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Old 08-06-10, 05:56 PM   #241
SteelViking
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Quote:
Originally Posted by qweasd View Post
Hello Steel Viking,

Any chance you could isolate the WoGaDi Mod version 7 in your next release?

Thx and keep up the good work
I am not sure what you are asking for here.
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Old 08-06-10, 05:59 PM   #242
qweasd
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well I would like to install WoGaDi Mod version 7 only.

If not then maybe just tell me what files belong with it.

Thx
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Old 08-06-10, 07:13 PM   #243
BIGREG
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Hi

If you want to use WoGaDi alone copy the folder:

data \ Submarine

recreate a new folder WoGaDi and paste in

but i have make this mod to works with StellViking guages , and we have redone the texture change,location,editing etc...., together
and to organize for the new allocation of texture in the .GR2 file

Ps: I have send new things to SteelViking next patch
- fix clock Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement
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Old 08-06-10, 07:53 PM   #244
qweasd
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ok merci BIG,

J'étais entrain de 'disséquer' ta version 6 pour les remplacer par les fichiers correspondent de cette version

Come to think of it, I guest it would be better just to change what I don't like... the colors of the boats interior. I prefer darker, along with spot lighting (narrow beams) , instead of flood lighting (wide light wash) would look better and would do wonders for the subs control room 'ambiance'. Though I'm not sure you have any control over that.

I'm fine with the rest good job! Looking forward to next version.
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Old 08-07-10, 11:08 AM   #245
SteelViking
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Quote:
Originally Posted by BIGREG View Post
Hi

If you want to use WoGaDi alone copy the folder:

data \ Submarine

recreate a new folder WoGaDi and paste in

but i have make this mod to works with StellViking guages , and we have redone the texture change,location,editing etc...., together
and to organize for the new allocation of texture in the .GR2 file

Ps: I have send new things to SteelViking next patch
- fix clock Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement
Yes, separating our two mods at this point would still be possible, but it would get messy as they both rely on bits and pieces of each other. The easiest way for someone to change the interior color and lighting scheme to be darker(much darker in fact) would be to take Naight's interior mod, and strip out everything except for the wall textures, floor texture, the lights.cfg, and the color correction filter. You could then either put that stuff in my mod overwriting the files, or you could install it in JSGME over my mod. If you simply install his interior mod over mine, you will get problems, so you would have to strip out a lot of stuff first like I have said.

About the patch, I almost have it ready, I just want to tweak a few more things. When I release it, it will have to be installed in JSGME over the top of my v1.1 mod.
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Old 08-07-10, 12:20 PM   #246
TheBeast
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Quote:
Originally Posted by SteelViking View Post
Yes, separating our two mods at this point would still be possible, but it would get messy as they both rely on bits and pieces of each other. The easiest way for someone to change the interior color and lighting scheme to be darker(much darker in fact) would be to take Naight's interior mod, and strip out everything except for the wall textures, floor texture, the lights.cfg, and the color correction filter. You could then either put that stuff in my mod overwriting the files, or you could install it in JSGME over my mod. If you simply install his interior mod over mine, you will get problems, so you would have to strip out a lot of stuff first like I have said.

About the patch, I almost have it ready, I just want to tweak a few more things. When I release it, it will have to be installed in JSGME over the top of my v1.1 mod.
Or - You, BIGREG and Naights work together for version 2...
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Old 08-07-10, 12:30 PM   #247
qweasd
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Good advice Steel Viking,

and voila... mod the mod ftw!


Without changing Cfg and Filters..

