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-   -   [REL] Fm_NewInteriors v1.0... (https://www.subsim.com/radioroom/showthread.php?t=162631)

Rhodes 03-12-10 11:20 AM

Small update, tried the mod in career. Started at sea, no CTD!Slow game in the new rooms but normal for my specs! After the patrol will try to begin in port!

For my specs and mods go here: http://www.subsim.com/radioroom/show...&postcount=372

So, until now:salute:!

Kapitän 03-12-10 12:16 PM

Quote:

Originally Posted by DivingDuck (Post 1310673)
Moin,

@Kapitän:
if you continue to have CTD on mission start, try Anvartīs fix. Iīve compiled Anvartīs related posts in this one: http://www.subsim.com/radioroom/show...&postcount=321

Regards,
DD

Thanks. I've tried everything - in the end, I only had the WAC4.1_FULL_XP and the FM_V1.0 + Fix installed: It got all the way to the "Ran an den Feind" message for a Single Patrol and then it CTD'd.

I read the thread on the link you sent and I have to admit: I don't understand it. I downloaded and unpacked the "EditBin-7z" but now I don't know how to open the "sh3.exe"-file and all the rest ...

As you can see, I'm just a simple-minded user :cry:

irish1958 03-12-10 05:03 PM

The 7z download from filefront appears to be broken.

nycoroner05 03-12-10 05:52 PM

Nice Mod!!
 
Runs nice

DivingDuck 03-13-10 01:06 AM

Moin,

@Irish:
thanks for the report, will check it asap.

@Kapitän:
check the German UBI forum: http://forums-de.ubi.com/eve/forums/...5791056528/p/8
Although the post reveals nothing new as it is in English, see the following posts. Others have had the same problems like you.

Regards,
DD

Kapitän 03-13-10 09:10 AM

@ DD: Thanks for this. I will check it. Hopefully, I will be able to activate the FM-Mod at last ..

Viktor_Prien 03-13-10 08:47 PM

I'm still downloading the mod but before all I would like to thank you for this exceptional work!Absolutely fantastic!!!Absolutely marvellous!!! :rock:

sidslotm 03-14-10 01:03 PM

thanx
 
Just want ro say thanx for the FM_NewInteriors V1.0 mod, combined with the GWX3 ol sid has put to sea again, ha harr, Jim lad, pass me spanner, me nuts r leakin.:DL

I tried the opened turm tower as well, if this keeps up we'll have water coming down through the open atchway, ha harr, Jim lad, pass me brolly:D

I'm amazed, I forgot how good SH3 really is, it's November 43 and attacking a convoy is much harder than SH4, gotta think of me shipmates ain't I.:arrgh!:

Thanx again

rea00cy 03-15-10 05:26 AM

Excellent!
 
Hi, FK and to all others involved in this mod. I just DL and tested over a stock copy of the game. Marvelous!:yeah:

thoomsn 03-15-10 07:36 AM

The Diesel Sound Problem/FM Interior Mod
 
Hi there!

First of all THANX for this great piece of work; especially the animated MAN Diesels are impressive!
Concerning the sound of the diesel I have a question:
In reality the sound of the diesels could hardly be heard on the bridge (cause they were under several layers of steel and the water line; only the exhaust pipes were above) but were heard everywhere IN THE BOAT. You will see this watching "Das Boot". Using GWX you have the opposite situation: Loud diesel sound on the bridge and a little bit less in the boat. Now here's my question: How can I change the diesel sound level to have it the other way round (inside more, outside less)? Do I have to edit the sh3.sdl (and if so, which tool do I have to use?)?
I've erased all sound files from flakmonkeys mod and installed it. Of course there's now no 3d sound effect, but the diesels were too loud in the command room (coudn't understand my officers anymore). If I now could change the levels as described above, a good compromise would be done.

Any ideas?
Thanx;
thoomsn

DivingDuck 03-15-10 11:12 AM

Moin,
Quote:

Originally Posted by thoomsn (Post 1316568)
Hi there!

First of all THANX for this great piece of work; especially the animated MAN Diesels are impressive!
Concerning the sound of the diesel I have a question:
In reality the sound of the diesels could hardly be heard on the bridge (cause they were under several layers of steel and the water line; only the exhaust pipes were above) but were heard everywhere IN THE BOAT. You will see this watching "Das Boot". Using GWX you have the opposite situation: Loud diesel sound on the bridge and a little bit less in the boat. Now here's my question: How can I change the diesel sound level to have it the other way round (inside more, outside less)? Do I have to edit the sh3.sdl (and if so, which tool do I have to use?)?
I've erased all sound files from flakmonkeys mod and installed it. Of course there's now no 3d sound effect, but the diesels were too loud in the command room (coudn't understand my officers anymore). If I now could change the levels as described above, a good compromise would be done.

