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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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#541 | |
Stowaway
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@Leo
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Anyone ? ![]() |
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#542 | |||
Frogman
![]() Join Date: Mar 2007
Location: belgium
Posts: 297
Downloads: 125
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Like AVGWarhawk i know it was there before ROW.
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#543 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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You no longer need the ROW Scene install folder, OR the Hollywood effects folder. All of those things are blended into, or replaced by, the (1) folder "ROW Special Effects W/NSM". Here are the ROW folders you need, only; ROW Textures ROW Sub Refelctions ROW Ship Reflections ROW Misc Reflections ROW Camera Mod NSM 3.3 of your choice (light or classic) ROW Special Effects W/NSM (light or classic)
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#544 | ||
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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#545 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
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No sweat. We've all been through this before. It all comes together in the end.
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#546 |
Chief
![]() Join Date: Mar 2005
Posts: 320
Downloads: 0
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An observation rather then a complaint.
I notice that certain graphic details are effected by the horizon, such as a hip on fire that has capsized; the fire still burns but vanishes when the flame reaches the horizon and I mean a clean cut. Also when standing on the bridge at dusk /dawn the crew seem to be translucent when the horizon runs behind them. Regardless, those sunsets are fantastic. ![]() |
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#547 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#548 |
Stowaway
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@MONOLIOH
Thanks for the reply mate.....all configured nicely now ![]() |
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#549 | ||
Soundman
![]() Join Date: Sep 2006
Location: Cucamonga
Posts: 142
Downloads: 21
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That being said there's only one problem ... when we were 9 we only had to worry about rotary phones and how to clothes-pin more playing cards to our bikes ... ![]() But it's cool ... with the help of all the fine folks here us geezers sort it all out sooner or later. ![]() Now, if someone could just help me out with these damn keyboard thingies... ![]() ![]() Quote:
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#550 |
Medic
![]() Join Date: May 2007
Posts: 160
Downloads: 3
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Ok i want to use all the new stuf to get my ROW up to date, the only thing i dont want is the high res foam, system cant handle it, so can some1 post the exact order i need to put them in.
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#551 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Speaking of observations;
Leo, was there any adjustment made to the "draw-in distance" of objects? Particulary noticable is the rocks and plants of the ocean floor. Head for the shallows and you'll see the viewable distance is greater than the 'draw-in distance'. Meaning the plants and rocks suddenly appear before your eyes, say 20 yards out, even though you can visually see nothing there for 50 yards. I'd love to see the draw-in distance extended a bit. I know this came up when the 30 and 60 underwater visibility mods were first released, but I don't remember the draw-in being this obvious before now. Just a curious question. Not really a concern.
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#552 | |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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ROW Textures ROW Sub Reflections ROW Ship Reflections ROW Misc Reflections Row Camera mod vs 4 NSM mod 3.3 (light or classic) ROW Special Effects w/NSM (light or classic). The special effects folder will ask to overwrite a few other files. It's ok. Let it.
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#553 | |
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#554 |
XO
![]() Join Date: Mar 2007
Location: In your baffles...
Posts: 434
Downloads: 624
Uploads: 7
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Monolith...there is a way to make that distance greater by adjusting the Camera parameters for the ObjectView in the Cameras.dat file using the Silent 3ditor app.
Open Node- dummy_Objectview - CameraParams- ClipDistance - change the value to 0.1 or greater. Just remember that the larger value means that the closer you get to something the sooner it will be cut out of the scene. It's the same technique thats applied to the Bino cam to get the shears and conning tower to not be seen. I've applied a higher clip-distance value to the object cam and have noticed that the rocks and sea floor foliage no longer "pops" in and out of view anymore. Last edited by Canonicus; 10-01-07 at 06:26 PM. |
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#555 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Thanks Canonicus.
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