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View Full Version : U-boat reflections mod v2.0


sergbuto
10-02-05, 10:35 AM
The mod fixes U-boat water reflections which are absent or broken in SH3. These include reflections for Type IIA, IID, XXI U-boats and Type IXB, IXC and IXD2 conning towers.

Download link is available on my site.

Beery
10-02-05, 10:53 AM
Great news Sergbuto! Can we use it in RUb?

Kpt. Lehmann
10-02-05, 10:55 AM
Oh!!!! I wish I had time to test this now...

Sergbuto baby! You are the MAN!!!! YAHOOOOO! WAAAY TO GO!!!! I am SO jumping up and down over here!

A thousand thanks my friend! :rock: :rock: :rock: :rock:

PLACE VOTES TO ELECT SERGBUTO FOR GRAND ADMIRAL HERE!!!

You rock Sergbuto! You rock! :up: :up: :up:

Bless You!

Sulikate
10-02-05, 11:48 AM
yeah! great one Sergbuto :rock: :rock: :rock:

testing it right now! :arrgh!:

Duke of Earl
10-02-05, 11:57 AM
Amazing... :o ... thanks Serg!.. :up:

Cordialement, Duke of Earl

jaxa
10-02-05, 12:13 PM
It really works and works fantastic! Sergbuto, you are a wizard!

Marhkimov
10-02-05, 12:17 PM
To whom it may concern:

THIS IS THE REAL DEAL!!!

Link (http://web.telia.com/~u18230645/) to sergbuto's site, btw. Scroll down to DL#13



Check them out:

http://i11.photobucket.com/albums/a172/hockeemaster/SH3%20misc/type2_2.jpg

http://i11.photobucket.com/albums/a172/hockeemaster/SH3%20misc/type2_1.jpg

http://i11.photobucket.com/albums/a172/hockeemaster/SH3%20misc/type9_2.jpg

http://i11.photobucket.com/albums/a172/hockeemaster/SH3%20misc/type9_1.jpg

rulle34
10-02-05, 12:46 PM
The mod fixes U-boat water reflections which are absent or broken in SH3. These include reflections for Type IIA, IID, XXI U-boats and Type IXB, IXC and IXD2 conning towers.

Download link is available on my site.

That's great!
I saw that there is no files for VIIB+C. Are they working as they should in game?

jaxa
10-02-05, 12:52 PM
In stock SH3 only type VII uboats had water reflections, now (thanks sergbuto) all types have them.

BladeHeart
10-02-05, 12:54 PM
Ah... Rapidshare!!!!!! :damn:

Will have to wait for it to be available from RelU-boat sim, etc.

Looks good though. :up:

Soviet_Warlord
10-02-05, 01:44 PM
Serg, do you think that you can get the moon reflection to work outside of the periscope and UZO views too? Nice work !!

Kpt. Lehmann
10-02-05, 01:48 PM
http://img76.imageshack.us/img76/5715/mirror18nb.th.png (http://img76.imageshack.us/my.php?image=mirror18nb.png)

Wow Sergbuto... thanks!

Wow!!!!

My "Duck" has a reflection!!!!

... and all those beautiful conning towers on the other subs.

Can you tell us a little bit about what was "broken?"

Charlie901
10-02-05, 01:51 PM
:up:


:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

CWorth
10-02-05, 02:00 PM
GAH!!!

Even Im having trouble with Rapidshare...it gives me the link to download it but when I click it does nothing.


As for the mod...serg ole chap you are a genious!!!

What would this game do without you.

Maybe Ubi can hire you on SH4 if they make it so you can make sure they get it right.

Axlwolf
10-02-05, 02:28 PM
Better not put the poor Sergbuto in the hands of Ubisoft :D

Anyway,i have a small problem.Only on single mission the reflection of the CT on the type IXB doesn't work.It's not relevant,but a small bug that is better to know (know your enemy!! :stare: )
All in all,very good work!!!

:up:

FLB sale U-999
10-02-05, 02:42 PM
Thxs a lot!


Great, waited long for this fix :D


Greetings Sale

Gizzmoe
10-02-05, 02:54 PM
Ah... Rapidshare!!!!!! :damn:

Try this:
<Edit: Link removed, please use Avon´s mirror>

The Avon Lady
10-02-05, 02:56 PM
I also have a mirror up. It's in the mods listed on my FAQ page (http://www.theavonlady.org/thesh3faq/).

Duke of Earl
10-02-05, 03:02 PM
@Serg... reflections look great!... especially for the IXD2 (finally)... I've noticed that... apparently... the Type IID 43 - 45's do not have a Tower reflection... is this because of the AA platform on the back?... and, will this have any effect on the others if different Towers are used?

Also, the Type IIB's are left out.. apparently, there are a lot of AI IIB's in the Harbor Traffic mod... because I haven't been able to view any reflections (hull or tower) next to them... any plans for IIB's in the future?

Cordialement, Duke of Earl

sergbuto
10-02-05, 03:05 PM
Great news Sergbuto! Can we use it in RUb?
Sure.

Pascal
10-02-05, 03:06 PM
superbe

Soviet_Warlord
10-02-05, 03:07 PM
Serg, do you think that you can get the moon reflection to work outside of the periscope and UZO views too? Nice work !!

Bump! Sergbuto you forgot about my question :P

sergbuto
10-02-05, 03:08 PM
Ah... Rapidshare!!!!!! :damn:

It is a temporary measure. Tomorrow, the download should be on the server used by my site.

sergbuto
10-02-05, 03:09 PM
Serg, do you think that you can get the moon reflection to work outside of the periscope and UZO views too?

I'll take a look at it when I have time.

CCIP
10-02-05, 03:11 PM
The moon actually works based on zoom. For instance if you use the "low" version of my camera mod, you will have moon reflections :hmm:

sergbuto
10-02-05, 03:14 PM
Only on single mission the reflection of the CT on the type IXB doesn't work.

Sorry. Did not really understand what you mean. Give more details.

sergbuto
10-02-05, 03:20 PM
... I've noticed that... apparently... the Type IID 43 - 45's do not have a Tower reflection...

I just realized that simply overlooked to put in the download the Type IID tower correponding to that period. It was ready but apparantly did not make it in the download due to some copy-paste error. Tomorrow I will update the download by adding that tower.

