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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   S-BOOT MOD V2 Download Please (https://www.subsim.com/radioroom/showthread.php?t=258235)

Jeff-Groves 02-26-25 02:10 PM

You'll need to run that bat file, do the Multi-sh3 thing and JSGME.
After that place the file you downloaded in the MODS folder and then activate it.

Mister_M 02-26-25 02:26 PM

Quote:

Originally Posted by Jeff-Groves (Post 2945518)
Using JSGME I've made an all in one install for V2 if anyone would like to try it.
:03:

I'll only send a link by PM if your interested.

It seems to work OK. Not sure how to actually use it but it does run.


Hi Jeff !

I'm interested too. :03:

Jeff-Groves 02-26-25 02:30 PM

Link sent.
:salute:

I sent a message to the Moderator Gods about posting an open link here at SubSim.
We will see what they say about reviving the Mod and opening a new thread to improve it.

Mister_M 02-26-25 02:40 PM

Have you included the RND campaign fix which corrects some random CTD?

Jeff-Groves 02-26-25 02:44 PM

What I did was follow the instructions from this thread...
https://www.subsim.com/radioroom/sho...postcount=1235

I used JSGME to load everything into a blank data folder to have the single install you have from my link.
So I have no idea about any updates or crash problems.

Given there's enough interest? I am open to discuss them and possible fixes.

Mister_M 02-26-25 03:55 PM

Mikhayl stated that he managed to fix some errors in the RND campaign which caused some CTD. See here: https://www.subsim.com/radioroom/sho...postcount=1251

This updated campaign is here: https://www.mediafire.com/file_premi...B_v0.1.7z/file

Jeff-Groves 02-26-25 04:00 PM

Thanks Mate!
:salute:

I've been doing some tests that change things up a bit.
:03:

The boats are now listed as SBType- instead of SSType- in my install.

Jeff-Groves 02-27-25 03:41 PM

Well how many people would be interested in Updating this Old Mod?
:hmmm:
The textures need a real good going over as a start.
There's also other things here and there.

Bladekill1298 02-28-25 12:42 AM

Quote:

Originally Posted by Jeff-Groves (Post 2945872)
Well how many people would be interested in Updating this Old Mod?
:hmmm:
The textures need a real good going over as a start.
There's also other things here and there.

Ik atleast 4 people not including me would like the mod

Ktl_KUrtz 03-02-25 02:54 AM

I have played it before and really enjoyed it!
Lets hope we can get a download and install that is easy to understand!
:Kaleun_Wink:
KUrtz

Jeff-Groves 03-05-25 02:35 PM

I'm working on the files to make a simple JSGME install to GWX 3.
No reason to have all the stuff as it was intended to install GWX 3 stuff to a clean, stock SH3.
So it's pick and choose at the moment. I also plan to update the textures for the SchnellBoots. They are rather bland right now.

Once I get the HDMI cord I need to run GWX-KCE on my TV? I may try my hand at makeing it work with that.

Could always use some help if anyone is interested.
:hmmm:

Part of the work needed to update to a better 'Look' is re-UVing the Player Boats. Including AO burning.

Mister_M 03-05-25 04:15 PM

Quote:

Originally Posted by Jeff-Groves (Post 2946933)
... update the textures for the SchnellBoots. They are rather bland right now.

Part of the work needed to update to a better 'Look' is re-UVing the Player Boats. Including AO burning.


I totally agree ! :up:

Jeff-Groves 03-05-25 04:27 PM

I've done some simple Key Frame animation work also.
The cranks at the Torpedo loading area now rotate. Working on an animated Crew member to do the cranking.
:03:

I'm looking at just how many Crew Animations are needed for the SchnellBoots?
I could replace every one of them with a Better looking Crew. Say from SH5?
I can export every needed animation from SH5 and improve the 3D models from same.

Being there's just a few animations needed for the SchnellBoots? Not really a major job.

Bladekill1298 03-05-25 04:53 PM

Quote:

Originally Posted by Jeff-Groves (Post 2946947)
I've done some simple Key Frame animation work also.
The cranks at the Torpedo loading area now rotate. Working on an animated Crew member to do the cranking.
:03:

I'm looking at just how many Crew Animations are needed for the SchnellBoots?
I could replace every one of them with a Better looking Crew. Say from SH5?
I can export every needed animation from SH5 and improve the 3D models from same.

Being there's just a few animations needed for the SchnellBoots? Not really a major job.

I just tried launching the mod in career and it doesn't work for GWX 3.0 and Stock

Jeff-Groves 03-05-25 05:01 PM

It won't work with GWX 3 as is. Not my fault.
There are issues with an install to Stock SH3 also.
Again not my fault.
Working on a better release which I will post at some time.


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