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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#601 | |
Sparky
![]() Join Date: Mar 2007
Posts: 158
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![]() Now, if only I can escape the evening duties without getting myself in serious, deep trouble... hmm :hmm:
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#602 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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Like you said in several posts and to me personaly! Way to go seeing the work and moving thing has been going on!
Congrat's on what I am sure will be another work of art seeing you are a rivit counter!!! LOL!!! |
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#603 |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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What do i need to edit in the scene.dat file for more underwater visibility?
I use 1.6 TM so i cant install another mod because it will overwrite the file so i need to edit it manually thanks ![]()
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#604 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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go to the tab underwater and on the Fogend line enter 30 for 30 meters it's that simple unless you want to extend it to 60 which is max out
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#605 | |
Rear Admiral
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#606 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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:rotfl:
Well a rivit counter when it comes to your mod how is that?! ![]() |
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#607 |
Rear Admiral
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Im just glad its at a good stopping point. Although ill have to release a patch on the zones.cfg. Apparently if your deck gun ammo bunker gets damaged, you'll get the phantom smoke trailing you. Werners fixed it, i just have to apply that to my zones.cfg. Not a big deal really, but visually annoying.
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#608 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Then there is the not impossible 1.4 patch, lol.
![]() Seriously, even though you have finished with this, don't be a stranger, you have many insights into the innner works that are extremely useful to those of us on the more clueless end. Just sign your "I will no longer field TM questions" paperwork, and chime in on other stuff from time to time. <S> tater |
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#609 | |
Rear Admiral
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#610 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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FWIW, I'll have to learn more of the missionobjective stuff fairly soon. If they did mess with it, perhaps I could help some.
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#611 | |
Weps
![]() Join Date: Apr 2007
Posts: 364
Downloads: 187
Uploads: 0
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The blur or ripple effect on the submarine i dont like it.. to much. I hope you know what i'm talking about ![]() Edit Screenshot ![]()
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#612 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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But I have never looked into that Marka Ragnos.
I know in the camera file there are adjustments for that and the water cascading effect on scopes and what not but I am trying to fix problems with the camera for the ocean shaking action that is how I found them in the first place. But if it ain't broke don't fix it type of rule here right now for me. So your on your own with that one. Sorry! |
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#613 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Ducimus, I typoed the damn DD. Name should be yUgumo.
http://mpgtext.net/subshare/793Jap%20DD%20Yugumo.rar if you want to dump the yAgumo in favor of the proper spelling and you have time. tater |
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#614 |
Rear Admiral
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@Marka Ragnos
I beleive thats one of the files associated with Kriller's enviormental texture work. Im pretty sure its just a simple texture file removal. off the top of my head i think its underwater.dds or a name to that effect. Its most likely will be in the GFX pack, in either the misc , texture , or filter. edit: @ Tater, Yag, Yug, *shrug* it still sounds japanese to me. |
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#615 |
Ensign
![]() Join Date: Mar 2007
Posts: 228
Downloads: 3
Uploads: 0
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Awsome job man, you have said before TM is a work of the community but it doesn't work unless someones on the pulse and bringing in the latest and greatest. Thanks.
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