Syxx_Killer
10-02-05, 03:24 PM
What are the DAT files for in the Submarine folder? I use skins for the IIA, IID, and XXI that use the DAT files. As far as I know, the skins won't work otherwise.

sergbuto
10-02-05, 03:31 PM
If you want to have reflections re-pack textures to the DAT files provided by my mod.

Syxx_Killer
10-02-05, 03:35 PM
Thanks! :up: I was afraid the skins would be useless now.

Syxx_Killer
10-02-05, 04:44 PM
I just realized that simply overlooked to put in the download the Type IID tower correponding to that period. It was ready but apparantly did not make it in the download due to some copy-paste error. Tomorrow I will update the download by adding that tower.

That's cool. I noticed that the conning tower wasn't their, too. What file has the conning tower fix? I just went thought and converted all the skins I had for the IIA, IID, and XXI to reflect.

Rubini
10-02-05, 05:36 PM
Sergei,

As usual, awesome work! :o :up:

I just PM you, but here is the same question:
-The AI uboats tower's have reflections too? Do you will make them?

Rubini.

sergbuto
10-02-05, 05:54 PM
-The AI uboats tower's have reflections too? Do you will make them?

Not yet, but I will make them.

CWorth
10-02-05, 06:13 PM
If you want to have reflections re-pack textures to the DAT files provided by my mod.

Ok let me ask so I get this right...

I am using Seans Type IIA and Type IID skins.

So I need to do the following?

1.extract the .tga file from Seans .DAT files
2.put those .tga files into your .DAT files

Also I am using sikkboys XXI skin and he has 2 DAT files..

GUNS_SUB.dat and NSS_Uboat21.dat.

How would I do his skin?

sergbuto
10-02-05, 06:19 PM
1.extract the .tga file from Seans .DAT files
2.put those .tga files into your .DAT files

Correct.

Also I am using sikkboys XXI skin and he has 2 DAT files..

GUNS_SUB.dat and NSS_Uboat21.dat.

How would I do his skin?

Extract .tga files from current NSS_Uboat21.dat and re-pack into NSS_Uboat21.dat from my mod.

Kpt. Lehmann
10-02-05, 06:40 PM
Will the "SH3 Unpacker" also re-pack .Dat files?

Or will it only unpack them?

CWorth
10-02-05, 07:32 PM
Thanks sergbuto..got them working...Looks perfect now.

BTW..what was wrong with the files that caused the reflections to not show?

Syxx_Killer
10-02-05, 08:36 PM
Not yet, but I will make them.

Oh dear. Will this require more DAT repacking for the custom skins available? :doh: :-j :lol:

BladeHeart
10-03-05, 01:54 AM
Gizzmoe, thanks. :up:

You too Avon Lady; sometime you'll have to PM me and expalin why that handle. :)

sergbuto
10-03-05, 03:14 AM
Will the "SH3 Unpacker" also re-pack .Dat files?


I have heard it can but I have never tried it.

sergbuto
10-03-05, 03:15 AM
BTW..what was wrong with the files that caused the reflections to not show?

The reflection nodes did not have the proper characteristics.

basilio
10-03-05, 07:55 AM
Hello,
I'm still not able to see any reflection of the conning tower (model #1) on my u-boat IX-D2.
Here are some pictures...please note that from underwater I'm able to see the periscopes but not the conning tower
http://img80.imageshack.us/img80/9946/1261.th.jpg (http://img80.imageshack.us/my.php?image=1261.jpg)
http://img80.imageshack.us/img80/3531/1260.th.jpg (http://img80.imageshack.us/my.php?image=1260.jpg)
http://img80.imageshack.us/img80/5432/991.th.jpg (http://img80.imageshack.us/my.php?image=991.jpg)[/img]
http://img80.imageshack.us/img80/9946/1261.jpg
http://img80.imageshack.us/img80/3531/1260.jpg
http://img80.imageshack.us/img80/5432/991.jpg

Sturm
10-03-05, 08:48 AM
I'm still not able to see any reflection of the conning tower (model #1) on my u-boat IX-D2.

It's because this mod doesn't include Turm9c_1_hd.dat file. For some reason there is Turm9_1_hd.dat which I think is for AI Type IX Uboat (renamed the file to Turm9c_1_hd.dat and there was some extra watch crew on the conning tower :D ).

oRGy
10-03-05, 09:22 AM
Typical, as soon as I have the first patch for IuB ready to upload, along comes a must-have fix.

Cheers sergbuto.

sergbuto
10-03-05, 09:24 AM
I'm still not able to see any reflection of the conning tower (model #1) on my u-boat IX-D2.

It's because this mod doesn't include Turm9c_1_hd.dat file. For some reason there is Turm9_1_hd.dat which I think is for AI Type IX Uboat (renamed the file to Turm9c_1_hd.dat and there was some extra watch crew on the conning tower :D ).
Another copy-paste error.

Axlwolf
10-03-05, 09:40 AM
Sorry to take so much time to reply Sergbuto (Real Life taking my time :roll: )
What i mean:
Playing in "single mission" when i select a type IXB,i don't get any reflection from the conning tower.
When i play "Career" everything works well.
Like i've said,it's not so important,but maybe you can find it useful for future modding.

witchking
10-03-05, 10:39 AM
amazing stuff there. Sergbuto, can u pls put up an edited file for ppl using the pascal's mods???

thanx

sergbuto
10-03-05, 12:28 PM
I have updated the download to include Turm2D_2_hd.dat and Turm9c_1_hd.dat files which have been missing. Unfortunately, it is still on Rapidshare but tomorrow is the other day. :)

Gizzmoe
10-03-05, 12:45 PM
Updated version also available here:
http://home.arcor.de/gizzmoe/files/UboatReflectionsFix.7z

Try Rapidshare first, only use my mirror if it doesn´t work!

Gammel
10-03-05, 04:09 PM
amazing stuff there. Sergbuto, can u pls put up an edited file for ppl using the pascal's mods???

thanx
hello witchking,

if you´re asking about the modpack "Pascals_mods_09232005.7z"

i´ll release a new version in a few days where the fixed reflections are already included.
Of course, only if sergbuto agrees.
So far only the type2a skin if affected,
as it´s the only new skin in the pack that uses a .dat file.
The next version will also include type 2d (and more...).
both .dats will be include the reflection fix if sergbute has nothing against it.
Please be patient a few days more, or try to do for yourself for the 2a sub.
It´s not too hard with the sh3 dat tool by timetraveler,
just unpack the textures of Pascals file and repack them in the new file made by sergbuto.

sergbuto
10-04-05, 02:59 AM
i´ll release a new version in a few days where the fixed reflections are already included.
Of course, only if sergbuto agrees.

