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Old 04-01-11, 01:56 PM   #76
brett25
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GWX3.0 has one of the best enviornment mods built in

I believe GWX uses OLC2 Enviornment, is this correct Jimbuna?
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Old 04-01-11, 02:43 PM   #77
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Originally Posted by brett25 View Post
GWX3.0 has one of the best enviornment mods built in

I believe GWX uses OLC2 Enviornment, is this correct Jimbuna?
Not exactly....from here:

http://www.subsim.com/radioroom/showthread.php?t=102096

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First and foremost... something I consider to be a MAJOR breakthrough in SH3 environmental work. The environmental files for the GWX 16 kilometer atmosphere mod have been overhauled with the critical assistance of Subsim forum member "Onelifecrisis." Most of you are familiar with his previous releases adjusting the Sh3 environmental files, and his user interface modifications. OLC was the first that I am aware of to definitively remove the obnoxious horizon defect in currently available 16 km environments... In GWX 3.0 we have blended elements of our own work that we wanted to retain... with his awesome work.
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Old 04-01-11, 03:10 PM   #78
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ah, thanks alot for posting this, Jimbuna, I remeber seeing this a while back, beautiful screenies
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Old 04-01-11, 03:53 PM   #79
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ah, thanks alot for posting this, Jimbuna, I remeber seeing this a while back, beautiful screenies
Danke Kaleun
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Old 04-01-11, 10:46 PM   #80
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I now use the 'SH5 Water for SH3' mod. It not only has great looking water, but a 20km view range.
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Old 04-01-11, 10:55 PM   #81
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I now use the 'SH5 Water for SH3' mod. It not only has great looking water, but a 20km view range.


I actually use a "mutant" mod that I cobbled together from that one and some of the stuff from the most recent 20 km MEP environmental mod. I love it.

If you haven't already edited your Sensors.dat to accomodate the new 20 km atmo, I recommend at least using the Sensor Fix for GWX included with MEP.
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Old 04-02-11, 01:43 AM   #82
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Uploaded with ImageShack.us

Here is my list. For some reason i get a CTD when i load FM_NI Mod even with the MaGUI F Fix. I dont think that happened before. Anyway im pretty uneasy about installing other mods with this list. I was on an uninstall reinstall tip all day today trying to figure out how to merge NYGM MaGUI F Depth Charge Shake, Real Nav Mod, and FM_NI Mod. Nothing worked very well... Got lotta CTDs and errors. .

I really want NYGM-MaGUI-FM_NI-Depth Charge Shake... thats my ultimate fantasy. And a few graphical mods.
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Old 04-02-11, 01:17 PM   #83
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Originally Posted by frau kaleun View Post


I actually use a "mutant" mod that I cobbled together from that one and some of the stuff from the most recent 20 km MEP environmental mod. I love it.
Link ? Not that I downloading it now of course....well not until I die or the war ends.

Right got to go, I have ordered the crew to perform a crash dive. There are rumours these things can go to 700m
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Old 04-02-11, 01:36 PM   #84
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Link ? Not that I downloading it now of course....well not until I die or the war ends.
There's no link, I haven't ever uploaded it - there's nothing new in it that I did, just files drawn from other easily available mods. But I can tell you how to put it together.

I put it together for my own use as a result of reading the musings of Subsimmer comet61 and others in this thread:

http://www.subsim.com/radioroom/showthread.php?t=166933

It contains the data\scene.dat file and all the data\Env\EnvColors and Env\SkyColors .dat files from rik007's SH5 Water For GWX3 v0.9 20 Km mod (default Atlantic campaign) as well as the following graphics files from the same mod pack:

data\Misc\Nori00.tga
data\Misc\Nori01.tga
data\Misc\Senin.tga

From makman94's ManosEnvironmentPro (M.E.P.) v3 mod come the following graphics files:

data\Misc\SeaFoam01.tga
data\Misc\SeaFoam02.tga
data\Misc\SeaFoam03.tga
data\Misc\SeaFoam04.tga
data\Misc\SeaFoam05.tga
data\Misc\SeaFoam06.tga
data\Misc\SeaFoam07.tga
data\Misc\SeaFoam08.tga
data\Misc\SeaFoam09.tga
data\Misc\SeaFoam10.tga
data\Misc\SeaFoam11.tga
data\Misc\SeaFoam12.tga

as well as the contents of his M.E.P. v3 VisualSensors-GWX3 add-on for MEPv3.

