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Old 04-04-08, 04:26 PM   #271
Philipp_Thomsen
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I'm making you life easier here, Rubini!

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod.
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Old 04-04-08, 04:28 PM   #272
Philipp_Thomsen
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Quote:
Originally Posted by HanSolo78
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by A6Intruder
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!
Would it be possible to integrate your fine mod into RB val`s??
Kind regards
Do you read the readme?
Hi Rubini!

I don´t think it is possible like you posted in your readme.
For example: The VIIB.dat file has extra nodes for RBs exhaust... your mod has extra nodes for the water streams. one will overwrite the other!
I tried to copy RBs nodes to your .dat file but without luck at the moment.

greetings
Han
No they don't. Its all in the .val files. Download the compatible version in my FF site!
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Old 04-04-08, 04:40 PM   #273
Rubini
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Quote:
Originally Posted by HanSolo78
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by A6Intruder
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!
Would it be possible to integrate your fine mod into RB val`s??
Kind regards
Do you read the readme?
Hi Rubini!

I don´t think it is possible like you posted in your readme.
For example: The VIIB.dat file has extra nodes for RBs exhaust... your mod has extra nodes for the water streams. one will overwrite the other!
I tried to copy RBs nodes to your .dat file but without luck at the moment.

greetings
Han
LOL

HanSolo,

You are trying in the opposite and more difficult way. What you need to make (and is what Philip Thomsen already made I think) is to adjust only one setting on RB's exaust .val. It's a one minute task. No need to mess with nodes, .dat, etc.
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Old 04-04-08, 04:45 PM   #274
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
I'm making you life easier here, Rubini!

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod.
Many thanks mate!

(In some day in the future I will add my tweaked RB's exaust mod...it's very, very smooth in the same way that I made the water stream and have not all that smoke each time that you stop from a TC.)
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Old 04-04-08, 05:30 PM   #275
Philipp_Thomsen
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Philipp_Thomsen
I'm making you life easier here, Rubini!

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod.
Many thanks mate!

(In some day in the future I will add my tweaked RB's exaust mod...it's very, very smooth in the same way that I made the water stream and have not all that smoke each time that you stop from a TC.)
Glad to help, mate!
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Old 04-04-08, 05:44 PM   #276
Myxale
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It overwrits the Material dat from OLC's Envoirment mod...should i proceed anyway?

Sorry if I'm such a tech-noob!:hmm:
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Old 04-04-08, 06:34 PM   #277
Rubini
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Quote:
Originally Posted by Myxale
It overwrits the Material dat from OLC's Envoirment mod...should i proceed anyway?

Sorry if I'm such a tech-noob!:hmm:
Yes, you can enable this way...but after that download and enable also the Materials.dat from OLC's links that is compatible with Water Stream mod.

Anyhow I read here that some ppl are getting little glitches even with this compatible file. I guess that OLC needs to make a quick look at it to they really becomes 100% compatible. (read in some posts above):hmm:
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Old 04-04-08, 06:40 PM   #278
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Well... I gave the "readme" a read, and I think you're in a complicated position here, mate... Only a small percentage of the people that will download your mod know S3D and how to use it. It would be more adequate to release a file together with your mod to ensure compatibility.

For me, I'll do it myself no problem, but for the overall community its pretty complicated what you're asking. I'll upload the RB's corrected file in my FF account and you can point to that or copy to your own FF account or something else. There's a lot of ppl here on this forum that don't know squat about editing tools, they just play the game.
This question is already solved , thanks to PT!

I just come back here to say that until Water Stream gets ready for all playable uboats my main intention is to release it in parts because we need to make deep tests (just playing your regular game with it is enough) to we have 100% sure that it is totally safe and bug free. After all that I will (if yet needed) organize the mod and also put more help effort to others modders to make it compatible with everything!
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Last edited by Rubini; 04-05-08 at 01:17 AM.
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Old 04-04-08, 07:01 PM   #279
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Quote:
Originally Posted by Philipp_Thomsen
I'm making you life easier here, Rubini!

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod.
First,thanks to Rubini for such a great modand to P_T for making it compatible with RB's exhaust smoke modjust wanted to ask what would be the best order to enable them in JSGME,Many thanks
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Old 04-04-08, 10:53 PM   #280
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Quote:
Originally Posted by nikbear
Quote:
Originally Posted by Philipp_Thomsen
I'm making you life easier here, Rubini!