Any ideas?
Thanx;
thoomsn

an update featuring a new approach to the sound issue is pending. In fact the soundīs fixed already. Itīs inaudbile in CR when moving forward and almost inaudible when on backward speed. Although I havenīt tested it on the bridge yet, I reckon itīll be fine. Iīm still working at the cam issue though. As expected the amplified free cam movement is driving me nuts. The boatīs too long! ;( If I donīt discover a way to fix that soon, Iīll abandon the non-stabilized free cam for good.

Regards,
DD

flakmonkey 03-16-10 04:56 AM

Quote:

Originally Posted by DivingDuck (Post 1316872)
As expected the amplified free cam movement is driving me nuts. The boatīs too long! ;( If I donīt discover a way to fix that soon, Iīll abandon the non-stabilized free cam for good.

Its a pity i never managed to get the method of using collision planes to restrict the camera to work properly, it seemed to be a good solution, at least in theory.

sflo 03-16-10 01:41 PM

hi
 
First: what a GREAT, OUTSTANDING JOB !!!!

Flackmonkey, DivingDuck, you are modding gods!


It is realy amazing what can be done. I aked myself "how
the hell is this possible?"

Since this here is a GREAT COMMUNITY, the forum is areach source
of good tips and hints, and good tools (OUTSTANDING also: SH3 Editor)
So I downloaded a free trial of 3DsMax and started, hell what a mass
of buttons and sliders! A real complex program. I am happy that
the internet is filled with "YouTube"help videos for any kind of
questions (in my youth getting infos was a hard job ....)

So I learned something about "ObJ" and "MTL" files, "Gizmos" and
this UVW-thingy, and texture-baking (who invented this name?
a woman? hell, real sailors would have called this texture burning)
and after hours I came up with something which at least gave me
the impression to be on the right track:

http://www.bildersave.de/uploads/f4b33e8865eeshotz.jpg

Hell, with this seed I would have complete a sngle room not before
year 2012!

So I realy know what a hard&Excellent Job was done by Flakmonkey & DivingDuck, and I wait for the two remaining rooms modeled by you both.

PLEASE, PLEASE!

and thanks again for thisgreat mod, I realy enjoy it.

Best wishes,
sflo

flakmonkey 03-17-10 09:19 AM

:o Thats impressive work, especially since youy say youre still learning, heck its much better than my first attempts (see the old work in progress thread http://www.subsim.com/radioroom/show...=159856&page=3). Whats the poly count like?

I have to admit im rather tempted to just "borrow" sh5s interiors for the torpedo rooms, theryre nicely modelled, i think i should do it properly and make my own, doesnt mean i cant use UBIs models as reference though:up:

http://img253.imageshack.us/img253/3645/shvroom.jpg

sflo 03-17-10 05:43 PM

Hi Flakmonkey,

thanks for the reply.

Hmmm, poly-count in this (only the things which can beseen here,
I did not added the rest of the room) is 31699 Triangles. Yup, a lot
of the faces are actually "inside" other objects ond occupy ram
and cpu time , but I have the "gut feeling" that the poly-count
is less important than the final texturing. To be honest, this
Occluson-Mapping is still a magic thing for me, and while
I tried to figúre this out,I stumbled across the "texture
baking", which I happily adopted as my fast way to go (basically
export all "sub" objects from max as obj (polygons), then re-import
all (each as single mesh) into a scene for "rendering", then render
to texture, save texture as TGA file, then "collaps" the "auto-generated
UVW-wrap" modifier ( this 3DMax is doing a lot of things for you :)) to map channel 1 (as beginner I put all things into only one channel) and save
the "collapsed" objects as "triangles" for re-import into the
dat file. Pretty simple. I think this is not optimal, but it gives good results
in a fair ammount of time.


However, the most important thing from your post was:

YOU are still on this topic :)

Hurray!!!


So I (and the rest of the community, I suppose) will wait
for the remaining rooms, and if they have the quality you
already achieved for the diesels, it will be fantastic.

Take all time you need ! donīt hurry! ( knowing that you did
not forgot us SH3 buddies and went totally to SH5, is sufficient,
we can wait )

And please, borrow as much from SH5 as you like ... if
it is already there, why not re-use this?


I am a big fan of your work,

best wishes,
sflo


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