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Sergei,
I notice that you put the Sensors.dat and Sensors.val in the mod structure files. Is this ok? Rubini. |
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: |
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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. |
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I guess it should not be difficult for me to incorporate mod changes in other Sensors.dat files. |
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Great Work Sergbuto! Keep on it!
Thxs for this great improvement for optical realism.... :up: Sale |
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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: |
Massive thanks Serg! :rock: :arrgh!:
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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**. |
Question: When will either Sergbuto or Flakwalker be combining the reflection fix and wire fix? And are you guys doing it, asap?
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Don't push it. ;)
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