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I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod. |
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I am very unfamiliar with Sansal's tool but will try fixing the Obj file into the scene dat. The problem i see is that when you import the clouds OBJ into the scene dat... there appears to be two places it may need to go. I don't know which... or even if my efforts are way off. Thank you for the help Seeadler :up: Any future help is welcome also. Redwine, you are totally correct that the current 16 km visibility mod is incorrect and not realistic. The reason why we are working hard to get a 16 km Cloud Fix is because the 16 km vis-mod seems to be the best middle-ground between actually seeing ships in game and spotting them. Another problem I am running into is my Nvidia gfx card... it doesn't like rendering more distance... I hope to upgrade it in two weeks. My card runs other games perfectly.... but not SH3!!! Testing new scene dat now... |
Okay... first attempt resulted in black sky.
Trying again. |
Hi Kpt.
I have a working version with Seadlers cloud fix inserted into the mod, if you can't get it to work? :) , I am currntly working on putting bigger waves into the mod... /Kriller |
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2. open the scene.dat 3. click [ export all ] 4. now you've got a 3d folder in your \data\ folder 5. copy my 16km Clouds.obj in this folder and overwrite the existing one 6. select in Pack3D the 3D object\3D-Clouds folder in the tree 7. click [ import ] and open the previously copied Clouds.obj from the 3D folder 8. Pack3D must no reports "3D clouds imported" |
ok, here is the mod with Seadlers cloudfix and the 2xwaves by Timetravlers mod:
http://rapidshare.de/files/6922736/1...dsfix.rar.html It needs to be tested as I hex-edited the files to get the wavemod into two other mods... Hope it works okay? /Kriller |
Great work :up:
Could be possible make this mod but without the big waves ?? 16_km_visibility_mod_RWR_Moon_fix_Clear_water_Ocea n_Reflections_wavesx2_cloudsfix.rar :hmm: I have the deffault waves and in a storm it seems to be enough for me :88) the diesel engines shutt down often and the water jump over the tower . :doh: Also i don“t know if this could shink other ships, like merchants or so. thanks :up: |
SUCCESS!!!
Freeeeeaakin' FINALLY!!!! Seeadler THANK YOU!!! Lol... now I have used Sansal's 3D program twice... :arrgh!: ... and its giving me more ideas! Will upload 16Km Atmospheric mod beta... probably (hopefully) the finished basic version from which all options can be added.. ... and there will be many thanks to many people in the credits!!! :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: |
Kpt. Lehmann, great you got it to work :up: I will keep the mod with the 2xwaves for myself then. ;)
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[quote="kriller2"]Kpt. Lehmann, great you got it to work :up: I will keep the mod with the 2xwaves for myself then. ;)[/quote
Hey!!! The more the merrier!!! :up: I will include your download link as an option if you like! I have started new thread. |
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hey Rulle34 sir... give me about 15 more minutes and I will have DL link for 16 km atmosphere visibility mod...
It finally is done! :up: |
16 Km Atmosphere Mod download link found here:
http://www.subsim.com/phpBB/viewtopic.php?t=44762 Other versions will be added there too. Marhkimov and I thank you for all your help and suggestions guys. You are ALL the BEST!!!! :rock: :rock: :rock: :rock: :rock: |
Well thank you kpt Lehmann :up:
So now we have a 16 km visibility mod with markhinovs environmental mod and the cloud fix? If so that's really great :up: Congratulations Kpt Lehmann :up: :rock: |
Now I need a NAP!
:rotfl: :rotfl: :rotfl: |
Good work, Kriller2!!! All in one! :up:
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