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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 276
Downloads: 160
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[REL] Brunsbuettel_Mod
Hi, Brunsbuttel is reworked. I have changed the terrain, have added two sluice chambers and a new harbour. In the download pack there is a test mission, it starts, then you can see everything. The Campaign files were adapted, no ships might ram it against the walls. In the harbour and before the sluice anchoring ships were added. Instal with JSGME. D/L: Brunsbuettel_Mod Brunsbuettel on Stock SH5: ![]() Brunsbuettel really: ![]() Final version from the Elbe: ![]() Final version from Kiel: ![]() The Upload is installed with the JSGME and contains all necessary data. Greeting thfeu58 Last edited by thfeu58; 04-23-10 at 06:05 AM. |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Ah that looks much better
Nice one ![]() |
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#3 |
Watch Officer
![]() Join Date: Jul 2007
Location: Blackpool, England
Posts: 347
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Awesome!!
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#4 |
Silent Hunter
![]() Join Date: Apr 2005
Location: Herefordshire, England
Posts: 3,562
Downloads: 216
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Looks very nice
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#5 |
Swabbie
![]() Join Date: Mar 2010
Posts: 8
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Looks very nice indeed but was like that in the 40's?
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#6 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Yes it was
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#7 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 276
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Hi Kaleuns,
in Brunsbuttel this is Terra-and harbour modding, final, see Screens in the first post. Now I must still change editor_locations.cfg, as well as the Campaign files. Also I will test whether there are 1.2 problems with the patch. Greetings thfeu58 |
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#8 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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![]() Quote:
Every project folder has the same copy of that file So adjust one and then copy your reworked one into each project folder Have altered that file myself for the resupply mod lol And pretty sure it will be altered by the patch which is what I was waiting for Looking good so far |
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#9 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 276
Downloads: 160
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#10 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
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Hi,
this is with this project topically my problem for which I have still found no solution. The play engine loads the mask in the Map from the model file GR2. What looks then in the Game-Map so: ![]() I have corrected this mask in editor_locatin.cfg: ![]() Then in the Game-Map it looks thus: ![]() The island is not shown and the masks overlap. I work on a solution! Or does somebody have the catching fire idea, or have I overlooked something? Greeting thfeu58 |
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#11 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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When you make changes to the terrain a file is created in *:\Ubisoft\Silent Hunter 5\data\Terrain\Data\DetailMasks
Typically a couple of raw files and a dds You will need to add the file(s) to your mod I have one install for modding and a back up install - and used winmerge to tell me what was new in the modded install so I could copy that into the mod itself I have added some ports on the resupply mod and changed terrain around those and El Ferrol which you couldnt get into The game has produced 16 raw files and 4 dds for that in the DetailMasks Hope that helps EDIT The mask asround ports do overlap as each port 2d contains some land Zoom into Cadiz and take a look at that ![]() Not very helpfull those port masks |
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#12 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
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Hi bigboywooly,
thank you for yours tip, I must let this projekt rest till tomorrow, since now I have to go to the work. In the mission editor the island is indicated, however, not in the Game-Map. The changes of the terrain exist everything in the DetailMask folder. In addition, proportion of the Port_I.dds mask is wrong, see Screen 1. I had tried to correct then, nevertheless, this, has corrected the Long/Lat data in editor_location.cfg. The mask draws up the Gameengine for the Port_I from the GR2 by which an overlapping comes about, if this in editor_location.cfg: isVisibleOnTAI=true. Greeting thfeu58 |
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#13 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Yep the port masks all show terrain attached which isnt there
Not sure why mask shows it If you have those detail masks in and it shows in mission ed it should show ingame If you get stuck you can always send me the detail masks and will have a look my end ![]() |
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#14 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 276
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#15 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Nice one
Will be DLing this and adding as soon as I start playing ![]() |
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