Guys, there's a complete pack in my FF account of RB's Exhaust Smoke (all subs) compatible with Rubini's Water Stream Mod.
First,thanks to Rubini for such a great modand to P_T for making it compatible with RB's exhaust smoke modjust wanted to ask what would be the best order to enable them in JSGME,Many thanks
DOWNLOAD RB'S EXHAUST SMOKE FROM MY FF PAGE AND ENABLE IT AFTER RUBINI'S MOD! 100% COMPATIBLE!

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Last edited by Philipp_Thomsen; 04-04-08 at 11:06 PM.
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Old 04-05-08, 12:44 AM   #281
rascal101
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Ithink your right just fiddled with my screen settings and all seems fine

Quote:
Originally Posted by Rubini
Quote:
Originally Posted by rascal101
I installed latest vers 3 and went on patrol in V11c everything looked fine, but after a couple of days on fast spped I slwoed down to take a look at my sub mid Atlantic with this mod.

I decided to take a dive so crash dived to 70 metres. Now this is interesting, I began to notice flickering in the interior graphics which got worse until whole areas just went black, but my crew and some dials remained fine.

Then I surfaced to see if there was any change in the visuals for surface running. Sure enough myu conning tower, deck gun and deck were all there but my hull was invisible, still there as the now wave and water running continued to run down the sides of my sub, I just couldnt see the sides of my sub. Instead all I could see was a pole where my attack perescope is, and four tubes at fron of the boat, my dive planes and one tube at back and the propeller shafts

Can any one tell me whats going on, I love this mod and its so much better than the same affect in SH4 but I'd like my sub to have a visible hull. Interestingly this only occured some time into the game, my graphics were find when I first left port.

Here is an activated mods list:

GWX - Integrated Orders
Pacos_German_Folklore_SubEmblems_Mod_V1.2
RB_7b_Flags&Ps_1_04_GWX
Thomsen's Sound Pack
GWX - Enhanced Damage Effects
AAAShips1.0
GWX - Late War Sensors Snorkel Antennas
GWX 2.0 + Iambecomes AA ships
Med_Merchant_11v1.0
Torpedo damage Final ver2.0
RB_SH4_Effects_for_SH3_2_03
SH4 16k Atmosphere for GWX v1.1a
WB's GWX mission messages
OLC Environment - Colour Files
OLC Environment - High Detail Scene File with RWF
OLC Environment - GWX 2.0 Campaign Files with RWF
New_Trawlers_1.1
TypeVII_Open_Hatch
OLC Improved Wave Textures
Lighthouse V2
Water_Stream_for_Uboats_V3
TwistyPeriscopeThingyMod
I never saw or had this problem. Probably something related with your installation. Try to test it on a fresh GWX 2.0 installation and then start to reenable yours mods carefully
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Old 04-05-08, 12:46 AM   #282
rascal101
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I didnt realise your fantastic mod was for SH4 Tomi explains why I couldnt get it to wrk in SH3

Quote:
Originally Posted by Tomi_099




I have a request,
were able to do you your great Mod in the VIIc / 41 integrating ??? . :hmm:

This lasts a big enrichment for these MOD!!

Thanks !!!
I appreciated !!!


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Old 04-05-08, 02:59 AM   #283
A6Intruder
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
Quote:
Originally Posted by A6Intruder
Hi Rubini,
i have tested your version 3, but i missed my exhaust smoke!!
Would it be possible to integrate your fine mod into RB val`s??
Kind regards
Do you read the readme?
Well... I gave the "readme" a read, and I think you're in a complicated position here, mate... Only a small percentage of the people that will download your mod know S3D and how to use it. It would be more adequate to release a file together with your mod to ensure compatibility.

For me, I'll do it myself no problem, but for the overall community its pretty complicated what you're asking. I'll upload the RB's corrected file in my FF account and you can point to that or copy to your own FF account or something else. There's a lot of ppl here on this forum that don't know squat about editing tools, they just play the game.

Hi Thomsen,
your are right!! I am not familar with S3D. It is very kind of you to upload the corrected files for people like me. Thank you very much!!!
Kind regards

Last edited by A6Intruder; 04-05-08 at 05:53 AM.
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Old 04-05-08, 03:53 AM   #284
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Yes,thank you very much Thomsen,much appreciated
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Old 04-05-08, 06:11 AM   #285
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Hi m8,

Damn ! does not work for me at all. Running GWX2.0 with a few mods. I have tried it in an ongoing patrol (saved patrol) but nothing. Then started a new carrer with a VIIC but nothing, then with a VIIB still nothing, then started a mission and finally nothing. Guess there is some kind of strong incompatiblity with one or several of my mods ...
It is a shame

Any help will be much appreciated guys

Thx
Barbac
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