I do not mind at all.

kriller2
10-04-05, 04:17 AM
Is the new reflection fix included in rub 1.44?
thanx..

basilio
10-04-05, 06:47 AM
I have updated the download to include Turm2D_2_hd.dat and Turm9c_1_hd.dat files which have been missing. Unfortunately, it is still on Rapidshare but tomorrow is the other day. :)
Sergbuto: I'm still not able to see reflections with my IX-D2 sub and conning tower #1.
Looking at the file properties on your turm9c_1_hd.dat, it has the SAME dimension as the original one, and says it was modified on 19/2/2005, 15.53 (same date and hour as the original SH3 stock file).
Is there something wrong here?
By the way: sorry guys if i stress you so much with this conning tower #1...I know I'm probably the only one to use it on the type IX u-boat :oops:

joea
10-04-05, 07:33 AM
Is the new reflection fix included in rub 1.44?
thanx..

Yes. :up:

sergbuto
10-04-05, 11:53 AM
I have updated the download to include Turm2D_2_hd.dat and Turm9c_1_hd.dat files which have been missing. Unfortunately, it is still on Rapidshare but tomorrow is the other day. :)
Sergbuto: I'm still not able to see reflections with my IX-D2 sub and conning tower #1.
Looking at the file properties on your turm9c_1_hd.dat, it has the SAME dimension as the original one, and says it was modified on 19/2/2005, 15.53 (same date and hour as the original SH3 stock file).
Is there something wrong here?
By the way: sorry guys if i stress you so much with this conning tower #1...I know I'm probably the only one to use it on the type IX u-boat :oops:

It was left in there so that people could appreciate more what they were missing when comparing. Just kidding. :)

Try to download one more time. Now the correct file should be included. And the download is actually on my site now, not on Rapidshare.

Kpt. Lehmann
10-04-05, 01:13 PM
Thanks some more Sergbuto!

witchking
10-04-05, 03:01 PM
thanx gammel.

I'll wait for your updated mod pack. :)


sergbuto, another question....I use all ur mods...the southhampton = additional merchants. but they replace a file. can u release a full additional ships pack with all the ships u made incl the russian type 7 destroyer and the new models u inserted.

that would be wicked amazing. :arrgh!: :rock:

basilio
10-04-05, 03:09 PM
thank you sergbuto for your GREAT mod, now I can see the reflections even using the old conning tower #1 :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

fubar
10-05-05, 01:05 PM
Sergbuto well done on correcting this problem, is it ok with you if
I use your data files to pack my IX skins into when I've completed
them fubar.

Syxx_Killer
10-10-05, 03:34 PM
I was looking at some reflections again. I was doing single missions and chose a 1939 IXB. When it loaded it looked like the conning tower wasn't showing up.

CWorth
10-10-05, 04:08 PM
I was looking at some reflections again. I was doing single missions and chose a 1939 IXB. When it loaded it looked like the conning tower wasn't showing up.

Same thig here...I started a single mission and no tower reflection..also started a campaign with the IXB and no tower reflection.

sergbuto
10-10-05, 04:38 PM
Do you have the latest version? Try to download it again from my site.

CWorth
10-10-05, 05:14 PM
That was the problem.

Then that means that Fubars IX skins are using the old files as well as it was his skins that I was using at the time.

EDIT:I repackaged them into the newer files on your site and the tower shows.

Syxx_Killer
10-10-05, 05:58 PM
That was the problem.

Then that means that Fubars IX skins are using the old files as well as it was his skins that I was using at the time.

EDIT:I repackaged them into the newer files on your site and the tower shows.

I'm using his skins as well. Do you think you could upload the updated files? I'd really appreciate it!

Kpt. Lehmann
10-10-05, 06:11 PM
I believe that there is the possibility that Sergbuto's reflection fix files if downloaded from Terrapin's site... may be the first version released and therefore an incomplete version.

Maybe this is what happened with Fubar's Type IX skins.

CWorth
10-10-05, 06:16 PM
Here are the files Syxx..

Turm9c Files (http://mohaaoutpost.homestead.com/files/Turm9c_Files.7z)

Syxx_Killer
10-10-05, 06:40 PM
Thanks! I REALLY appreciate it! :up: :up: :rock: :rock:

Reece
10-11-05, 03:26 AM
Hi Sergbuto, I've been using "Sean's Hi Res Default Textures"for some time now that has the reflection fix, is there any advantage of this new mod, if so do I just copy over the top?
Thanks.

sergbuto
10-11-05, 09:19 AM
... is there any advantage of this new mod...?
Thanks.
I guess this is up to you to judge but if you want the reflections you need to re-pack Sean's textures into DAT files in my mod.

Beery
10-11-05, 03:50 PM
About the Turm9_1_hd.dat file:

It does not exist in the stock game. There was some talk earlier about this being for AI boats. Since RUb doesn't use the AI boats, can I delete it from RUb? I don't see how it can be used otherwise. I know leaving it in won't cause any problems, but I like everything to have a reason for existing. :D

sergbuto
10-11-05, 03:57 PM
Yes, you can delete it. It was suppossed to be Turm9c_1_hd.dat but I made a copy-paste error ( it indeed belongs to AI boat). The latest version of the mod download on my site includes all the correct files and does not have Turm9_1_hd.

Beery
10-11-05, 04:06 PM
Cool. Thanks. I think I have your latest version, but I just moved the files over (overwriting the first version), so it left the old file in place. I'll delete it.

Marhkimov
10-11-05, 04:13 PM
OOOH, and I was just wondering where that file came from... Thanks for clearing it up guys.

sergbuto
10-26-05, 05:05 PM
This new version (2.0) of the mod now also includes reflections for periscopes on Type II, VII, and XXI U-boats as well as reflections and wake trails for all the snorkels.

