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Camera out of Sector Fix for Torpedo Room Interiors mod
Hi folks try this,
Install AFTER both FM Interior 1 and CCom Torpedo Room mods in that order: Mediafire download Link: http://www.mediafire.com/download.php?ux8mg5lhms265th Gamefront download link: http://www.gamefront.com/files/22589...r+CCom+Mod.rar Regards Aces My current mods install order: Generic Mod Enabler - v2.6.0.157 [C:\SilentHunterIII\MODS] LifeBoats&Debris_v4 GWX_DFa-Flag&Pens_2010 FM30_UpDown_final FM_NewInterior_V1.0 Conning Tower open Hatch TestFMfood Depthcharge Shake v2.01 Urfischs_ModStrike_Beta1 Waterstream+Exhaust Combi V2.3 for GWX3 New Uboat Guns 1.2 Foam WAC4.1 SubPen_animated_18.02.2010 Pascal_Port_People Rapt0r's Das Boot Interior Rapt0r's Instruments V3.5 [Without Red Circle] TeifeMkI(German) Officer symbol Rapt0r's Uniforms V2.0 [Grey] No Medals On Crew [Patch] GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5 Kaleun's Cap Materials file for Aces' multi-mod v1.3 Torpedo_HAHD_1024_GWX Aces' Multimod compatability fix release v1.3 public beta Aces'_Multimod_Fix_v1.3_Johann_add-on Aces' Modified Headphones Aces' Radio Room Postcards v2 Aces' Super Turms v6 for GWX MaGui 3.4 Widescreen MaGui v3.4 Aces' Super Turms v6 Damo's Type 7 Atmospheric Interior lighting add-on Aces' Super Turms v5.1+ GWX all U-Boats Bearded Crew On Deck Add On konrad krumms type 7c b25_ConningTower_Mid Aces' Supplement to V16B1 MaGUI v3.4 Compat add-on Water Drops Blur Effect MaGUI v3.4 Widescreen Compat Aces' Type 9 c-1 Super Turm (Turm Emblems Your Way Compat v3.2) 3x MG-34 version for GWX Aces' MaGUI v3.4 (Widescreen version) add-on v3 for Super Turms 5+ & Multimod compatability Fix v1.3 Aces' St Naz testing files Aces' St.Nazaire Super Pens v5.1 GWX Version Mutant 20km Env Mod For GWX3 Helle_Torpedos Aces' Super Turms 6 - GWX Type 9b Tube Doors and Anchor Fix CobaltsVIIC41 Aces' Crew On Deck - Stand alone mod v2 GWX Version including Cobalt Type 7c41 additions CCoM_8.x_Bug_Hecktorpedoraum_V1.0 Aces' Torpedo Rooms Camera Fix for CCom Mod |
this is great work aces, will test it out:yeah:
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Hi mate,
This is bizare!!!!, I must have changed something as it isn't working for me, if I hadn't taken some video of it working then I'd be doubting my own sanity !. http://youtu.be/c9Cf515nz5Y Cheers Aces |
SORTED!!! EXPECT A v2 fix in a minute :D
Cheers Aces |
SORTED!!! EXPECT A v2 fix in a minute :D
Cheers Aces and here it is : Download Link Mediafire: http://www.mediafire.com/?uzi3gmegdhm12vw Install order as per my previous posting with this fix mod after FM Interiors, Open Hatch Conning Tower FM Food and CCom mods. Basically it re-adds my CR.DAT file as included with my Super Turms v6 mod, the one that adds, urfisch's damage/water drops etc. but with one key difference. The internal cameraclip selector values have been changed to match those of the CCom mod. This version also includes Damo's lighting effects. If you don't want these I can re-release my "normal" (non Damo's) version as included in the base Super Turms v6 mod tommorow as an alternative fix mod but try this first, I love his lighting effects. Have Fun, Cheers Aces "Where there's a will there's a way" :) |
Hi Aces.
Just noticed when going up into the Conning Tower there was an out of sector error. Wanted to let you know :yep: |
Out of curiosity, any idea how this works (or not) with h.sie's and Stiebler's hardcode fixes/mods?
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Quote:
This should fix everything, sorry about the multiple downloads that's the nature of experimentation :). Download Mediafire: http://www.mediafire.com/?k07i76okye9dkhk Download Gamefront: http://www.gamefront.com/files/22590...r+CCom+Mod.rar Cheers Aces PS. I'm running it with vanilla v1.6B1 I think it is and it works just fine. |
Thanks Aces !
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My pleasure mate :).
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For those with an interest (and S3ditor) and if I understand correctly, if you open up the CR.DAT file and select the "Interior root - COMMAND ROOM" node. Have a look at the Interior Camera Clip Sector settings on the right. The model is orientated with X axis left/right (port/starboard), Z axis front/back (fore/aft), Y axis up/down. So increasing both the Z min and Z max values will allow the camera to travel further forward and backwards, increasing the Y min and Y max values will allow the camera to look further up/down or rather it increases the "bounds/limits" to which the camera view extends before being out of sector. So, for the torp. room mod both Z min and Z max must be increased in the fix (note for min values the minus number must be increased) and, in order for the camera to "see" further up into the conning tower for the open hatch mod the Y max must be increased in the fix mod. Leave the X values alone unless you want to set the left/right bounds outside of the boat.
Regards Aces http://img152.imageshack.us/img152/3...raselector.png |
ah that's how its done, i was wondering where that setting was, thanks aces:salute:
i just realised something....we have a freaking complete boat! plus your exteriors and conning towers! |
Yup :), great isn't it, lots of talent around here, the new torpedo rooms are excellent.
Cheers Aces |
Aces, just to let you know there is a version 7 of this mod out GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V5. BBW put them out.:yep:
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Thanks mate,
I'll have a look Cheers Aces |
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