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-   -   [WIP] silentmichal's new interior mod (https://www.subsim.com/radioroom/showthread.php?t=200862)

Fifi 08-11-13 07:01 PM

What i really love with your (or mine now) sausages, is i know for sure if sub is going down or up when underwater! :haha:...without looking any gauge.

silentmichal 08-12-13 04:06 AM

Sausages are now your gauges (in future more sausages... and meat... and bananas :up:.

Cybermat47 08-12-13 04:11 AM

:woot: SAUSAGE TIME!

THE_MASK 08-12-13 04:41 AM

http://www.subsim.com/radioroom/show...postcount=2194

silentmichal 08-12-13 07:00 AM

Quote:

Originally Posted by sober (Post 2098839)


Well done Sober :yeah:. Thanks!!!

Captain73 08-12-13 07:44 AM

Quote:

Originally Posted by silentmichal (Post 2098834)
Sausages are now your gauges (in future more sausages... and meat... and bananas :up:.

Salami and sausage is great! :yeah: :sunny:
You are planning to increase the number of people?

silentmichal 08-12-13 08:28 AM

Quote:

Originally Posted by Captain73 (Post 2098906)
You are planning to increase the number of people?


I already made it here (click on "here"). But I have to improve it (in future), because it has a lot of bugs... If I'm ending developing it, I'll improve my other mod.

gap 08-12-13 10:05 AM

Outstanding work Michal, I am really looking forward to any further progress you will be making. :yeah:

PS: what about adding a good provision of canned food in our stock? Cans were probably packed in carton boxes, but for eye candy you could leave one open and semi empty, so to show us its content :03: :D

More information:

http://www.dererstezug.com/Tinned_Me...ron_Ration.htm
http://www.uboataces.com/articles-life-uboat.shtml

Captain73 08-12-13 10:14 AM

Quote:

Originally Posted by silentmichal (Post 2098925)
I already made it here (click on "here"). But I have to improve it (in future), because it has a lot of bugs... If I'm ending developing it, I'll improve my other mod.

I know about your work, but I'm talking about adding people without exit to the deck.

http://i011.radikal.ru/1308/33/d7acf57e7682t.jpg

You can increase the number of people with 88mm cannon?
And to build a team before going to sea as a PE_MORE_CREW?

http://s018.radikal.ru/i523/1308/fd/75c374f40e12t.jpg

P.S. My old screenshots (mod PE_MORE_CREW)

silentmichal 08-12-13 12:19 PM

Quote:

Originally Posted by gap (Post 2098968)
PS: what about adding a good provision of canned food in our stock? Cans were probably packed in carton boxes, but for eye candy you could leave one open and semi empty, so to show us its content :03: :D


So... we want to have sth like that:

http://www.dererstezug.com/images/Ti...and_side_2.jpg


In boxes... what do you mean? In crates like oranges and bread... or in boxes made by carton...



Quote:

Originally Posted by Captain73 (Post 2098974)
adding people without exit to the deck.

So... you don't want them to go out, on the deck, am I right?

Quote:

Originally Posted by Captain73 (Post 2098974)
You can increase the number of people with 88mm cannon?

Unfortunatelly we can't do it. I'm able to create new animations (motion tracking), but I can't import it to SH5.


Quote:

Originally Posted by Captain73 (Post 2098974)
And to build a team before going to sea as a PE_MORE_CREW?

My mod already has it (if we're talking about same thing...).

Captain73 08-12-13 01:15 PM

Quote:

Originally Posted by silentmichal (Post 2099074)
So... you don't want them to go out, on the deck, am I right?
My mod already has it (if we're talking about same thing...).

You understood me correctly! :)
The sailors on the deck in the ranks in the bunker should stay!
Is this possible?

silentmichal 08-12-13 01:55 PM

Quote:

Originally Posted by Captain73 (Post 2099122)
The sailors on the deck in the ranks in the bunker should stay!
Is this possible?

As I remember, they're staying as on your 2nd picture... like here:

http://s018.radikal.ru/i523/1308/fd/75c374f40e12.jpg


My newest version of crew mod is 0.3... Maybe You have 0.2 version?

Captain73 08-12-13 02:10 PM

Quote:

Originally Posted by silentmichal (Post 2099138)
My newest version of crew mod is 0.3... Maybe You have 0.2 version?

Unfortunately only Crew MEGA-mod (contains MightyFine crew) - 0.3 beta :shifty:

TheDarkWraith 08-12-13 10:18 PM

I hope you are setting the visibility of the unused portions of the 'cloned' GR2 file to not visible. If not this will cause the flickering AND it will also increase memory used. My GR2 Editor allows you to change the visibility of meshes/bones (it's located in the mesh/bone extended data).

silentmichal 08-13-13 04:14 AM

Quote:

Originally Posted by Captain73 (Post 2099148)
Unfortunately only Crew MEGA-mod (contains MightyFine crew) - 0.3 beta :shifty:

Hmm, did you try to use version for TDW UIs?


PS. If I'm at home, I'll check it.

Quote:

Originally Posted by TheDarkWraith (Post 2099334)
I hope you are setting the visibility of the unused portions of the 'cloned' GR2 file to not visible. If not this will cause the flickering AND it will also increase memory used. My GR2 Editor allows you to change the visibility of meshes/bones (it's located in the mesh/bone extended data).



Oh, I didn't know about it :o. I didn't know that I can change it... But I imported 3D model with 2 triangles (below boat... so it isn't visible) to each mesh, so it doesn't make game slowly :yep: . But thanks, if I'm at home I'll make all unused meshes invisible :up:.

PS. I'm also going to describe You problem with 3ds max importer :hmmm:...

PS.2. And what about creating new meshes? Did you discover anything new associated with meshes?

PS.3. I used your work with Goblin's ID... thanks!

PS.4. Are you working on new verion of your program? I hope yes, because it's great app! I'm using 1.265 version and it's the best :yeah:.



Best regards for You,
Michael.


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