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-   -   U-boat reflections mod v2.0 (https://www.subsim.com/radioroom/showthread.php?t=85006)

Rubini 10-26-05 07:38 PM

Sergei,

I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok?

Rubini.

The Avon Lady 10-27-05 12:50 AM

Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

Kpt. Lehmann 10-27-05 01:19 AM

Quote:

Originally Posted by The Avon Lady
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

I believe you can just delete those files with no ill effect... and then add the mod... is this not true?

Beery 10-27-05 05:05 AM

Quote:

Originally Posted by The Avon Lady
...Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

I'm working on it. I've corresponded with Fubar and he's into making a Type VIIB skin and the necessary Type IXD2 skins. Some skins will have to go in SH3 Commander, but as soon as the cables issue and the reflections issue is fully sorted out, I should have a full set of Fubar's skins, along with Flakwalker's cable fix and Sergbuto's reflections fix, included in the next version of RUb (assuming that the guys are willing to do multiple versions of the necessary files so that all the boats look right).

In order for everything to be fully sorted out, some Sensors.dat and Turm*.dat files will have to go in SH3 Commander, but I'm pretty sure that by using SH3 Commander we can have correct cables and realistic skins for all boats in the game.

Beery 10-27-05 05:12 AM

Quote:

Originally Posted by Kpt. Lehmann
I believe you can just delete those files with no ill effect... and then add the mod... is this not true?

If you delete RUb's Sensors.dat file you lose CCIP's longer range visibility mod and Jungman's sonar mod.

sergbuto 10-27-05 05:29 AM

Quote:

Originally Posted by Rubini
Sergei,

I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok?

Rubini.

Sensors.dat contains most of snorkels and I have specifically created Sensors.val for the mod. I am aware that a few different mods modified Sensors.dat therefore the stock Sensors.dat file is the most neutral base/choice in this case. And most importantly that is actually what I use in my SH3 installation.

I guess it should not be difficult for me to incorporate mod changes in other Sensors.dat files.

sergbuto 10-27-05 05:33 AM

Quote:

Originally Posted by Flakwalker
If you want I can apply the stuff to your uboatreflection, or I can e-mail you the obj to reimport.

The way my mod is made, it should be relatively easy to incorporate my modifications in the Turm file with fixed cables provided the Turm file has not been cloned. But I will have to take a look first.

sergbuto 10-27-05 05:35 AM

Quote:

Originally Posted by The Avon Lady
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

It is quite easy to re-pack skins with some DatExtractor or TT tool.

The Avon Lady 10-27-05 05:43 AM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by The Avon Lady
Nice work, as always. Thanks.

Notes: yes, this does conflict with RUb, of course, and also with FUBAR's new type IIA/D skins.

Beery, I would love to see FUBAR's skins incorporated into RUb. They are tops! :yep: :up:

It is quite easy to re-pack skins with some DatExtractor or TT tool.

It is quite easy to say it is quite easy. :roll:

FLB sale U-999 10-27-05 09:44 AM

Great Work Sergbuto! Keep on it!


Thxs for this great improvement for optical realism.... :up:


Sale

Syxx_Killer 10-27-05 10:39 AM

Quote:

Originally Posted by The Avon Lady
It is quite easy to say it is quite easy. :roll:

Actually it is pretty easy to do. It's just tedious, though. :doh: :zzz:

First you need two tools: timetraveller's SH3 Unpacker and a tool called DatTexExtract. Both have been mentioned repeatedly. Then, use SH3U to view and unpack the TGAs. Next, take the DAT for sergbuto's mod, and copy it to the desktop (easiest method). Then, take your newly extracted TGA and copy it to the desktop. Now, open the DatTexExtract tool. Use it to open the DAT you copied to the desktop. Then, choose Replace Textures. They will not show up in the windows that pops up, that's why I say copy it to the desktop. Select the Desktop in the window that popped up. The texture will automatically replace the one in the DAT. That's all there is to it! Now you can start the fun process of converting the DATs. :lol:

Schultzy 10-27-05 11:16 AM

Massive thanks Serg! :rock: :arrgh!:

CWorth 10-27-05 02:59 PM

Great work sergbuto :up:

Though I think I will wait till Fubars skins and such are incorporated into RUB and /or SH3 Commander to use the v.2.0 of the reflection files..

Call me lazy but I dont feel like having to repack files all over again after repacking them once for version 1.0.Too tedious and too much of a pain in the a**.

Marhkimov 10-27-05 03:28 PM

Question: When will either Sergbuto or Flakwalker be combining the reflection fix and wire fix? And are you guys doing it, asap?

sergbuto 10-27-05 04:05 PM

Don't push it. ;)


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