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-   -   [REL] SH 5 Lifeboats (https://www.subsim.com/radioroom/showthread.php?t=183381)

Magic1111 05-12-11 04:16 PM

Quote:

Originally Posted by Rongel (Post 1661138)
New 1.0 version update! Contains roster entries to all nations, Stoainm's floating tweaks and optional sounds. Feedback is more than welcome. :DL

Hi Rongel !

Thanks for a very nice MOD ! :up:

But is this MOD furthermore a "WIP" ? When not, the Moderators can change the Thread Title to [REL], or ?

Best regards,
Magic:salute:

Rongel 05-13-11 03:40 AM

Quote:

Originally Posted by Magic1111 (Post 1662705)
Hi Rongel !

Thanks for a very nice MOD ! :up:

But is this MOD furthermore a "WIP" ? When not, the Moderators can change the Thread Title to [REL], or ?

Best regards,
Magic:salute:

Thanks! I think there is coming one update quite soon, TDW did a little more polishing. I'll change this to REL then. The reason why it's WIP was to hear if it's working correctly before I can truly suggest people to use it. But no complaints yet :yeah:

TheDarkWraith 05-13-11 01:54 PM

Quote:

Originally Posted by Rongel (Post 1662967)
Thanks! I think there is coming one update quite soon, TDW did a little more polishing. I'll change this to REL then. The reason why it's WIP was to hear if it's working correctly before I can truly suggest people to use it. But no complaints yet :yeah:

Should be done with update here soon :up:

Rongel 05-14-11 02:02 PM

New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:

Ps. the mod is now [REL] so if somebody could change the title I would be real happy!

stoianm 05-14-11 02:26 PM

Quote:

Originally Posted by Rongel (Post 1663872)
New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:

Ps. the mod is now [REL] so if somebody could change the title I would be real happy!

You must to wright a PM to CCIP... the admin from workshop section and ask him for that

Sepp von Ch. 05-14-11 03:07 PM

Quote:

Originally Posted by Rongel (Post 1658767)

Changelog:

2.0

-additional animations by TDW

It sounds interesting! I try this mod! Thanks gentlemen!


gap 05-14-11 04:01 PM

Brilliant work, guys! :up:

Magic1111 05-15-11 02:38 PM

Quote:

Originally Posted by Rongel (Post 1663872)
New version update! 2.0 is now ready! And we have to thank TDW and Stoainm for this, great work guys :yeah:

Ps. the mod is now [REL] so if somebody could change the title I would be real happy!

Many thanks, will give it a try ! :yeah:

Best regards,
Magic:salute:

SteelViking 05-15-11 09:55 PM

Hey Rongel, I just got done changing this for Zedi's Campaign files, and I got a hunch that maybe the lifeboats had the same thing going on. The .cfg files in the Sea folder is pointing to a .tga for the texture, but the texture you have included in the mod is a .dds. Now, everything still works in game with this setup, but I wonder if we shouldn't go ahead and change it to .dds.

Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file.

Just thought I would give you a heads up on this comrade.
:salute:

TheDarkWraith 05-15-11 11:10 PM

Quote:

Originally Posted by SteelViking (Post 1664744)
Like I said, I made this change in Zedi's campaign files, and I did not see a difference. But, I would think things might run smoother if we were in fact pointing to the correct texture file.

Game engine doesn't care. If it can't find .tga and there is a .dds available (same name) it will use it. If both are available it will use the .dds.

I left the ships with Zedi's campaign as .tga in case someone wanted to use .tgas instead of .dds. Remember .dds is a compressed format that has to be uncompressed. TGA is not.

SteelViking 05-15-11 11:13 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664768)
Game engine doesn't care. If it can't find .tga and there is a .dds available (same name) it will use it. If both are available it will use the .dds.

I left the ships with Zedi's campaign as .tga in case someone wanted to use .tgas instead of .dds. Remember .dds is a compressed format that has to be uncompressed. TGA is not.

I figured the game engine didn't really have problem with seeing the wrong file extension since it still renders the textures, but I don't see why we should be telling it the wrong one when we know exactly what it is. It is one more operation for the game engine to deal with......

Edit: Also, .dds files only get compressed if you tell GIMP to compress them, otherwise it leaves them uncompressed. Where as Photoshop requires them to be compressed.....just one of the reasons I will never switch to Photoshop.

2nd Edit: Just look at my interior mod, I didn't compress any of the textures because .dds compression damages images.

TheDarkWraith 05-15-11 11:15 PM

Quote:

Originally Posted by SteelViking (Post 1664769)
I figured the game engine didn't really have problem with seeing the wrong file extension since it still renders the textures, but I don't see why we should be telling it the wrong one when we know exactly what it is. It is one more operation for the game engine to deal with......

Not really. All of that is loaded/figured out at game start. If you think it's doing it dynamically then pick a texture and change it while in game. See if the game engine uses the new texture.

brett25 05-15-11 11:18 PM

thanks for this excellent mod:yeah:

SteelViking 05-15-11 11:20 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664771)
Not really. All of that is loaded/figured out at game start. If you think it's doing it dynamically then pick a texture and change it while in game. See if the game engine uses the new texture.

Good point, wasn't thinking about it in terms of program overhead, but still. We know we are dealing with .dds files, why not tell it to look for a .dds? I just don't see an advantage.

TheDarkWraith 05-15-11 11:22 PM

Quote:

Originally Posted by SteelViking (Post 1664774)
Good point, wasn't thinking about it in terms of program overhead, but still. We know we are dealing with .dds files, why not tell it to look for a .dds? I just don't see an advantage.

The only advantage I see to leaving them as .tga is so that users who can't make .dds files can still make .tga files for them. Trying to cater to the broadest range of users is why I left them as .tga.


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