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-   -   [REL]ROW Pacific Environments 3.3 (https://www.subsim.com/radioroom/showthread.php?t=133365)

kriller2 05-11-08 06:02 AM

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by akdavis
On deck gun graphics issue, TM or TM + RSRDC, the shell impact shows a flash and large fireball. TM + PE3.3 or TM + RSRDC + PE3.3, shell impact shows flash (sometimes not in optics) and the small, stock 1.5 fireball. PE3.3 or PE3.3 + RSRDC, shell impact shows flash and full PE3 hit effects.

All the smoke, fire, explosion and water splash effects are defined in particles.dat and materials.dat. Whatever mod overwrites these files and removes the effects is the cause. I'll have a look at the TNM patch and see wht it contains.

Hi mate, I have a strong hunch that I accidently dis something wrong with the materials file after reading all these posts of the missing shell effects! :damn: sorry for this guys, just wanted to make this available to work with TM :oops:
Quote:

Originally Posted by fireship4
Im now sure PE is causing the problem, after uninstalling everything other than RFB, NSM, RSRD and a couple of textures; the problem was gone - trying the new 3.3 my problem is back. In a standard dive the ship unintentionally goes past crush depth and i die. Even a manual one some distnce from the red line...

Hi Fireship, this mod haven't been tested with the new RFB all my attention has been drawn to get it to work with TM and RSRD, but I just got an pm from LukeFF so this will soon be taken care off.

Quote:

edit2: are you getting married Kriller? grats
Thanks Hubersky :) Yep, the 7' of june my freedom will be taken away by my other half ;) but I will do what I can to still bribe me some time for modding SH4 :rotfl:

Quote:

Originally Posted by akdavis
Okay, here is what a little more testing reveals:

On deck gun sound issues, TM is the source. Even with the "sound" folder removed from TM, deck gun impact sounds play slightly truncated. Here is the thing: install PE3.3 over TM and the impact sound issue becomes much worse. Sound either doesn't play at many ranges (realistic sound travel enabled) or plays only a small part before stopping (realistic sound travel disabled). Is this a memory issue perhaps?

On deck gun graphics issue, TM or TM + RSRDC, the shell impact shows a flash and large fireball. TM + PE3.3 or TM + RSRDC + PE3.3, shell impact shows flash (sometimes not in optics) and the small, stock 1.5 fireball. PE3.3 or PE3.3 + RSRDC, shell impact shows flash and full PE3 hit effects.

Hi Adkadavis, thanks for testing this, I must admit that I haven't noticed that while I tested PE3 with TM, will look into the sound issue, now I know what to listen for ;)

kriller2 05-11-08 06:38 AM

Quote:

Originally Posted by reallydedpoet
Nice work on the new d-l kriller, should be very helpful to folks here :yep::up:
PE is simply awesome work.

By the way, hope all those wedding plans are going well for you and your betrothed :p


RDP

Hi RDP, I hope so, now I can atleast iron out that it's an installation problem, which is a good start if you wana troubleshoot why a mod doesn't work.

Yes the plans are going allright, we just have to get 50-60 tables and chairs or the guest's will be forced to sit on the lawn! :o you know me im the kind of guy going upstairs 2-3 times to be sure I turn off all the lights in the house and everything is locked when leaving the house 5 minutes AFTER I should have been out the door! :rotfl:

BTW are you still winning those indoor hockey matches against the "little" one ?

Nisgeis 05-11-08 06:51 AM

Quote:

Originally Posted by Nisgeis
Quote:

Originally Posted by akdavis
On deck gun graphics issue, TM or TM + RSRDC, the shell impact shows a flash and large fireball. TM + PE3.3 or TM + RSRDC + PE3.3, shell impact shows flash (sometimes not in optics) and the small, stock 1.5 fireball. PE3.3 or PE3.3 + RSRDC, shell impact shows flash and full PE3 hit effects.

All the smoke, fire, explosion and water splash effects are defined in particles.dat and materials.dat. Whatever mod overwrites these files and removes the effects is the cause. I'll have a look at the TNM patch and see wht it contains.

OK, problem found and should be resolved soon.

Husksubsky 05-11-08 08:08 AM

Quote:

Originally Posted by akdavis
I decided to try Trigger Maru, and I can confirm the loss of the shell impact effects. I get only flash and a small fire ball at impact point. This is with Trigger Maru, RSRDC for TM and RSRDC for TM patch, and latest PE3 release with appropiate selections for TM. I'd be surprised if RSRDC is the issue, as I'd been using RSRDC for 1.5+patch with PE3 before without loss of this effect.

Trigger Maru apparently uses the ROW sounds mod. The lack of or fragmentary shell impact sounds is because this sound mod is buggy when used with realtime sound travel. Uninstall Trigger Maru and delete the sound folder before reinstalling and you will have stock sounds. Or you can go in and delete that sound and other troubled sounds before reinstalling.