Download is temporarily on Rapidshare.

http://rapidshare.de/files/6805238/UboatReflections_v2.0.7z.html

Soviet_Warlord
10-26-05, 05:12 PM
cool :sunny:

Kpt. Lehmann
10-26-05, 05:12 PM
VERSION 2???? OMG! SERGBUTO THE MIGHTY!!! THANK YOU!!! :rock: :rock: :rock:

Marhkimov
10-26-05, 05:40 PM
Holy ****ake (mushrooms!)!!!

sergbuto, you are a GOD!!!!!

:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

Kpt. Lehmann
10-26-05, 05:43 PM
Ummm... O boy... errrm... Does this include FlakWalker's Cable Fix mod Sergbuto sir? :o

Marhkimov
10-26-05, 05:48 PM
O boy... I hate that word now:

INCOMPATIBILITY... yuk :down:

and I'm sure every other modder hates it as well...

sergbuto
10-26-05, 06:01 PM
Ummm... O boy... errrm... Does this include FlakWalker's Cable Fix mod Sergbuto sir? :o

It does not. The Type VII periscope reflections were done a while ago. I was away and just came back home from the trip. At the moment, going through the forums to catch up. I need to try out the FlakWalker's Cable Fix mod first to see what it is.

Rubini
10-26-05, 06:11 PM
Welcome back Sergei!

And thanks again for more this present!
Any news on moon reflection? :hmm:

Rubini.

sergbuto
10-26-05, 06:24 PM
Any news on moon reflection? :hmm:

I had a go at it but it did not work out. I will try more when I have time.

Beery
10-26-05, 06:33 PM
I noticed today, while using the older version of this mod, on (I think) the Type IXs, the conning tower was reflecting a little forward of where the conning tower actually was on the boat. A very minor issue, but something to be aware of if newer versions are made.

Marhkimov
10-26-05, 06:40 PM
I have also noticed what beery has noticed. Would it be an easy fix?

sergbuto
10-26-05, 06:42 PM
I'll take a look at that.

Kpt. Lehmann
10-26-05, 06:44 PM
It might be a good idea to standardize Sergbuto's Reflection fix with Flakwalker's Cable fix and stock skins... or even Fubar's when he finishes them.

Just a thought. :arrgh!:

Beery
10-26-05, 07:07 PM
It might be a good idea to standardize Sergbuto's Reflection fix with Flakwalker's Cable fix and stock skins... or even Fubar's when he finishes them.

Just a thought. :arrgh!:

I agree, although Fubar's skins are hefty downloads. I'm thinking of including them in RUb and/or SH3 Commander though because they're so much better than the stock skins. One good thing about skins - most of them can reside purely as *.tgas in the Texture folder. This doesn't apply to the Type IIs though, but I think Fubar has already incorporated the Type II reflections (not the latest versions though). Anyway it's always possible to replace textures into a file that has the necessary reflections and cables, so the main thing is to get Sergbuto and Flakwalker together.

Marhkimov
10-26-05, 07:13 PM
I think that u-boat skins should reside seperately from the models (DAT's). It should be up to the individuals to pack the skins into the models themselves.


Actually, Beery, putting the u-boat skins into the DAT files is quite necessary, otherwise the incorrect reflections will appear on the water. It is, however, not something that you would readily notice unless you sail with a camoflaged boat.



To fix this problem, here is what I do. For example:

I put all of fubar's typeVIIC TGA's into my 'data\Textures\TNormal\tex' folder. Then I make a copy of the hull TGA and resize it to 1024x1024, and I save it with RLE compression (using Photoshop), which drastically reduces the size of the file (to somewhere between 1.5 to 2.5mb). Using that reduced version of fubar's skin, I use a DatExtractor tool to plant it into the VIIC DAT file.

Now, the actual skin of my u-boat will be in 2048x2048, but the reflection will be in 1024x1024.

I do the same thing for all of my u-boat skins and conning towers. This helps to save a lot of space and computing power. And all of the reflections show up correctly! :yep:

Beery
10-26-05, 07:24 PM
Good ideas. I didn't know that about the reflection being different if you used a texture file only.

Flakwalker
10-26-05, 07:34 PM
If you want I can apply the stuff to your uboatreflection, or I can e-mail you the obj to reimport.

Rubini
10-26-05, 07:38 PM
Sergei,

I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok?

Rubini.

The Avon Lady
10-27-05, 12:50 AM
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

Kpt. Lehmann
10-27-05, 01:19 AM
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

I believe you can just delete those files with no ill effect... and then add the mod... is this not true?

Beery
10-27-05, 05:05 AM
...Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

I'm working on it. I've corresponded with Fubar and he's into making a Type VIIB skin and the necessary Type IXD2 skins. Some skins will have to go in SH3 Commander, but as soon as the cables issue and the reflections issue is fully sorted out, I should have a full set of Fubar's skins, along with Flakwalker's cable fix and Sergbuto's reflections fix, included in the next version of RUb (assuming that the guys are willing to do multiple versions of the necessary files so that all the boats look right).

In order for everything to be fully sorted out, some Sensors.dat and Turm*.dat files will have to go in SH3 Commander, but I'm pretty sure that by using SH3 Commander we can have correct cables and realistic skins for all boats in the game.

Beery
10-27-05, 05:12 AM
I believe you can just delete those files with no ill effect... and then add the mod... is this not true?

If you delete RUb's Sensors.dat file you lose CCIP's longer range visibility mod and Jungman's sonar mod.

sergbuto
10-27-05, 05:29 AM
Sergei,

I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok?

Rubini.

Sensors.dat contains most of snorkels and I have specifically created Sensors.val for the mod. I am aware that a few different mods modified Sensors.dat therefore the stock Sensors.dat file is the most neutral base/choice in this case. And most importantly that is actually what I use in my SH3 installation.

I guess it should not be difficult for me to incorporate mod changes in other Sensors.dat files.

sergbuto
10-27-05, 05:33 AM
If you want I can apply the stuff to your uboatreflection, or I can e-mail you the obj to reimport.

The way my mod is made, it should be relatively easy to incorporate my modifications in the Turm file with fixed cables provided the Turm file has not been cloned. But I will have to take a look first.

sergbuto
10-27-05, 05:35 AM
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

It is quite easy to re-pack skins with some DatExtractor or TT tool.

The Avon Lady
10-27-05, 05:43 AM
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

It is quite easy to re-pack skins with some DatExtractor or TT tool.
It is quite easy to say it is quite easy. :roll:

FLB sale U-999
10-27-05, 09:44 AM
Great Work Sergbuto! Keep on it!


