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-   -   [REL] Undersea mod Reworked (https://www.subsim.com/radioroom/showthread.php?t=166549)

Rubini 03-29-10 11:40 PM

[REL] Undersea mod Reworked
 
From the readme:

Quote:

Undersea_mod _Reworked by Rubini.
========================================
Credits:
Nautilus42 the author of the original mod. Big thanks mate!
S3D, which transformed SH3 mod in a hobby!
========================================
Installation:
Just rename (or merge with your own LND) the desired file on Campaign folder from this mod before aplly it using JSGME. Itīs virtually compatible with any Sh3 installation.
========================================
This mod is a conversion from SH4 files made originally by nautilus42.
I just reworked it a bit, making the undersea rocks&flora 10 times bigger in area and also much more variable. The main intention was to provide more probablility to the player encounter the rocks&flora when departuring from a harbour or in a SM.
The original documents files (good ones) from Nautilus42 are at the folder Documents and have a lot of info on how put this rocks&flora on your LND campaign file or directly on a single mission. It is very well explained by him.
But the idea here is to already provide a overplaced rocks&flora on the GWX3.0/stock LND. You can also merge the indicated file on the botton of your in use LND.mis using the mission editor. I provide rocks&flora for the most common departure harbours. Itīs free for anyone add them to ALL departure harbours and so on. If you make it,please share the "mergeable" LND.mis with us.
===========================================
Comments and limitations:
- Well, obviously it only makes sense if you have/use a clear and not so fuzzy underwater environment!:DL
- I suggest to you use a good seafloor texture mod, they really enhanced the sub environment!:yep:
- it not work as in SH4, where it is generate automatically by the executable (probably). This mod needs that you overplace the rocks&flora using the ME one by one and so on.
- the flora donīt have movement and itīs look not so much good when looked from very near (almost like sprites)
- If you put a big amount on your LND file you can end lowering your FPS
- Donīt forget: to make it compatible with your own LND use the merge function on Mission Editor
==========================================

Have fun!
Rubini
March 2010.

Link:
http://www.mediafire.com/?nuzzmn1jzqi

http://img38.imageshack.us/img38/3065/underseaboat2.jpg

http://img37.imageshack.us/img37/3295/underseaboat1.jpg

http://img138.imageshack.us/img138/5...erseaboat3.jpg

Myxale 03-30-10 01:16 AM

:rock::rock::rock::rock::rock::rock::rock:

Finally Man kudos!
Having using the Seabed Repair Mod will actually look good!

Magic1111 03-30-10 02:14 AM

Thank you very much rubini for your reworked on this MOD ! It looks fantastic !!! :up::up::ping::ping::rock::rock:

Best regards,
Magic:salute:

nemo7 03-30-10 02:31 AM

Sushi time! Great job Rub! :salute:

Anvart 03-30-10 02:37 AM

Looks excellently! :up:

Darkbluesky 03-30-10 03:01 AM

Very nice mod. Tx

Quote:

Originally Posted by Myxale (Post 1340220)
Finally Man kudos!
Having using the Seabed Repair Mod will actually look good!

The Seabed Repair seems very interesting but I see it is only for GWX 2.1. Do you know if GWX3.0 already has that fix (so, not needed) or if not, if it could be installed normally over GWX3 without any modification?

Myxale 03-30-10 06:07 AM

Not at home Right now, so i can only recall from memory!

AFAIK it adds only one more Zone entry to the zones files.

Adding it manually should do the trick!:hmmm:

And i think this was included in the longer repair times mod!:06:

Kpt. Lehmann 04-05-10 09:10 AM

Nice work as always Rubini! :up::up::up:

Rubini 04-07-10 11:50 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1348160)
Nice work as always Rubini! :up::up::up:

Thanks Kpt!
And how are you mate?

I made a slight updated version where the rocks have that caustic effects as you see on the external surface of the uboats when underwater. One day I relaese it!:up:

Olamagato 07-04-12 06:26 AM

Great job. This is another item from unnamed "must have package" for all who like to sometimes take a break from full realism and no external view.
Thanks Rubini.:salute:

SouriaBasharAkbar 07-12-12 09:33 AM

Hi, could I include this in my next release of my Real Underwater Environment mod? They would look great together!

Rubini 07-12-12 10:03 AM

Yes, of course. Just give the right credits to nautilus42 too.:up:

Myxale 07-12-12 11:58 AM

Cool, things are shaping up.

Been neglected this particular Env-modding.:salute:

Red October1984 07-14-12 11:54 AM

This is not working for me. :06: Can i have better install instructions? It looks very good. This, with the seabed repair mod, will be cool. :yep:

Myxale 07-14-12 12:18 PM

Quote:

Originally Posted by Red October1984 (Post 1909529)
This is not working for me. :06: Can i have better install instructions? It looks very good. This, with the seabed repair mod, will be cool. :yep:

You understand that this mod is not JSGME ready out of the .zip!

You need use one of the provided Layers coming with this mod to rename and replace the one in your current game.

In the mod folder (campaigns) there are: Stock; GWX or the one you need to merge yourself with the editor.

Simply delete all but one you want to use.
I assume you play GWX- as an example.

If you use GWX use the only the GWX layer.
Take Campaign_LND_GWX30.mis in the mod folder rename it to Campaign_LND.mis. Delete the others.

Now put the mod folder ( with all its sub-folders ) into JSGME and activate it.

Now sail!:huh:


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