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-   -   [REL] Smaller Sea Plants 1.0 (https://www.subsim.com/radioroom/showthread.php?t=114029)

SimJack 05-07-07 10:24 AM

Quote:

Originally Posted by CaptainCox
Quote:

Originally Posted by SimJack
How about doing away with the rocks? Never seen any like that in the ocean at shallow depths (40 feet or so), whether in the Atlantic, Pacific, or Gulf of Mexico. :huh:

If you read further up in this thread I explain about the problems to size the rocks, believe me that's something I would do right away if it was that easy. Its all in that "undersea.dat" just have to figure where. Its basically 3D models mapped with 2 different textures. In case of the plants it was easy as I could work on the size only by tweaking the bitmap size. Its a different story with the rocks. I will be fiddling with it now and then, also if some other peeps could chip in on this one, it would be much appreciated.



I thought the rocks were in a separate file.........ooops:oops:

Maltro 05-09-07 02:12 PM

Got it !:up:

ReallyDedPoet 06-02-07 01:01 PM

This one is nice as well:up:

RDP

Snacko 06-02-07 01:21 PM

I am having a problem with this mod. I'm using the Mod Enabler tool to add and remove this mod, but I don't see any changes. I verified that the new file was installed correctly by looking at the filesize and date/time. So, it was installed, but the small plants don't seem to show up.

Do I have to be in a certain part of the ocean? Or at certain bottom depths?

Here's what it looks like 'after' I install the Small mod:
http://img382.imageshack.us/img382/6...7406qq3.th.png http://img107.imageshack.us/img107/3...0265qg0.th.png

CaptainCox 06-02-07 02:08 PM

Have you checked that you don't have a file within a file in JSGME. Like when you unzip and it creates a "Main" folder with the same name but the actual file is inside? But if you have checked the size...? plain weird.

And, no its only one type plant in the whole game

Snacko 06-02-07 02:50 PM

Yea, I'm pretty sure I did it all correctly. I have many mods installed using that tool.

Here is what it looks like installed. Looks correct to me.
http://img459.imageshack.us/img459/8...tallrd7.th.jpg

CaptainCox 06-02-07 03:22 PM

Hmmm, the best would be if you actually could see the file in photoshop or something. i am using the Nvidia DDS plugin + the DDS Thumbnail Viewer (handy when doing mods)
http://developer.nvidia.com/object/p...s_plugins.html
http://developer.nvidia.com/object/d...il_viewer.html

http://i10.photobucket.com/albums/a1...nCox/crass.jpg

But as you seem to know what you are doing its utterly weird, never heard of anyone that had this...:huh:

Snacko 06-02-07 05:17 PM

Sorry, I don't have photoshop.

Well, I'm sure it's my system. When I installed the last game patch, I forgot to un-install all of the mods. So JSGME was saying mods were installed when new files had been patched. I manually edited the JSGME.ini file and !BACKUP folder to set some mods as un-installed. But I should really uninstall everything even the game and start over to make sure everything is incorrect.

If I figure out what's wrong, I'll post it...

Thanks...

WilhelmTell 06-02-07 05:55 PM

Snacko, did you find out what you did wrong ?
I bet you are playing with low resolution texture settings !? If so you should manually copy the grass04.dds from the mod into your 'Data\Textures\TLowRes\tex' folder.
That should work !

Regards,
Tell

Snacko 06-02-07 06:50 PM

That's a good point WT. I'll give that a try.

EDIT:
That fixed it WT. Thanks.

I don't remember setting the textures to low. Actually, in the Graphics Options, all I see is an option for 'Texture Quality High'. I didn't have that checked. So, I assume checking that makes it use the TNormal Texture folder?

WilhelmTell 06-02-07 07:39 PM

Yes, when 'Texture Quality High' is ticked the game accesses to the TNormal\tex folder.
I play with low texture settings as well, only the submarines are in high res (i just renamed the files) and, of course, all the other great texture mods that were recently done.
I have to do that because my old pc doesn't make it when attacking a large 'high-res convoy'. :lol:

Tell

miner1436 12-03-07 09:56 PM

Is this compatable with patch 1.4?

rodan54 12-03-07 11:15 PM

I see no reason why it wouldn't be.

De@dMe@t 12-03-07 11:16 PM

its only a texture so its fine.

Lionman 08-09-08 07:47 AM

Air-Sea Comms Flash
 
Quote:

Originally Posted by Snacko
Sorry, I don't have photoshop. Well, I'm sure it's my system. When I installed the last game patch, I forgot to un-install all of the mods. So JSGME was saying mods were installed when new files had been patched. I manually edited the JSGME.ini file and !BACKUP folder to set some mods as un-installed. But I should really uninstall everything even the game and start over to make sure everything is incorrect.
If I figure out what's wrong, I'll post it...Thanks...

[Snacko, are you the same Snacko who recently did an online Joint Ops flying course in 1946? If so HI buddy! I too am a virtual submariner as well. I was the same Lionman who had mighty issues with VISTA Ultimate Edition but that is all sorted now and running fine. If you are not the same Snacko, never mind, as you won't have any idea what I'm on about!]

Re this seabed MOD Capt Cox - thank you for an excellent job, given the problems you list. Your explanations save me asking why there is never any kelp in SH III or coral reefs in SH IV when in reality most northern coastlines have almost universal kelp forests for the first few hundred yards off the beach and much further out in shallow water, whilst most southern coastlines have coral reefs that are alive with flora and fauna, even into deeper drop-offs. I spent a working life underwater and the only places I saw such deserted ocean floors were below 150 meters in the North Sea. Shallower depths were almost always very crowded with life. Indeed I once walked on a small hill the size of a sand dune, made entirely of dead starfish and have seen giant rays in the Indian Ocean with a wingspan of 40 feet!

Also, to take my former hobbyhorse in SH III about the need for seagulls (which they put in) into the subsea realm, there should be shed loads of AI fish subsea, both shoals and individual large predators. Ideally reactive to explosions and vessels. I.e. "killable". This may be dismissed by some as "mere eye candy" but in reality the subsea world is an extremely crowded and busy place and very seldom the semi-deserted landscape shown in our (otherwise super realistic) SH sims. Just a professional observation from an old sat diver. After all our sims are about subsea warfare and realism is our common obsession isn't it!

By the way Sailor Steve, although I was a Londoner for 38 years, I now live in Dartmouth, have gulls on my roof, the Royal Naval College on the hill, can see the harbour from by bedroom window and the ocean is less than 200 yards from my front door. Hadn't realised how much I had missed my beloved ocean until I was breathing that salt air again daily. Don't miss the smoke one jot.

Hell there is even a local who's got plans to renovate a WW2 submarine subsea for scrap salvage from wrecks - who wants my input. Not viable I suspect for more reasons that I have room to enumerate. My point being that I am knee deep in mad mariners again. LOL

:arrgh!:


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