Thxs for this great improvement for optical realism.... :up:


Sale

Syxx_Killer
10-27-05, 10:39 AM
It is quite easy to say it is quite easy. :roll:

Actually it is pretty easy to do. It's just tedious, though. :doh: :zzz:

First you need two tools: timetraveller's SH3 Unpacker and a tool called DatTexExtract. Both have been mentioned repeatedly. Then, use SH3U to view and unpack the TGAs. Next, take the DAT for sergbuto's mod, and copy it to the desktop (easiest method). Then, take your newly extracted TGA and copy it to the desktop. Now, open the DatTexExtract tool. Use it to open the DAT you copied to the desktop. Then, choose Replace Textures. They will not show up in the windows that pops up, that's why I say copy it to the desktop. Select the Desktop in the window that popped up. The texture will automatically replace the one in the DAT. That's all there is to it! Now you can start the fun process of converting the DATs. :lol:

Schultzy
10-27-05, 11:16 AM
Massive thanks Serg! :rock: :arrgh!:

CWorth
10-27-05, 02:59 PM
Great work sergbuto :up:

Though I think I will wait till Fubars skins and such are incorporated into RUB and /or SH3 Commander to use the v.2.0 of the reflection files..

Call me lazy but I dont feel like having to repack files all over again after repacking them once for version 1.0.Too tedious and too much of a pain in the a**.

Marhkimov
10-27-05, 03:28 PM
Question: When will either Sergbuto or Flakwalker be combining the reflection fix and wire fix? And are you guys doing it, asap?

sergbuto
10-27-05, 04:05 PM
Don't push it. ;)

Marhkimov
10-27-05, 04:06 PM
Sorry, I don't mean to push it, but that's what I thought you guys had in mind... :roll:

Flakwalker
10-27-05, 07:05 PM
I already offered my help, the files are there when needed :)

Marhkimov
10-27-05, 07:07 PM
So why don't you just ask sergbuto to let you take care of?... I mean, since you are willing to do it, that makes sense, right?

Beery
10-27-05, 09:07 PM
It seems to me that Sergbuto has done his bit - all the boats now have his great reflections, with everything including snorkels and periscopes reflecting properly. Perhaps the Type IXs could do with a tweak in regard to the conning towers reflecting a little bit too far forward, but it's not essential. I think the next stage is for Flakwalker (if he's willing to do them all) to do cable fixes for all the boats. Once that's done, it's a matter of getting the necessary skins in (that's the easy bit). Where two boats with broken cables share the same file, the stand-alone 'boat model' (for lack of a better title) mod should probably fix cables for the most common types. Once we have a full set of fixed boats, I can get the alternate versions into SH3 Commander so that every boat in the game can have the correct reflection and the correct cable, and (if everyone agrees) a nice new Fubar skin. Plus, we'll probably have to think about CCIP's and Jungman's Sensors.dat file mod, which is a popular mod that many people are using, which is impacted by these changes.

So how about we set up a little mod team for this project?

Marhkimov
10-28-05, 12:40 AM
Mod teams are always a great idea, in theory. They are damn hard to manage, though... Hats off to Beery if he can pull it off...

gdogghenrikson
10-28-05, 12:46 AM
Mod teams are always a great idea, in theory. They are damn hard to manage, though... Hats off to Beery if he can pull it off...

*wishes he was smart enough to be on mod team*

Beery
10-28-05, 12:59 AM
Mod teams are always a great idea, in theory. They are damn hard to manage, though... Hats off to Beery if he can pull it off...

The SH3 Mod Team is 50 people strong. It's been chugging along for 6 months as a sort of leaderless affinity group, and in all that time we've never had any serious problems, and we published a bunch of very successful mods (including RUb, Ops, and a bunch of smaller stuff). So I think 4 to 6 people can manage themselves for a week or two. :-j

Kpt. Lehmann
10-28-05, 08:26 AM
I hope Flakwalker feels like working with the new version 2 reflective files... it is a great idea.

We sometimes ask much from the more technical modders. :yep:

Flakwalker and Sergbuto, thank you much for the work you have already done. :yep: :yep:

I hope the cable fix and reflection mods will be joined. It is just a little farther to go.

:arrgh!:

ICBM
10-28-05, 08:54 AM
I hope the cable fix and reflection mods will be joined. It is just a little farther to go.

:arrgh!:

And let's not forget the periscope and schnorkel relfection/wake bug

Kpt. Lehmann
10-28-05, 08:56 AM
I hope the cable fix and reflection mods will be joined. It is just a little farther to go.

:arrgh!:

And let's not forget the periscope and schnorkel relfection/wake bug

I think those are fixed in the Reflections Mod version 2 that Sergbuto just released and is what I am referring to. :yep:

oRGy
10-28-05, 09:12 AM
I'll include the reflections fix 2.0 and flakwalkers fix into the next version of IuB anyway. Along with fubar's skins, of course.

Kpt. Lehmann
10-28-05, 09:14 AM
I'll include the reflections fix 2.0 and flakwalkers fix into the next version of IuB anyway. Along with fubar's skins, of course.

Kewl!!!!! I didn't know you could hex-edit. :up: :up: :up:

oRGy
10-28-05, 09:23 AM
It's fairly easy - my biggest problem is bloody shareware hex editors running out on me.

Anyway new version of IuB won't be for a couple of weeks I'd say. I need a break for a little bit...

ICBM
10-28-05, 11:11 AM
It's fairly easy - my biggest problem is bloody shareware hex editors running out on me.

Anyway new version of IuB won't be for a couple of weeks I'd say. I need a break for a little bit...

oRGy, try this: http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm
It's a freeware Hex Editor, no advanced stuff, just a free and small program.

Kpt. Lehmann
10-28-05, 01:21 PM
It's fairly easy - my biggest problem is bloody shareware hex editors running out on me.

Anyway new version of IuB won't be for a couple of weeks I'd say. I need a break for a little bit...

OOOooh OOOooh!!! Wait!!! Please one last itty bitty fix pleeeeeeze???? :yep:

Flakwalker
10-28-05, 02:00 PM
Maybe the best solution and less complex is that Sergbuto work with his files not taking care of the cables and then I can fix them later.

Kpt. Lehmann
10-28-05, 02:05 PM
Maybe the best solution and less complex is that Sergbuto work with his files not taking care of the cables and then I can fix them later.

