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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: How fast you want the Cloud's to move in the Sky | |||
I like them the way they are |
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96 | 20.43% |
I want them a Little Slower |
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94 | 20.00% |
I want them a Lot Slower |
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157 | 33.40% |
Please give us Optional Install's |
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142 | 30.21% |
Multiple Choice Poll. Voters: 470. You may not vote on this poll |
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#466 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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#467 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Back Again,
Just tried nsm 3.3 and it wants to alter row zones etc, So i am assuming the nsm standalone 3.3 is not needed and deffo incorporated in row Cheers Ciao Def |
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#468 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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#469 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya Again,
I have no doubt leo will clear this up when he has time I just sunk 2 merchants and am heading home (low on diesel lol) and they went down nice n realisticly just the same as when i did have nsm 3.3 installed, Second was a nice sight to see it's stern rising up and then slipping away to the deep blue lol with lashings of flame n oil slick ![]() Have Fun Ciao Def PS: Looking in modder i see "ROW special effects with nsm classic zones" maybe this is the included nsm so no need for standalond vs 3.3 ?? hmm more i think the more it's going foggy lol |
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#470 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Back lol,
Look at readme in the latest row special effects with classic zones doo-daa It's got the nsm included saying thanks/credit to the author so it's included and standalones no longer needed (i think !!!!!!!!!!!!!!!!!!!!!!!!!!) Ciao Def |
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#471 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Hurry up and log on Leo! ![]() Also, I want to make sure the lightning Textures are suppose to be overriden. A lot of people don't get the lightning, including me.
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#472 |
Grey Wolf
![]() Join Date: Apr 2005
Location: UK
Posts: 908
Downloads: 673
Uploads: 0
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Hiya,
I assume (bad i know) things get superceeded So maybe when leo had said you need both at that time you did but things have moved on since and now nsm is incorporated etc etc Damn great overall mod though my fiancee loves the sunrise/sets lol ohh and full moon too Everytime she sees a sunset she reminds me of a time we spent on a beach and points to a pic i took of the sunset, Besides pic having a few things in foreground sunsets in sh4 with slight cloud giving a red sky at night look it's uncannily like the pic she goes on about ![]() Ciao Happy Hunting Def |
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#473 | |
Chief
![]() Join Date: Mar 2005
Posts: 320
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I am having problems with the block fire effect referred to on page 15 and have searched the SH4 folder as described below...
Quote:
AND AS ALWAYS: (sorry for the capital letters, but this has been the most common cause of problems) Make sure there is NO copy of particles.dat or materials.dat or any other version of these files, renamed or not, *anywhere* inside your sh4 folder![/quote] Thank You for help! For me works your last remark. Just delete those two files from mod directory and it works fine. Regards Ad[/quote] To clarify I have 10 particles.dat files, 8 of which are in the mods folder and the other 2 are: 1 in data/ library 1 in ROW/Scene instal lightning smoke fire oil LBO/Data/Library Similarly I find that I have a materials.dat file in each of the above and the rest in the mods folder. All my mods are installed via the JSGME so do I need to consider removing those files in the mod folder? Which of the other 2 above locations should have the material and particles dat files removed? I have a Nvidia 8800 GTX card and the following mods enabled in this order: TM 1.6 TM GFX Pak 2.1 TM Patch 1.6.2 TM Campaign patch 1.2 ROW NSM 3.3 Light ROW Scne LBO Lightning Smoke Fire Oil Silk VS 2 ROW Sea Foam 9.24.07 ROW Hollywood Effects and NSM Light vs Zones add on Capt Midnights More CBS Silent Service 1.2 graphics mod Thanks Last edited by BladeHeart; 09-29-07 at 11:50 AM. |
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#474 | |||
Planesman
![]() Join Date: May 2005
Posts: 180
Downloads: 10
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you should have one particles.dat and one materials.dat inside data/library. there shouldn't be any "copy of particles.dat" or "backup of particles.dat" or any other renamed version anyplace inside sh4/data not even in subfolders. |
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#475 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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One thing I just noticed about the SoundFX (which are awesome, by the way);
But now thw diesel engine noise does not shut off when you hit All Stop. The engines always run (not the prop animation, just the engine sound). They used to shut down. Is this by design, or an oops we can fix?
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#476 |
Weps
![]() Join Date: Jul 2006
Location: Panzer barracks, Germany
Posts: 363
Downloads: 82
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If i remember correctly leo correct me if im wrong, but those sounds files he added for the diesels maintain an low idle in the background, so yes i do believe that was the intent to have the idle sound of disels going even when ur at full stop.
Jonesy
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![]() The mother ship,Coolermaster HAF, I7 intel overclock 4ghz, , 6gb mem, 5870 crossfire, soundblaster Xfi titanium , Oh and 52 inch samsung 750 120hz. 7.1 onkyo 1200 wattss system ![]() |
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#477 |
Chief
![]() Join Date: Mar 2005
Posts: 320
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no, files inside the mod folder seem to be okay. i am talking about anything under sh4/data/...
you should have one particles.dat and one materials.dat inside data/library. there shouldn't be any "copy of particles.dat" or "backup of particles.dat" or any other renamed version anyplace inside sh4/data not even in subfolders. Okay, so the block effect is not in this case caused by erroneous files.:hmm: Does anyone have an possible alternative solution? Thanks ********************************* Actually to be fair cancel the above as I am trying out the 2 previously offered solutions on page 15. Will report back accordingly. Cheers. |
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#478 |
Chief
![]() Join Date: Mar 2005
Posts: 320
Downloads: 0
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In respect of the above.
Downloaded the first of the 2 ammended files suggested by l3th4l and tried the first option. Replaced the fire_add file in the tnormal/tex folder with the new .dds fil and renamed that to "firee_add2 from "newfire_add". Did nothing with the TGA file as this was not referred to in the instructions. This was down whilst in mission, but as it is a grahic file I assume it would make no difference?:hmm: Unfortunately still have the block effect in respect of fire. ![]() Will try second suggestion. From the way the instructions are worded I am assuming this can be done via JSGME; could someone please confirm? Hope this feedback is of some constructive use to others; if not I will stop clogging up the post. Cheers. |
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#479 |
Chief
![]() Join Date: Mar 2005
Posts: 320
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Regarding the above.
Just checked the second option and the files downloaded to the Mods folder. I have seen that the new files are infact referred to as newfire_add. When I was checking the tex folder before trying the first option there was no "newfire_add" file, which is why I changed that file to "fire_add". Could the absence of a "newfire_add" file be the cause of the problem in the first place? Cheers |
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#480 |
Chief
![]() Join Date: Mar 2005
Posts: 320
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Finally, in respect of the above few posts.
Downloaded the file on this link posted by l3th4l http://files.filefront.com/latest+pa.../fileinfo.html Then using winrar installed it into the mod folder, and then opened JSGME; I found 2 new "Mods" entiled particles and particles.dat. Enabled "partciles.dat" and then tried it out..... no more block effect fire. ![]() Thank you l3th4l for the help, etc. ![]() |
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