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-   -   attn: RULLE34, MANUEL ORTEGA, SEEADLER, JUNGMAN, & MARHK (https://www.subsim.com/radioroom/showthread.php?t=85903)

Marhkimov 10-27-05 12:18 PM

So the hollywood mod includes AI_sensors? I'm not sure, you might want to post that question in gouldjg's thread... just a suggestion... ;)

gouldjg 10-27-05 12:38 PM

I think the early Hollywoods only used DC reduction changes and was pretty much made for both Vannilla users and RUB at that time.

I think it was included in the download.

I am not really a Hex sensor editor but am now getting used to Hex so just visualising at the moment.

A new Hollywood is being planned but this is only after Jungman has had his chance to do his tweaks as he discovered how to tweak Hull integrity.

He deserves first shot.

Bye the end of your project and some other issues, there WILL be a decent damage model throughout the game (within limitations of course).



Hope that helped

Keep up the great work that I cannot enjoy till new graphics card comes for Xmas :rotfl: :rotfl:

Kpt. Lehmann 10-28-05 01:59 PM

Guys, it is my distinct impression that for the atmospheric mod to be a success... we need a 16km visibility mod version to be done.

Are we dead in the water here? :(

Marhkimov 10-28-05 03:59 PM

Not dead in the water... At the moment, we are still floating around...

rulle34 10-28-05 04:42 PM

Ok, I better put in this improvements to the 16 km visibility mod here as well with marhkimov's environmental fix and LIGHT NIGHTS merged into the 16 km visibility mod :up:
Here are the links:

16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/1...night.rar.html

and here is 16km visibility mod with environmental & sky mod:
http://rapidshare.de/files/6889162/1...tions.rar.html

ps. Haven't really tried them yet, but they should work as I have just merged in the new .DAT files.

Playtests welcome :P

EDIT: The long names on the mod is just to separate what kind of mods it's in the mod (easily separate between different versions) :P . When it's finished it'll be a shorter name and a bigger "read me" instead :rotfl:

Marhkimov 10-28-05 04:46 PM

OKAY!!!! :up:

Hartmann 10-28-05 06:13 PM

16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/1...night.rar.html


this have the reflections fix too ??

Great !! :up: downloading for testing :up:

Marhkimov 10-28-05 06:15 PM

Quote:

Originally Posted by Hartmann
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/1...night.rar.html


this have the reflections fix too ??

Great !! :up: downloading for testing :up:

Absotively, posolutely, yes! :up:

Kpt. Lehmann 10-28-05 06:17 PM

Quote:

Originally Posted by marhkimov
Quote:

Originally Posted by Hartmann
16 km visibility mod with LIGHT NIGHTS mod:
http://rapidshare.de/files/6887799/1...night.rar.html


this have the reflections fix too ??

Great !! :up: downloading for testing :up:

Absotively, posolutely, yes! :up:

But no cloudfix until Seeadler reviews it. Right?

Marhkimov 10-28-05 06:19 PM

Quote:

Originally Posted by Kpt. Lehmann
But no cloudfix until Seeadler reviews it. Right?

I said it once, and I'll say it again... Absotively, posolutely, yes! :up:

Seeadler 10-29-05 07:04 AM

Quote:

Originally Posted by Kpt. Lehmann
But no cloudfix until Seeadler reviews it. Right?

The 16km Clouds.obj is ready since 24. Oct., if the modders did not include it in their mod as Manuel Ortega did, this is not my fault :know: ;)

rulle34 10-29-05 09:33 AM

Quote:

Originally Posted by Seeadler
Quote:

Originally Posted by Kpt. Lehmann
But no cloudfix until Seeadler reviews it. Right?

The 16km Clouds.obj is ready since 24. Oct., if the modders did not include it in their mod as Manuel Ortega did, this is not my fault :know: ;)

Of course it's not your fault.
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.

Seeadler 10-29-05 09:42 AM

Quote:

Originally Posted by rulle34
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.

There is no need to hexedit, just import the OBJ file with Pack3D into the scene.dat

Kpt. Lehmann 10-29-05 10:29 AM

Quote:

Originally Posted by Seeadler
Quote:

Originally Posted by rulle34
I can't hexedit :cry: That's the reason why it's not in the 16 km visibility mod.

There is no need to hexedit, just import the OBJ file with Pack3D into the scene.dat

Yes, I actually started working on doing that a few minutes before you posted... However, I am not a good graphics modder. The only way I was able to recognize where an OBJ file went... is because Flakwalker explained it to me.

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...

Kpt. Lehmann 10-29-05 10:39 AM

Okay... first attempt resulted in black sky.

Trying again.


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