed: command room camera "F2" now and bridge camera "F4" are free
cameras, so the new interiour can be watched more easily. By pressing the "0" - key on the keypad you can get back
to previous stations, for example to the command room if you were watching radio messages.

The mod edits three files: nss_uboat2_cr.dat, cameras.dat and commands_de.cfg

ATTENTION: The file "cameras.dat" is from Lsh 5 in combination with the OLC GUI. This could probably cause problems
for players that do not use Lsh with OLC GUI, so these players have to delete the files cameras.dat and
commands_de.cfg from the "MODS" - folder BEFORE enabling the mod via JSGME. If you wish to have the camera mod also
in combination with other super mods, please write me - MCHALO12- a PM at the Ubisoft or Subsim forum.

Credits:

Nearly all objects in the torpedo room were modelled by Tomi_099 from the subsim forum. He created the torpedo room
for SH4 and I converted it to SH3 and added a couple of new objects. My huge gratitude and admiration therefore goes
to Tomi for his love of detail in his invaluable work for SH; I hope we may admire many more pieces of his work!

The new crew members were created by xalex99x and radagast95 from the Ubisoft forum. Besides this, both of them
helped to solve a couple of technical problems, and especially Alex had to sometimes calm me down if something did
not work at all... :) Many thanks to both of you!

Many other people helped me with the various problems (the order of mention has no meaning):

- Rowi58
- Testpilot1978
- Magic1111
- EMB
- dreibuchstaben
- blueduck1980
- Flakmonkey

I certainly forgot to mention someone, sorry for this, please contact me via PM at the Ubisoft or Subsim forum.

Have fun with this mod, best regards, MCHALO12.
/end readme

I hope everyone has as much fun with this mod as I do, I don't go to sea without it!

postalbyke
06-14-12, 10:15 AM
Oh! Instructions: JSGME right after TypeII Interior 2

Myxale
06-14-12, 02:22 PM
Just tested it, and works fine. Love how it breathes depth into the TypeII.
The Tower and the Torpedo Room make this little Boot complete.

Your work is appreciated, and i doubt the people involved in making this possible to begin with, would object to your tuning it.:salute:

Cheers and kudos!

postalbyke
06-15-12, 09:44 PM
Thanks, Myxale, that means a lot, especially from a local veteran of the forum!

zj1985
06-24-12, 09:59 PM
Some files like DD_Interior.anm and DD_Interior.dat in your mod Type II Interior 2 have confilct with FM_NewInterior_V1.0. I try to use DD_Interior.anm and DD_Interior.dat in FM_NewInterior_V1.0 and your Interior files but the game crash.How to make them compatible with each other?

JeromeHeretic
06-25-12, 06:52 AM
Is somewhere some screenshot?

Myxale
06-25-12, 10:14 AM
Some files like DD_Interior.anm and DD_Interior.dat in your mod Type II Interior 2 have confilct with FM_NewInterior_V1.0. I try to use DD_Interior.anm and DD_Interior.dat in FM_NewInterior_V1.0 and your Interior files but the game crash.How to make them compatible with each other?

You must have messed up something somewhere.:shifty:

Because Postalbykes mod only has a NSS_Uboat2_CR.dat in it.
As such it would only overwrite the same file of the original Type 2 Torpedoraum Typ II 1.0 Mod.

If both Torpedoraum Mods get activated after FM_Interior, the only thing overwritten are some .cfg files and the camera.dat.

:hmm2:

But as the readme said:

ATTENTION: The file "cameras.dat" is from Lsh 5 in combination with the OLC GUI. This could probably cause problems
for players that do not use Lsh with OLC GUI, so these players have to delete the files cameras.dat and
commands_de.cfg from the "MODS" - folder BEFORE enabling the mod via JSGME.

One can safely remove those!

Cheers!

PS. Here some screens:
http://i84.photobucket.com/albums/k13/Myxale/SH3/torproom.jpg
http://i84.photobucket.com/albums/k13/Myxale/SH3/torproom2.jpg

zj1985
06-25-12, 07:33 PM
You must have messed up something somewhere.:shifty:

Because Postalbykes mod only has a NSS_Uboat2_CR.dat in it.
As such it would only overwrite the same file of the original Type 2 Torpedoraum Typ II 1.0 Mod.

If both Torpedoraum Mods get activated after FM_Interior, the only thing overwritten are some .cfg files and the camera.dat.

:hmm2:

But as the readme said:

ATTENTION: The file "cameras.dat" is from Lsh 5 in combination with the OLC GUI. This could probably cause problems
for players that do not use Lsh with OLC GUI, so these players have to delete the files cameras.dat and
commands_de.cfg from the "MODS" - folder BEFORE enabling the mod via JSGME.

One can safely remove those!

Cheers!


