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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... ;)
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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: |
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? :( |
Not dead in the water... At the moment, we are still floating around...
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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: |
OKAY!!!! :up:
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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: |
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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. |
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