It also contains the twelve 1024x1024 foam .tga files from Jaketoox's Foam mod (data\Misc\Foam01.tga, etc.) and Sober's data\Misc\Peak.tga from his Sober's 3D Waves mod.

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Right got to go, I have ordered the crew to perform a crash dive. There are rumours these things can go to 700m
Oh, they'll go as deep as you like. All the way to bottom, in fact. You just may not be around to note it in your KTB once she gets there.
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Old 04-02-11, 02:01 PM   #85
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Ok, well I actually have all of those mentioned mods on my laptop.....When you say "put it together" sorry I dont follow

Do I install say just SH5 Water and then pull the files you listed from the other mods and put them into Data Misc folder

I might as well get this ONE LAST mod ready, there are some very strange noises coming from the hull
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Old 04-02-11, 02:37 PM   #86
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I took all the files I wanted from all those other mods, and put them together in their appropriate locations inside one 'data' folder so I could just enable them all at once.

To put it together, you do this (folder names in bold, file names in italics):

Make a folder for the mod. Call it anything you like. I call mine Mutant 20km Env Mod For GWX3.

Inside that folder, make a data folder.

In the data folder, put a copy of the file scene.dat from rik007's SH5 Water For GWX3 v0.9 20 Km mod (default Atlantic campaign).

Also in the data folder, create the following folders:

Cfg
Env
Library
Misc

In the Cfg folder, put copies of the Sensors.cfg and Sim.cfg files from makman94's M.E.P. v3 VisualSensors-GWX3 (that's one of the add-ons for M.E.P. v3).

In the Env folder, put copies of the following files from SH5 Water For GWX3 v0.9 20 Km mod (default Atlantic campaign):

EnvColors_Arct.dat
EnvColors_Atl.dat
EnvColors_Med.dat
SkyColors_Arct.dat
SkyColors_Atl.dat
SkyColors_Med.dat

In the Library folder, put copies of the AI_Sensors.dat and Sensors.dat files from M.E.P. v3 VisualSensors-GWX3.

In the Misc folder, put copies of all the following files:

Foam01.tga
Foam02.tga
Foam03.tga
Foam04.tga
Foam05.tga
Foam06.tga
Foam07.tga
Foam08.tga
Foam09.tga
Foam10.tga
Foam11.tga
Foam12.tga

(all from Jaketoox's Foam mod)

Nori00.tga
Nori01.tga
Senin.tga

(from the SH5 Water For GWX3 v0.9 20 Km mod)

SeaFoam01.tga
SeaFoam02.tga
SeaFoam03.tga
SeaFoam04.tga
SeaFoam05.tga
SeaFoam06.tga
SeaFoam07.tga
SeaFoam08.tga
SeaFoam09.tga
SeaFoam10.tga
SeaFoam11.tga
SeaFoam12.tga

(from makman94's M.E.P. v3 mod)

Peak.tga

(from Sober's 3D Waves mod). There should be a total of 28 .tga files in the Misc folder when you're done.

Then the whole thing - the first folder you made, whatever you called it, gets moved or copied to your game's MODS folder. Then enable with JSGME.
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Old 04-02-11, 02:48 PM   #87
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Wow......Thanks Frau, I really appreciate that, in fact I think Im in love

Now if only I could get this damn tub of the ocean floor and back to port.

Toddles off to do some modding whislt my crew fixes that very serious leak in my cabin
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Old 04-02-11, 03:00 PM   #88
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OK, all done. So now I just disable the "other" mods and run this one instead.

Just a quick question, this is loaded ontop of GWX's default environment isnt it, ie not with GWX' s16 km environment ?
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Old 04-02-11, 03:02 PM   #89
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That's correct for any other environment mod. You don't need (or want) both.
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Old 04-02-11, 03:21 PM   #90
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Right, if you are running the "mutant" mod compilation, or any other mod that addresses depth of atmosphere - 16k, 20k, etc. - you don't need the GWX 16k atmo mod.

Be aware though that running a 20k enviroment mod will increase the demands on your system. Altho I could run the GWX 16k and had no problems switching to 20k, so try it out and see what happens.
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