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-   -   [REL] WAC 4.1 AddOn "Das Boot" sub pens - GWX compatible (https://www.subsim.com/radioroom/showthread.php?t=160270)

Wolfehunter 03-22-10 11:37 PM

Quote:

Originally Posted by Reece (Post 1329182)
sh3.exe by default will only use 2gb memory, if you have a 64bit system with 4Gb ram then apply the 4gb patch to sh3.exe, 32 bit users have to edit the boot.ini with the /3Gb switch and the USERVA to lower the kernel from between 2gb to around 1.5gb (1660 found to be good), before applying the patch to the sh3.exe file.:yep:

I don't think its this. I think its my catalist drivers stretching the image to widescreen. SH3 is very picky when it comes to widescreen. Even when I had my GTX280 I had to turn off my widescreen or it would CTD from time to time when taking screenshots. I was also able to run many mods without issus on that card. Now my ATI 5870 doesn't want me to change my image Scaling. I've click on Enable GPU Scaling and the 3 other options remain untouchable..

Its set to Scale image to FUll panel size. I want it to maintain Aspect ration. :hmmm:

I'm new to this ATI stuff.. :nope: Any ati dude know how to bypass this? :D

Nevermind about the scaling stuff from ATI. I've figured it out. Its borked so I have to change my resolution to a less one and then make the changes and then change it back.. crazy...

Reece 03-23-10 02:56 AM

I have a HD4850, the first thing to do is get rid of the CCC, then use a third party app like ATI Tray tools, works much better with less memory!:yeah:
I have XP Pro so you will have to check out a Vista/Win 7 version.:yep:

Magic1111 03-23-10 04:29 AM

Quote:

Originally Posted by jimbuna (Post 1328854)
I'll take a look at the coordinates this weekend if I can find the time http://www.psionguild.org/forums/ima...ies/pirate.gif

Oh yes, that sounds good...:up:

Good luck for this and best regards,
Magic:salute:

Tuddley3 03-23-10 05:52 AM

Quote:

Originally Posted by Reece (Post 1329422)
I have a HD4850, the first thing to do is get rid of the CCC, then use a third party app like ATI Tray tools, works much better with less memory!:yeah:
I have XP Pro so you will have to check out a Vista/Win 7 version.:yep:

Exactly, like Omega Drivers. http://www.omegadrivers.net/

Jimbuna 03-23-10 12:01 PM

Quote:

Originally Posted by Magic1111 (Post 1329491)
Oh yes, that sounds good...:up:

Good luck for this and best regards,
Magic:salute:

No promises mind...I've a busy weekend schedule.

Magic1111 03-24-10 04:41 AM

Quote:

Originally Posted by jimbuna (Post 1330139)
No promises mind...I've a busy weekend schedule.

Okay, no problem ! Please look at the coordinates if you have time ! ;)

It is only important that you look, and when not to! :03:

Best regards,
Magic:salute:

Reece 04-09-10 10:02 PM

Without reading through all this thread again is there a fix for to move or remove some of the men standing in thin air? This was taken at Brest.:hmmm:
http://i66.photobucket.com/albums/h2...restfault2.jpg

http://i66.photobucket.com/albums/h2...restfault1.jpg

Tuddley3 04-09-10 11:33 PM

:o Wow, you have discovered Jesus :rotfl2:

HanSolo78 04-11-10 05:54 AM

Nice! :up: I do not really remember to create the SH3 jesus walking on water :rotfl2:

@Reece

Would be too time consuming as almost all single man and workers are implemented in the harbour files in the terrain folder and that would take hours to identify which man walks in the air.

GlobalExplorer 04-11-10 07:46 AM

Absolute amazing mod, HanSolo :yeah:

And the best, it works in SH4 UBM too!

I didn't see any problems so far. Textures are fairly low res, so it still mostly looks like SHIII. And the sounds don't work either, but that was expected.

HanSolo78, how many different concrete textures do you use, and which are these? Do you have higher resolution versions?

http://www.global-explorer.de/20100411/1s.jpg
http://www.global-explorer.de/20100411/2s.jpg
http://www.global-explorer.de/20100411/3s.jpg
http://www.global-explorer.de/20100411/4s.jpg

GlobalExplorer 04-11-10 08:40 AM

Or more precisely, do you have a higher resolution version of Pen_Tex.tga?

HanSolo78 04-11-10 08:46 AM

Quote:

Originally Posted by GlobalExplorer (Post 1355846)
Or more precisely, do you have a higher resolution version of Pen_Tex.tga?

Hi!

I have a higher resolution image of the pen_tex, but it does not change the look of the pens because in that case I would have to re uv-map the sub pens again which would also be time consuming.And I had to use more textures, seperate textures for the different walls. Have a look at the textures.. there you will see how much concrete textures I used.

regards
Han

GlobalExplorer 04-11-10 09:11 AM

Can you give it to me so I can try? (I have tried this with SHIV) but I had no problems with a 2048x2048 texture.

HanSolo78 04-11-10 10:47 AM

Quote:

Originally Posted by GlobalExplorer (Post 1355876)
Can you give it to me so I can try? (I have tried this with SHIV) but I had no problems with a 2048x2048 texture.

I just had a look at my old backup files and unfortunately I have to say that I did not find any olf version anymore after I tweaked the harbour.dat file because of performance optimisation the days I made the animated sub pens... I only have the latest version, sorry!

regards
Han

Reece 04-12-10 01:30 AM

Quote:

Originally Posted by HanSolo78 (Post 1355737)
Would be too time consuming as almost all single man and workers are implemented in the harbour files in the terrain folder and that would take hours to identify which man walks in the air.

OK then it's not a fault on my system, that's mainly what I wanted to know, very good mod!:yeah:


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