Right! Yes! I believe his files do not fix the cables and your idea is great!

:rock: :rock: :rock:

If you make the fixes using his files... the project is completed!!! :sunny: :sunny: :sunny:

Beery
10-28-05, 02:40 PM
Maybe the best solution and less complex is that Sergbuto work with his files not taking care of the cables and then I can fix them later.

That seems like the best plan to me. The question is, is Sergbuto finished with the files, or is he going to address the off-centre Type IX conning tower reflections issue? I haven't seen anything from him about it. It could be that version 2.0 is the final version, or it might be that he's thinking of doing some more tweaking. I think we need to find out what Sergbuto wants to do before we proceed further. I'd hate to have cables and graphics all done, only to find a version 3 reflections mod that has to be retro-fitted.

Of course if the reflections can easily be tweaked later, then progress can continue at full pace.

Kpt. Lehmann
10-28-05, 02:44 PM
Maybe the best solution and less complex is that Sergbuto work with his files not taking care of the cables and then I can fix them later.

That seems like the best plan to me. The question is, is Sergbuto finished with the files, or is he going to address the off-centre Type IX conning tower reflections issue? I haven't seen anything from him about it. It could be that version 2.0 is the final version, or it might be that he's thinking of doing some more tweaking. I think we need to find out what Sergbuto wants to do before we proceed further. I'd hate to have cables and graphics all done, only to find a version 3 reflections mod that has to be retro-fitted.

Of course if the reflections can easily be tweaked later, then progress can continue at full pace.

Whatever it takes to get it done is great... but lets be careful that both of them aren't waiting on the other.

Yes we do need to know if Sergbuto is finished with his reflection fixes first though I think... then how to proceed will be clear.

sergbuto
10-30-05, 05:26 AM
Yes, I plan to correct the conning tower reflections on Type IX. Furthermore, I plan to address some other issues on U-boats, such as wrong radar placement, destroyed sonar bug, etc. But I can't tell much about time frames, unfortunately. It is ready when it is ready.

Beery
10-30-05, 09:33 PM
Since that's the case, I wonder if we can go ahead with the cable fixes? If we stall at this point these things may never get fully finished, and I think I'd rather have boats with a slightly off reflection with corrected cables than boats with a slightly off reflection and no corrected cables. I'm fairly confident, if the cables get done based on Sergbuto's current models, that the reflection fixes for the Type IXs can be hex-edited in later after Sergbuto has fixed the models - if he gets to them. That way, there's no pressure on anyone, and no one is waiting to do the work they want to do.

sergbuto
10-31-05, 04:47 AM
A new file which now includes corrections for conning tower reflections on Type IX and a cable fix by Flakwalker for VIIC can be downloaded here

http://rapidshare.de/files/6995438/UboatReflections_v2.0_cablefix.7z.html

Unfortunately, I do not have a good graphic card at the moment and can not see reflections clearly. Therefore, it was not easy to adjust conning tower reflections on Type IX. If they are still not okay in your judgement, just tell me.

Marhkimov
10-31-05, 05:12 AM
Serg,

I will test these right away. I should get some screenshots for you, that way you can use your own judgement.


EDIT: btw, why did you include sensor.dat and sensor.val in the reflection pack? What is their significance?

sergbuto
10-31-05, 05:36 AM
EDIT: btw, why did you include sensor.dat and sensor.val in the reflection pack? What is their significance?

That's where snorkels are.

Marhkimov
10-31-05, 05:47 AM
Maybe I am mistaken, but I checked in my Library folder and there is no sensors.val. Is this a file that you added to SH3?

P.S. a few other mods use sensors.dat, so keep your heads up for everyone who will complain...


I am now testing... :up:

sergbuto
10-31-05, 06:15 AM
Maybe I am mistaken, but I checked in my Library folder and there is no sensors.val. Is this a file that you added to SH3?

P.S. a few other mods use sensors.dat, so keep your heads up for everyone who will complain...


BTW I have already discussed this in the present thread. Take a look at previous pages.

Marhkimov
10-31-05, 06:54 AM
Ok Serg, sorry, I figured it all out... :up:


Here's a few pictures of the various turms and reflections/wakes:

VIIC turm3
note the snorkel and both periscope reflections:
http://img496.imageshack.us/img496/1783/11wa.th.jpg (http://img496.imageshack.us/my.php?image=11wa.jpg)

note reflections and wakes:
http://img496.imageshack.us/img496/2647/25cz.th.jpg (http://img496.imageshack.us/my.php?image=25cz.jpg) http://img496.imageshack.us/img496/3382/31ex.th.jpg (http://img496.imageshack.us/my.php?image=31ex.jpg)


VIIB turm2
note the snorkel and both periscope reflections:
http://img496.imageshack.us/img496/197/42jl.th.jpg (http://img496.imageshack.us/my.php?image=42jl.jpg)

note all reflections and wakes:
http://img496.imageshack.us/img496/3100/59zk.th.jpg (http://img496.imageshack.us/my.php?image=59zk.jpg)


IXC turm2
note both periscope reflections:
http://img496.imageshack.us/img496/7048/68ty.th.jpg (http://img496.imageshack.us/my.php?image=68ty.jpg)

conning tower reflection is still slightly off, but hardly noticeable:
http://img496.imageshack.us/img496/1313/74av.th.jpg (http://img496.imageshack.us/my.php?image=74av.jpg) http://img496.imageshack.us/img496/8373/88ef.th.jpg (http://img496.imageshack.us/my.php?image=88ef.jpg) http://img496.imageshack.us/img496/3591/96ia.th.jpg (http://img496.imageshack.us/my.php?image=96ia.jpg)

Beery
10-31-05, 07:24 AM
I'd say that's almost perfect. The conning tower reflection is much better than it was. If Sergbuto was willing to adjust it again, the reflection might need moving forward a tad. I think the reflection was originally too far forward, whereas now it's a tad too far back. But as Marhkimov says, it's hardly noticeable. Perhaps we're getting too picky at this point. I am completely happy with this as it is, and I think we should use this as the base from which to do the cable fixes.

Redwine
10-31-05, 10:16 AM
Maybe I am mistaken, but I checked in my Library folder and there is no sensors.val. Is this a file that you added to SH3?

P.S. a few other mods use sensors.dat, so keep your heads up for everyone who will complain...