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds





With Naight's Cfg and Filters:

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds
hdr_interior_submarine.cfg
Lights.cfg



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Old 08-07-10, 12:49 PM   #248
reaper7
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Quote:
Originally Posted by BIGREG View Post
Ps: I have send new things to SteelViking next patch
- fix clock Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement
Hi BigReg, just to say the new fixes to the TDC are great. Thnks for all your work on this. I'm a fan of the TDC , hence all the dials in my UI Mod . Didn't notice the Co2 gauge will check that one out.
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Old 08-07-10, 02:43 PM   #249
SteelViking
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Quote:
Originally Posted by TheBeast View Post
Or - You, BIGREG and Naights work together for version 2...
Me and BIGREG are both going for realism, and since the mod is currently matched to what all research points to, the mod will not be changing much in future versions. Naights has however, given me full permission to use any of his work, and I could simply release two versions of the mod doing basically the same thing that qweasd has done below:

Quote:
Originally Posted by qweasd View Post
Good advice Steel Viking,

and voila... mod the mod ftw!


Without changing Cfg and Filters..

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds





With Naight's Cfg and Filters:

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds
hdr_interior_submarine.cfg
Lights.cfg



I am glad you were able to get everything how you wanted it
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Old 08-08-10, 06:52 AM   #250
TopcatWA
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This mod looks good.
Great work.
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Old 08-08-10, 07:15 AM   #251
spf69
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nice work keeping it real..so many nice mods out there by you all. luv ya guts. im a big mod slut..cant help myself..
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Old 08-08-10, 03:49 PM   #252
Capt Jack Harkness
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Hey Steel, someone else posted a thread about making the engine room more dirty and stuff, do you think you could add oil stains to the crankcases and deck and maybe a bit of smoke? I know the crankcases use the same textures as the walls, but maybe it could be done with shadow mapping?
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Old 08-08-10, 05:00 PM   #253
rascal101
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I'd like to see more hanging foodstuffs in all rooms and controll centres -

Also any news on explosions and smoke affects - I know someone was looking at this- slowing them down and making them look less superimposed -

Also any chances of slowing down the depth charge and torpedo strike plume, perhaps a few random different shapes so you dont see the smae plume every time

I dont ask for much do I

Rascal
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Old 08-08-10, 09:21 PM   #254
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
Hey Steel, someone else posted a thread about making the engine room more dirty and stuff, do you think you could add oil stains to the crankcases and deck and maybe a bit of smoke? I know the crankcases use the same textures as the walls, but maybe it could be done with shadow mapping?
Upon TheBeast's advice that I needed more dirt around the sub, I thought about how I could add oil stains and shadow mapping came to mind as it is really the only feasible way to add things to specific areas texture wise. But, I am not sure if it will look very convincing. I have not tried it yet as I have been very busy with some real life issues. I will definetly be trying though, and I will keep everyone posted. If I can get it to look decent, I would probably add grease to both the engine room, fore torpedo, and rear torpedo room since they greased up torps before firing.

Quote:
Originally Posted by rascal101 View Post
I'd like to see more hanging foodstuffs in all rooms and controll centres -

Also any news on explosions and smoke affects - I know someone was looking at this- slowing them down and making them look less superimposed -

Also any chances of slowing down the depth charge and torpedo strike plume, perhaps a few random different shapes so you dont see the smae plume every time

I dont ask for much do I

Rascal
I have it in my plans to add more foodstuffs, and a lot of other objects. I have been following privateer's exporter development very closely for just that reason.

Yes, I have been looking into all the explosion animations, but as I said I have been very busy lately so I have made much less progress on them than I would like. I will keep working on them though, and see what I can come up with.
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Old 08-08-10, 09:33 PM   #255
Sudo
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Quote:
Originally Posted by SteelViking View Post
Upon TheBeast's advice that I needed more dirt around the sub, I thought about how I could add oil stains and shadow mapping came to mind as it is really the only feasible way to add things to specific areas texture wise. But, I am not sure if it will look very convincing. I have not tried it yet as I have been very busy with some real life issues. I will definetly be trying though, and I will keep everyone posted. If I can get it to look decent, I would probably add grease to both the engine room, fore torpedo, and rear torpedo room since they greased up torps before firing.



I have it in my plans to add more foodstuffs, and a lot of other objects. I have been following privateer's exporter development very closely for just that reason.

Yes, I have been looking into all the explosion animations, but as I said I have been very busy lately so I have made much less progress on them than I would like. I will keep working on them though, and see what I can come up with.
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