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-   -   [REL] J to Z class destroyers (https://www.subsim.com/radioroom/showthread.php?t=200615)

Jimbuna 12-22-12 12:52 PM

Quote:

Originally Posted by the_frog (Post 1981148)
Hallo,

the texture channel of the 3D models of two of the search light beams in the gunsUK.dat library file were wrong.

Here's the replacement file; just copy it into SH3's library folder and overwrite the old one.

http://www.mediafire.com/file/r6m31z...4xm/guns_UK.7z

Many thanks to kovall, whoi found the mistake.

Saved a job...cheers.

Blitz U-57 12-22-12 03:20 PM

:up::up::up:

Sepp von Ch. 12-22-12 06:20 PM

Good work, many thanks the_frog.

jaxa 12-27-12 02:50 PM

Maybe I'm blind as a child, but what exactly should I do for enabling this mod?
First of all enable by jsgme, but what next? What should I do with files Ship_names....cfg and where should I paste new entries in EnglishNames.cfg - at the end of all records?
Could somebody more clever than me explain it?

Sailor Steve 12-27-12 03:57 PM

Quote:

Originally Posted by jaxa (Post 1984035)
What should I do with files Ship_names....cfg

Copy and paste it into the Ship Names file in the SH3 Commander folder.

Or download the next copy of my Ship Names mod, due on January 1. It will be added there.

Quote:

and where should I paste new entries in EnglishNames.cfg - at the end of all records?
At the end is fine. As long as it shows up the game will find it.

the_frog 12-27-12 04:02 PM

To enable, use JSME.

Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.

So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.

Edit: sailor steve was faster ...

Jimbuna 12-27-12 04:38 PM

Quote:

Originally Posted by Sailor Steve (Post 1984067)
Copy and paste it into the Ship Names file in the SH3 Commander folder.

Or download the next copy of my Ship Names mod, due on January 1. It will be added there.


At the end is fine. As long as it shows up the game will find it.

Quote:

Originally Posted by the_frog (Post 1984070)
To enable, use JSME.

Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.

So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.

Edit: sailor steve was faster ...

Both correct....SINK EM ALL!! http://www.psionguild.org/forums/ima...ies/pirate.gif

jaxa 12-27-12 05:05 PM

Thanks mates :up:

Jimbuna 12-27-12 05:12 PM

Quote:

Originally Posted by jaxa (Post 1984121)
Thanks mates :up:

No problem http://www.psionguild.org/forums/ima...ies/pirate.gif

WolfyBrandon 12-28-12 03:31 PM

Amazing
 
Amazing ships as always The_Frog, I wish every warship in the game had the detail that you give them!

I found a minor issue in the EnglishNames.cfg file...

In the readme you say to add...

DDMRiver=DD L&M Class

To make the name work correctly, it should be...

DDMClass=DD L&M Class

http://s1.postimage.org/4vccf1na7/M_Class.jpg

Thanks again for the wonderful ships!!! :up:

WolfyBrandon

the_frog 12-28-12 06:07 PM

Ohoh, that's the result of overwriting previous documents ...
I add a comment to the first post in the thread.

WolfyBrandon, thanks for the information.

the_frog 02-11-13 02:20 PM

Hello,

and there's another error. Sensor definition files of all destroyer had the optical sensor set to "AII_Visual", which is only defined in LSH5 and CCoM. So, in all other versions of the game, the destroyers are virtually blind.

To fix,
- either open the "NDD_XYZ.sns" files in all respective subfolder of the Data/Sea/ folder with a text editor and replace "AII_Visual" by "AI_Visual"
- or replace the respective files by enabling the fix (DL below) with JSGME,
- or replace the respective files by copy and paste.

DL: http://www.mediafire.com/file/9c62ia..._visual_fix.7z

Note: users of LSH and CCoM do not need to change anything

Cheers

P.S.: What did I learn from that? Reduce the number of items in one mod ...

Sepp von Ch. 02-11-13 03:45 PM

Hmmm, interesting! Thank you very much the frog!:yep:

Wise 04-08-16 01:59 AM

Dear the Frog!


http://s20.postimg.org/4t1ldqob1/thanks_119.png

the_frog 04-08-16 12:51 PM

Hello Wise,

nice take on the model model of the J class: http://www.subsim.com/radioroom/show...ostcount=11916

:woot:


Two questions:

1. Did you do new portholes or did you use those of Bathurst/Skate?
2. The fire and smoke is great. What mod is that?


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