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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 | |
Silent Hunter
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Quote:
![]() I hope that a new version / Update from this MOD will be released in the future, which is compatible with the MODs: - DFant_subFlag_2010 - Waterstream+Exhaust Combi V2.3 for GWX3 Best regards, Magic |
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#2 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Hey flakmonkey,
I don´t know if you read my PM. The water stream mod is easy to adapt...just don´t forget that ppl want the Combi mod, the one that also have uboat´s exausts. Also keep in mind that some ppl just play with WS, others with Combi mod and others only with the exausts. What a mess , no? Well, to add both is just easy because you need only to add the WS entries, plus the exaust ones, both easy to be found on the .dat file. If needed i can also put all them on the .val file and it´s done, this way we can avoid major mods conflicts. Cheers!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#3 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
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I love this , And will remove from now the Flag mod DFant_subFlag_2010
and Waterstream+Exhaust Combi V2.3 for GWX3 Just to use this until you fix a compat Mod... thanks Flak, you made a guy happy... ![]() Brilliant work, I can not even imagine the hours testing and working on this Mod, Thanks Mate. |
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#4 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
Uploads: 0
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Me again, some feedback:
Works flawless, excellent addition to SH3 as always mate! I mean works flawless with waterstream, anvart antenas, exausts. ![]() Cheers! **Edited: small ws 7c file retired by some last minutes technical issues**
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve Last edited by Rubini; 02-14-10 at 12:59 AM. |
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#5 |
Hellas
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excellent Flakmonkey !!
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#6 |
Torpedoman
![]() Join Date: Aug 2007
Location: italy
Posts: 118
Downloads: 50
Uploads: 0
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hi.
FM Nice good job, you get a greater depth of the diver, the My compliments, it took just a mod so ![]() regards, Luca |
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#7 |
Grey Wolf
![]() Join Date: May 2008
Location: DB85
Posts: 804
Downloads: 166
Uploads: 0
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Looks really good but for some reason my conning tower is completely black.
No conflicts in JSGME. Any ideas?
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#8 | |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
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#9 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Any plans to do a Lightmap for the Type IX Flakmonkey?
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#10 |
Torpedoman
![]() Join Date: Jun 2003
Location: Vancouver, BC, Canada
Posts: 118
Downloads: 58
Uploads: 0
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After some playing I've finally encountered another error with this mod. This is distressing as it is by far one of my favorites!
The turm 1 ID test file fixed my problem with the black textured conning tower during career missions. I've now finally upgraded my Type 7 to the turm 2, and now the problem has returned. I imagine it is the same issue as before, where the turm 2 mesh ID conflicts with something else. I was wondering if anyone (flakmonkey - I hope you're still active ![]() Thanks for the help!
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...Wir alle leben auf einem gelben Unterseeboot... |
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#11 |
Ace of the Deep
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Hi mate,
The easiest way is to use S3ditor: Open the file: Turm7c_2_hd.dat located in the mod's "objects" folder. Locate the following nodes: Turm7c_2_coning7c_High and Turm7c_2_int_coning7c_High export both of these 3d models with both uvs, uv and -uv2, don't flip co-ordinate system or reverse face winding then delete the models and re-add them (append new child chunk) then 3d model and load the right one back in each place, it should be obvious by their filenames eg. Turm7c_2_coning7c_High.obj and Turm7c_2_int_coning7c_High.obj (and -uv2.objs for both) This will cause them to have new ids. Save the file and test and repeat as the above if neccessary. The problem is beacause the ids of one or other (or both) of these nodes have an id that's clashing with another mod etc. hope this help Best Regards Aces
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#12 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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I think it's not necessary to export, delete and reimport the models because it's possible to change the IDs directly by clicking 'New'...
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#13 |
Ace of the Deep
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hi mate, my experience with changing the id that way didn't work, it will remove the association with the parent node if you do this with 3d models so I gave the tried and tested way.
Best Regards Aces
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