You mean I can use Torpedoraum Typ II by Postalbyke without Type II Interior 2 mod by Postalbyke?

Myxale
06-26-12, 06:03 AM
No!

First the Original Mod; then Postalbyke's tweaked Version.

But you can remove the cam.dat and the .cfg files from Postalbykes mod, to limit conflicts.

If things still don't work, post your load-order, and let us have a look!

postalbyke
06-27-12, 09:26 PM
And I only really recommend using both of my type II mods if you're going to be playing type II. It's a lot like using the black sea files for GWX. If you're not using a type II right then, it's probably best that you don't install these.

I modified DD_interior to serve my nefarious purposes to make the periscope animate as well as give visual internal bearings. If you're using mods that have a DivingDuck interior part (moving hatches, periscopes, record player, etc.), then TypeII_Interior_2 will break that. (I thought I put that in the readme...)

I'm really glad to hear other people using this mod and helping with the troubleshooting! I just received my acceptance letter to university and attended an orientation/class sign-up, so I've been quite busy!

Myxale
06-28-12, 10:25 AM
^Cool, Congrats! :rock:

Uni, rules.

Stay out of fraternities :haha:

U-snafu
07-15-12, 11:17 AM
Nice to see the IIA being focused on ---downloaded and gonna try soon---:Kaleun_Salivating:


now a :hijacked:---can anyone point me in a direction for some good skins--i use to use a old "red bottomed hull one" but after my time away my mod inventory is inorganized and out of date.

U-snafu
07-15-12, 12:01 PM
Just tested it out----:o:D-----finally fell like i'm in the 'duck'----awesome job to all the modders involved in it!!!!

Hunter
07-16-12, 11:17 AM
Many thanks to those, who have made it, and finaly made availible to the community too/:salute:

postalbyke
07-16-12, 10:02 PM
Thanks, guys! I just received notification that I have permission to use this stuff! :woot:

Regardless, I am pressing forward with some light 3d modelling for the interior of the Type IIA, as I'm not 100% impressed with this work... (oddly, I want less detail :P) I am in a non-race with HAHD to produce the non-working models, and I will see IF I want to continue after HAHD is available for download :D

In the meantime, enjoy, continue to read the manual, and I hope to hear from myself soon!

(p.s. I may need someone who is good with uv and shadowing work to clean and paint the models after me. I will leave my ears open here and on my personal messages. Please allow me some peace regarding my choice of subject for interior modelling, this is a personal endevour.)

postalbyke
07-16-12, 10:09 PM
I use the... hold on... I think it's "HD skin" for type IIA, it has a higher-detail CT and a better skin (grey on dark grey) I can't find it right off, but I moved the models from that into the TypeIIA waterstream mod (which I think also has a new skin)

Nice to see the IIA being focused on ---downloaded and gonna try soon---:Kaleun_Salivating:


now a :hijacked:---can anyone point me in a direction for some good skins--i use to use a old "red bottomed hull one" but after my time away my mod inventory is inorganized and out of date.

U-snafu
07-18-12, 10:02 PM
found my old red hull from graff (i beleive it was)skin.:)

last question --do you also use the IIA tuneup mod ??----

Iv'e got both Torpedoraum (original and your tweak)--working perfectly with my other soup---but when I add the IIA (turm improvements) mod last ---it all works but it disables the raise flag commands from the GWX flags & pens mod (the Torpedoraum mods don't conflict--just the IIA tune up from what iv'e been able to see)----

Myxale
07-19-12, 02:01 AM
found my old red hull from graff (i beleive it was)skin.:)

last question --do you also use the IIA tuneup mod ??----

Iv'e got both Torpedoraum (original and your tweak)--working perfectly with my other soup---but when I add the IIA (turm improvements) mod last ---it all works but it disables the raise flag commands from the GWX flags & pens mod (the Torpedoraum mods don't conflict--just the IIA tune up from what iv'e been able to see)----

Yeah, and there is no easy way to make TypeII Tuneup work with the mods in question, since it comes with its own Turm and overwrites any other Turm mod.

The only way to make this work would be fro 3D gurus to merge the meshes.

U-snafu
07-19-12, 08:24 PM
ty for the reply Myxale----justed wanted to make sure I didn't overlook any updated mod or fix.



regards,
snafu

postalbyke
07-20-12, 12:18 AM
Type IIA tuneup! that's the one!

When I find something I want, I move the 3D models from that to the mod I want (for example, waterstream mod for SH3, and most recently, OM/OMEGU for SH4) Just be sure to move the shaded textures with them, cause it'll get sticky if you don't :P
Using Silent 3Ditor is the easiest way to make all this happen! Flags, you say... I guess I never thought about it...

I might move all this work over to SH4 side as well soon enough, I just gotta stop playing for long enough to do that... It's almost bothering me enough not seeing my CT interior in SH4...