BTW I have already discussed this in the present thread. Take a look at previous pages.

Thanks a lot for the job and effort :up: , Sergbuto. :rock:

I am worry about the same as Marhkimov :hmm: , i installed your files, all but sensors.dat, i cant losse my settings. All works fine :up: but with snorkel with no wake and no reflections, i need to maintain Jungman's/Ortega's settings into sensor.dat file.

I need to look how to merge all in one. :hmm:

Kpt. Lehmann
10-31-05, 10:32 AM
Sergbuto and Flakwalker,

Thank you for all your work so far.

It is wonderful to see the reflections and fixes coming together.

:sunny:

Schultzy
10-31-05, 11:20 AM
As one who will benefit from all your hard work, but is unable to help in any way (this modding stuff is like some kind of magic to me!) I just want to echo Kpt. Lehmann's comments and say a massive thanks for all your work!!

good job and keep on at it!! :up: :arrgh!:

Flakwalker
10-31-05, 12:24 PM
Nice :).

Sergbuto, can you clone Type IX turms to make turm9b and turm9d2 .dat files?(turm9c are already ingame), you are more experienced on this stuff than me.
So in the future I can fix the cables there.

Marhkimov
10-31-05, 12:32 PM
There is turm_9c_1, turm_9c_2, and turm_9c_3. Which one(or ones) need to be cloned into turm_9b?

And on the same note, which one(ones) need to be cloned into turm_9d2?



Note: I can't clone, but maybe Serg or someone else might find this to be useful info... :up:

Beery
10-31-05, 05:57 PM
For those of us using SH3 Commander, cloning won't be necessary, but if we can get a clone to work, that's clearly the way to go.

Flakwalker
10-31-05, 07:18 PM
There is turm_9c_1, turm_9c_2, and turm_9c_3. Which one(or ones) need to be cloned into turm_9b?

And on the same note, which one(ones) need to be cloned into turm_9d2?

All Type IX uses turm9c_1(2and3) as default.
So since the 9c are there we need, based on them are:

turm9c_1.dat => turm9b_1.dat and turm9d2_1.dat

and so on.

Dibo
11-01-05, 04:06 PM
it looks very nice,
thank you Sergbuto! :up:

sergbuto
11-02-05, 07:21 AM
I have further adjusted reflections for the Type IX conning towers.

http://rapidshare.de/files/7082052/CT_TypeIX.7z.html

marhkimov,

Can you take a look if they are better now? If it is okay I will clone them for Flakwalker.

Marhkimov
11-02-05, 08:18 AM
marhkimov,

Can you take a look if they are better now? If it is okay I will clone them for Flakwalker.

no problem, here are serg's newest reflections for each Type IX turm...



Turm9c_1_hc
http://img314.imageshack.us/img314/896/11za.th.jpg (http://img314.imageshack.us/my.php?image=11za.jpg) http://img314.imageshack.us/img314/5562/21kf.th.jpg (http://img314.imageshack.us/my.php?image=21kf.jpg) http://img314.imageshack.us/img314/7230/31ad1.th.jpg (http://img314.imageshack.us/my.php?image=31ad1.jpg)


Turm9c_2_hc
http://img314.imageshack.us/img314/640/44nd.th.jpg (http://img314.imageshack.us/my.php?image=44nd.jpg) http://img314.imageshack.us/img314/2626/50jw.th.jpg (http://img314.imageshack.us/my.php?image=50jw.jpg) http://img314.imageshack.us/img314/9958/63my.th.jpg (http://img314.imageshack.us/my.php?image=63my.jpg)


Turm9c_3_hc
http://img314.imageshack.us/img314/7131/73kk.th.jpg (http://img314.imageshack.us/my.php?image=73kk.jpg) http://img314.imageshack.us/img314/4060/87kr.th.jpg (http://img314.imageshack.us/my.php?image=87kr.jpg) http://img314.imageshack.us/img314/6861/97ka.th.jpg (http://img314.imageshack.us/my.php?image=97ka.jpg)




*PICKY DETAIL, turm 2 and 3 reflections are a little long -- the rear end of the reflections are stretching a little bit farther than the actual turms themselves. Other than that minor detail, all of the reflections are lined up perfectly.

sergbuto
11-03-05, 05:54 PM
Flakwalker,

Here are the clones of Turm9c_2_hd.dat for Type9b and Type9d2 which are named Turm9b_2_hd.dat and Turm9d_2.dat, respectively.
http://rapidshare.de/files/7154032/Turm9_clones.7z.html

You would need to also make the corresponding name changes in NSS_Uboat9b.eqp and NSS_UBoat9d2.eqp files.

Flakwalker
11-03-05, 07:05 PM
Ok I will give a check :up:

Redwine
11-03-05, 09:53 PM
Flakwalker,

Here are the clones of Turm9c_2_hd.dat for Type9b and Type9d2 which are named Turm9b_2_hd.dat and Turm9d_2.dat, respectively.
http://rapidshare.de/files/7154032/Turm9_clones.7z.html

You would need to also make the corresponding name changes in NSS_Uboat9b.eqp and NSS_UBoat9d2.eqp files.


Like this ? Is it correct ?




NSS_Uboat9b.eqp

;equiment cfg file, high level of detail

;coning with 2 AA mounts, A01, S01
[Equipment 1]
NodeName=Z01
LinkName=data/objects/Turm9c_1_hd
StartDate=19380101
EndDate=19431231

;coning with 2 AA mounts, A01, A02
[Equipment 2]
NodeName=Z01
LinkName=data/objects/Turm9b_2_hd
StartDate=19440101
EndDate=19451231




NSS_Uboat9d.eqp

;equiment cfg file, high level of detail

;coning with 2 AA mounts, A01 , A02
[Equipment 1]
NodeName=Z01
LinkName=data/objects/Turm9d_2_hd
StartDate=19380101
EndDate=19421231

;coning with 3 AA mounts, A01 , A02, S01
[Equipment 2]
NodeName=Z01
LinkName=data/objects/Turm9c_3_hd
StartDate=19430101
EndDate=19451231



Only the _2_hd must to be changed ?

Flakwalker
11-04-05, 07:08 PM
Yes, by the moment only turm/2 is changed, we have to check if work before get over turm/1 and turm/3

rulle34
11-05-05, 03:19 PM
Sergei,

I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok?