This seem correct..good testing..BUT ..I did have some nice effects on close range in the subschool artillery training..that with ...awww I shoul write down my results..:damn: ....at least with my last setting TMO-PE3-RSDS, but now in the campaign problem is back.. all in all akdavis describing seem very accurate..;)

ReallyDedPoet 05-11-08 08:31 AM

Quote:

Originally Posted by kriller2
BTW are you still winning those indoor hockey matches against the "little" one ?

Now that the snow is gone here we play road hockey, it never stops ( hockey ) here in Canada :rotfl::rotfl:

My oldest boy ( he is 10 ) can now beat me at hockey on the
Playstation ( NHL 2K8 ) :yep::oops:

Your wedding plans seem to be where they should be :lol::lol: hectic, stressful, etc, etc.... It will all come together in the end. It will be 12 years later this month for my wife and I, good thing we have a video of the wedding, remembering back, it came and went so quick, it all seems like a blur now :doh::doh:


RDP

akdavis 05-11-08 09:37 AM

Indeed! I just got married back in December, but it seems like last week.

Torps 05-11-08 12:13 PM

Looks great Kriller
 
Ihttp://img178.imageshack.us/img178/3952/sunrisekv0.jpg

kriller2 05-11-08 04:26 PM

Patch for missing shell effects etc. for TM
 
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

AVGWarhawk 05-11-08 05:14 PM

Kriller,

Getting some rave reviews over at the RFB forum. Loading up your work right now for a look! :up:

akdavis 05-11-08 05:49 PM

Quote:

Originally Posted by kriller2
Hi guys,
I have followed Nisgeis directions to import (with S3D) his shell hit work etc. into the materials.dat from Trigger Maru and been testing it with Trigger Maru and RSRD and PE3, it seems to work?

This is for those who are missing the new shell effects and water splashes when using PE3 with Trigger Maru, try it AkDavis, Noir and Syxx Killer :)
ROW Pacific Environments3_3a patch for TM ( 101 kb)

@FireShip now I will take a look at getting the dive sequence to work with RFB, BTW are you using RFB with PE3 diverate mod?

I think I'm switching over to RFB for now, but I went ahead and tested this. It is different than before, but lacks smoke/fire effects, only chunks flying through the air. Here is a pic with install structure inset (please note I changed the name of the patch file to be clear on order and purpose):
http://img162.imageshack.us/img162/9...patchedfu9.jpg

Also tried without RSRDC and without RSRDC and #6 PE3 patch for TM. Had the same outcomes.

AVGWarhawk 05-11-08 07:10 PM

Super nice Kriller. I love the debris when using the cannon. The dark oily smoke is cool also. Quite a piece of work here and I see you have put in a large amount of your time. Beautiful. Thanks:D

BTW, my installation is :

PE3
RFB
RSRD

Works just fine. :up:

akdavis 05-11-08 07:30 PM

Quote:

Originally Posted by AVGWarhawk
Super nice Kriller. I love the debris when using the cannon. The dark oily smoke is cool also. Quite a piece of work here and I see you have put in a large amount of your time. Beautiful. Thanks:D

BTW, my installation is :

PE3
RFB
RSRD

Works just fine. :up:

Have the same install going now and it is working great as well. :rock:

Burstar 05-11-08 07:46 PM

Quote:

Originally Posted by Defiance
Heya Burstar,

Which 2 high-end graphics you mean ?? the PE:3 Special Effects optionals ??

I'm referring to a solution to sky texture issues (blinky stars)...
Quote:

Originally Posted by kriller2
it's a very odd thing which happens because the SH4 loose track of the two textures controling the sky suddenly, when 2 custom textures are used for the sky, Daves solution was to simply include the same texture for the sky 2 times, but I found out it slows the game down to have 2 highres sky textures...

I was asking that if using two sky textures would fix the star bug how could I implement it to see if my card could handle it (I really like Ctrl+N for the nearest sound contact).

Quote:

Originally Posted by Defiance
As i use TMO the Ctrl+N = next scene (kinda like in bad weather then use those keys and it goes to the next weather pattern) (lol i was in a storm last year maybe october time, Thick fog/rain vis was down to almost nought, then i saw a smoke trail so went n had a look, It was a destroyer, then as we were gunning each other a damn task force behind it emerged, Like a fool i hit ctrl+n and there i was in calm weather with a whole task force firing on me lol i died pretty quickly)

For my nearest contact surface/air i use Ctrl+V

Ohh which card have you got ??

Def

I have an ATI Radeon X2600XT and it works just fine so far. I do not use TMO, but have suffered the same fate when weather suddenly changes from soup to crystal at <1500m. Not fun.

ReallyDedPoet 05-11-08 07:48 PM

Hey Kriller,

Just looking at your install PDF for PE, well done :yep::up:


RDP

AlmightyTallest 05-11-08 08:14 PM

Running RFB 1.5 with RSRD and PE 3.3.

Running into a minor problem. The American ships are showing the milky white shadows, but not my ship or any Japanese ships. Just noticed this effect when starting the June 15th campaign with a Balao class sub in and around Midway.

Wasn't sure if it was a problem just on my end or if the shadows weren't changed for the American ships yet. Otherwise, it's a really great looking environment!! :D


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