Rubini.

Sensors.dat contains most of snorkels and I have specifically created Sensors.val for the mod. I am aware that a few different mods modified Sensors.dat therefore the stock Sensors.dat file is the most neutral base/choice in this case. And most importantly that is actually what I use in my SH3 installation.

I guess it should not be difficult for me to incorporate mod changes in other Sensors.dat files.

What is this "sensors.val" file? Does it affect "sensors.dat"? And if it does, in what way?

sergbuto
11-05-05, 04:37 PM
What is this "sensors.val" file? Does it affect "sensors.dat"? And if it does, in what way?

Sensors.val contains info for the snorkel wakes and it does not affect Sensors.dat in any way.

rulle34
11-05-05, 05:47 PM
What is this "sensors.val" file? Does it affect "sensors.dat"? And if it does, in what way?

Sensors.val contains info for the snorkel wakes and it does not affect Sensors.dat in any way.

Tackar :up:

rulle34
11-05-05, 05:47 PM
What is this "sensors.val" file? Does it affect "sensors.dat"? And if it does, in what way?

Sensors.val contains info for the snorkel wakes and it does not affect Sensors.dat in any way.

Tackar för det :up:

Redwine
11-05-05, 06:21 PM
Yes, by the moment only turm/2 is changed, we have to check if work before get over turm/1 and turm/3

Thanks for response. :up:

Still here for news.

Beery
11-18-05, 08:39 AM
Is any more work being done on this? As I understand it we have all reflections now fixed, and we have clones so that we can have different cables and tower skins for different boats, but the cables need fixing and Fubar's textures need adding. Is anyone working on putting the whole package together?

jaxa
11-18-05, 11:45 AM
Sergbuto - sensor.dat from your UboatReflections_v2.0_cablefix isn't compatible with RUb's sensor.dat, is it?
How to include snorkel's wake and reflections to RUb's sensor.dat?
Could you release new sensor.dat for RUb, with these enhancements?

Beery
11-18-05, 11:55 AM
Sergbuto - sensor.dat from your UboatReflections_v2.0_cablefix isn't compatible with RUb's sensor.dat, is it?
How to include snorkel's wake and reflections to RUb's sensor.dat?
Could you release new sensor.dat for RUb, with these enhancements?

I think I will have to do this. I don't think Sergbuto uses RUb, so (although I can't speak for him) I think he's unlikely to want to reconfigure his mod to suit RUb. This will all get done in time. I expect we'll have it all sorted out in around a month.

Maverick_[GER]
11-18-05, 12:54 PM
As I understand it we have all reflections now fixed, and we have clones so that we can have different cables and tower skins for different boats, but the cables need fixing and Fubar's textures need adding. Is anyone working on putting the whole package together?
That would be great! http://forums.beyondunreal.com/images/smilies/clap.gif

jaxa
11-18-05, 01:30 PM
It sounds good, Beery. :up:

Sturm
01-21-06, 07:38 AM
I've been testing XXI lately and noticed there is no wake for observation periscope. Any chance you could fix this sergbuto?

Oh and just wondering has anyone fixed those type IX cables?

basilio
04-27-06, 04:11 AM
I've been testing XXI lately and noticed there is no wake for observation periscope. Any chance you could fix this sergbuto?

Oh and just wondering has anyone fixed those type IX cables?
I'm using the XXI and I noticed too that the observation scope has no wake.....in the meantime, has anyone fixed it?

sergbuto
07-14-06, 03:43 AM
Extending the mod further.

Below is a screenshot of U-boat Type XIIB. Now all the details are clearly reflected, including the deck gun, rails, cables, etc., except for the crew.

http://usx218.fysik.uu.se/users/Sergei/files/UboatReflections_ext.jpg

Myxale
07-14-06, 05:42 AM
This is amazing! Thanx for all of your hard work Serg!
:rock:

basilio
08-30-06, 03:54 AM
Extending the mod further.

Below is a screenshot of U-boat Type XIIB. Now all the details are clearly reflected, including the deck gun, rails, cables, etc., except for the crew.

http://usx218.fysik.uu.se/users/Sergei/files/UboatReflections_ext.jpg
Sergbuto: any news about the new (improved) reflections mod?

sergbuto
08-30-06, 07:20 AM
On hold.

CB..
08-30-06, 09:07 AM
how does the game use the shadow section of the model file as apposed to the reflection section of the model file..serg?
are you finding that you can have either a shadow 9the indistinct dark reflections on the water) OR the detailed reflections but not both at the same time? was wondering about what was going on with the seperat models for each...say you could add crew to the reflection model if the game actualy uses it as such....? what is going on with this stuff...

sergbuto
08-30-06, 09:27 AM
I am not sure if the game uses shadow part at all. As far as I remember both the dark reflections on the water on the shadowed side and the detailed reflections on the lighted side of the ship come from the reflect_ 3D nodes. The only difference seems only to be in the overlay texture applied. But I can't specifically check it right now.

The crew consists of external 3D models with animations. My quick test has showed that the usual way of makinh reflections for them does not seem to work. It needs more testing.

GT182
08-30-06, 03:47 PM
Serg, whether it's on hold or not it, the update looks terrific. Can't wait for this one. You do great work mate. ~S!~

CB..
08-31-06, 06:16 AM
Ok cheers serg' it looks fantastic...i had a feeling that the shadow and reflection model files..were redundant..which means they must have changed their minds about how the game displays the shadows etc half way thru some how...

89
11-12-11, 11:24 AM
Could someone give me a link to this cool mod? All links in the thread are broken :(

Fish In The Water
11-12-11, 11:46 AM
Could someone give me a link to this cool mod? All links in the thread are broken :(

Not a hundred percent sure, but I think this might be it:

ftp://Maik@hartmuthaas.no-ip.org/Volume_2/Sharing/SH3COMMUNITYMODS/SERGBUTO/UboatReflections_v2.0_cablefix.7z

Username: Maik
Password: Woelfe

Hope it's the right one and enjoy! :sunny:

89
11-12-11, 12:04 PM
I am ashamed to say I missed it in the downloads section here:oops:

It was here all along : http://www.subsim.com/radioroom/downloads.php?do=file&id=638

But thank you anyway!:)

Fish In The Water
11-12-11, 03:38 PM
No worries, glad you're sorted. :yep: