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Old 06-19-10, 02:33 PM   #556
WarlordATF
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This is a incredible job! I wish it was in SH4 because i'd gladly use it as my Type IX interior. Nice work!
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Old 07-08-10, 08:01 PM   #557
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Okay, now I'm lost again. I've searched the thread until my eyes hurt, and I know it's in here somewhere, but I'm dogged if I can find it.

So, how do I adjust the interior fog level?
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Old 07-08-10, 09:04 PM   #558
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Not sure where but the mod is Damo's Lighting and Ambiance for Flakmonkeys New Interiors, if you can't find it I will upload it!
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Old 07-08-10, 09:38 PM   #559
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any chance of a type 9?
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Old 07-08-10, 10:09 PM   #560
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Quote:
Originally Posted by Reece View Post
Not sure where but the mod is Damo's Lighting and Ambiance for Flakmonkeys New Interiors, if you can't find it I will upload it!
That's one of the threads I looked at in my search! I would love to have a copy!
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Old 07-08-10, 10:57 PM   #561
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Quote:
Originally Posted by Sailor Steve View Post
That's one of the threads I looked at in my search! I would love to have a copy!
Before I upload you may want to check this from the readme:
Quote:
Damo's Lighting and Ambiance for Flakmonkeys New Interiors v1.0 & Open Conning Tower Hatch TestFMFood (v.0.7 beta)

This is a beta version of my lighting mod for the new interiors and open conning tower, provided for feedback only. Do not redistribute unless permission is granted by me.



This was started as an exercise by myself, for myself, to improve the lighting within the sub both under daytime lighting and the red night lighting. I've edited the colors of each bulb throughout the interior to give the impression of varying bulb strengths / quality, in tune with the technology of the war era. The ambient light level and hue has also been tweaked to compliment the bulbs and to ceate a much more claustrophobic, darker and oppressive feel to the boat. All 36 bulbs have been tweaked in the Command Room, Radio Room, Fore and Aft Quarters, Conning Tower and Engine Room. No two bulbs are the same with each one tweaked to compliment it's surrounding lightmaps and location, e.g. the engine room bulbs are browner, to simulate the build up of diesel and oil residue.

Lastly, I removed the fog from the interior, as this did not give a nice result IMHO and now you are able to see the length of the interior with the rear door to the engine room just visible in the darkness. I believe it creates a much better atmosphere, especially during the night with it's darker, closer red light. One issue I had was that the bulb textures in the Command Room were different from the textures of the bulbs in the add-on interiors, due to a different texture being used. This caused the bulbs to maintain a white texture during the night causing them to look pink in the red lighting. I have changed it so that the same texture for the bulbs is used throughout the boat bar the CT, which uses an additional texture to show ribbing of the bulb's glass. Hopefully, I'll be able to use this texture on the rest of the bulbs in the boat once I figure out how to import it, I'm very new to S3D!!! Maybe it will make it into the final version...



Installation:

Unpack into your MODS folder and enable with JSGME. Ensure you enable FM New Interiors v1.0 and then Open Conning Tower Hatch TestFMFood BEFORE this mod. Only 3 files are overwritten in this mod:

NSS_Uboat7_CR.dat
NSS_Uboat7_CT.dat
NSS_Uboat7_RR.dat

This mod does not alter commands_xx.cfg or cameras.dat so everything will work the same as before without any loss of functionality. ONLY the light nodes and the Interior ambient light has been altered as well as the changing of one bulb texture as detailed above.

****Important!!****

This version of the mod IS NOT compatible with the FM Interiors mod on it's own, you MUST have the Open Hatch mod enabled before enabling this mod. This also only covers the VII type U-Boats. Future releases will include a version for FM Interiors WITHOUT the Open Conning Tower Mod (already in the works), and MAY include DD's OH v3.09, and standard Open Hatch as included with GWX. I will also strive to adapt the IX, XXI and Type II interiors in that order, pending progression (if any) towards adapting those boats to include new interiors like the VII.

This is a basic readme to cover the beta, any thanks, credits, or additional notes will be included upon the final release to include all those responsible for the files I've adapted and anyone who has aided me in my efforts (which would be the ENTIRE Subsim SH3 community then...) . If you have any issues about usage of files, bugs, suggestions, please don't hesitate to contact me via Subsim PM or via my email damo4576@yahoo.co.uk.

Finally, I thank you for testing my first Silent Hunter 3 mod!!!

Regards,

Damo.
I couldn't actually find it but can put it together since it contains only 3 files. If you read it you will have to install the DD's Open Hatch mod as well though the latest FM interior has DD's incorporated so I couldn't tell you if Damo's mod still applies *99% sure that it does), may have to use S3D to examine the differences. Otherwise you could install Aces latest Open Super Turms mod, don't quote me but I think this has the fog corrected:
http://www.subsim.com/radioroom/showthread.php?t=170203
Let me know if you still want Damo's mod uploaded.
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Old 07-08-10, 11:09 PM   #562
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I have Superturms but I couldn't use it because I don't have photoshop and couldn't figure out Paintshop Pro, so I had trouble with the whole Emblems My Way thing. I would love to have all those features but without that one thing. I love that guy in the engine room too!

That said, I have Open Hatch, Open Hatch Conning Tower and New Interiors installed already, which is why I want to do something about the fog.
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Old 07-08-10, 11:41 PM   #563
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Quote:
Originally Posted by Sailor Steve View Post
I have Superturms but I couldn't use it because I don't have photoshop and couldn't figure out Paintshop Pro, so I had trouble with the whole Emblems My Way thing. I would love to have all those features but without that one thing. I love that guy in the engine room too!

That said, I have Open Hatch, Open Hatch Conning Tower and New Interiors installed already, which is why I want to do something about the fog.
Seems it was never released, I am attempting to upload it but I discovered it is 100 megs, my upload speed is 6k so it will take nearly a day!
Actually I think Luca did a mod that incorporated this, I may have gotten the files from here!
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Old 07-09-10, 12:04 AM   #564
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Actually I'd be more than happy if someone could tell me how to remove the Emblems part of Super Turms. Or how to make the Emblems work.
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Old 07-09-10, 04:28 AM   #565
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Quote:
Originally Posted by Sailor Steve View Post
Actually I'd be more than happy if someone could tell me how to remove the Emblems part of Super Turms. Or how to make the Emblems work.
Don't upset me! it has taken a long time to upload and ofcourse during this time I can't use the internet, Anyway it's done if you want it:
http://www.filefront.com/17009975/Da..._interior.rar/

Edit: As far as Aces Super turms is concerned the emblems work straight off, in-game just go to select the emblem as normal but ignore the old ones (they don't work), I removed them to make it easier, the new ones are very hard to see though, I checked them externally using irfanview then went into the game and selected it. You don't have to use PS etc, TarJak has done just about every U-boat there was, it's supplied with the mod.
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Old 07-10-10, 08:11 AM   #566
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I had to finish my current patrol before enabling the mod.

This is an AMAZING work! I've no words to describe what i feel.
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Old 07-10-10, 09:22 AM   #567
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Quote:
Originally Posted by Reece View Post
Don't upset me! it has taken a long time to upload and ofcourse during this time I can't use the internet, Anyway it's done if you want it:
http://www.filefront.com/17009975/Da..._interior.rar/
And I can't thank you enough!

Downloading it now, and I promise I will use it.

Thanks again for all your effort.
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Old 07-10-10, 09:51 AM   #568
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Oh my god, how confusing is this ****? I've never seen such complicated modification installs in my life!

First I installed that JSGME thing and that was confusing as hell, installed it in my SteamApps/Common/Silent Hunter 3 folder and made the MODS folder within it, dragged the interior stuff into it, enabled all of the stuff, started up my game and it doesnt even work, the hatches dont open, cant go into the engine room, does this mod allow you to move? well I cant, argh this is annoying.

Right now simplicity is bliss, would be thankful is someone helped me install this!

By the way I have an unmodified steam version of the game with no current mods, and it seems like if I'm having problems with this there is no way I'm going to get that GWX Gold to work.

Oh, and hello, this is my first post. Also why is my post at the top of the thread? :S
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Old 07-10-10, 12:35 PM   #569
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WELCOME ABOARD!

It's only complicated because it's new to you. Once you understand it it's a breeze. I know, because I used to refuse to use it for the exact same reasons.

1. Is your version of SH3 1.4 patched? to find out, start the game, and at the bottom right corner of the loading screen it should say v1.4. If not, you'll need to download that patch.

2. Did you play the game at all before trying to install GWX? GWX must be installed over a fresh 1.4 install of the game itself, or else it will have problems.

3. With JSGME you need to install one mod and try it out. You don't have to do that every time, but some mods overwrite the files created by other mods, so if you installed something after New Interiors or Open Hatch the newer mod may have shut off the open hatch functions.

4. You say you created a MODS folder within the SH3 folder. Did you install a copy of JSGME inside the game folder as well? If you did it should have created its own mods folder, and if not then the game doesn't know the activated mods are even there.

I could be wrong, but it sounds to me like you tried to do too much all at the same time. One thing at a time, please, and we will be glad to help you each step of the way.
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Old 07-10-10, 01:02 PM   #570
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Quote:
Originally Posted by Sailor Steve View Post
WELCOME ABOARD!

It's only complicated because it's new to you. Once you understand it it's a breeze. I know, because I used to refuse to use it for the exact same reasons.

1. Is your version of SH3 1.4 patched? to find out, start the game, and at the bottom right corner of the loading screen it should say v1.4. If not, you'll need to download that patch.

2. Did you play the game at all before trying to install GWX? GWX must be installed over a fresh 1.4 install of the game itself, or else it will have problems.

3. With JSGME you need to install one mod and try it out. You don't have to do that every time, but some mods overwrite the files created by other mods, so if you installed something after New Interiors or Open Hatch the newer mod may have shut off the open hatch functions.

4. You say you created a MODS folder within the SH3 folder. Did you install a copy of JSGME inside the game folder as well? If you did it should have created its own mods folder, and if not then the game doesn't know the activated mods are even there.

I could be wrong, but it sounds to me like you tried to do too much all at the same time. One thing at a time, please, and we will be glad to help you each step of the way.
Thanks for your reply,

1) Yeah, Steam automatically patches all of your games when a new patch is released, im on v1.4b.

2) GWX worked and it wasn't a fresh game, I had already played it, even my careers worked.

3) Ive never used any mods for this game, Interiors was my first, JSGME made the MODS folder with the shortcut, the install directory was aimed towards at the root folder for SH3

4) Yes, it created its own mods folder and I clicked and dragged the Interiors stuff into the MODS folder then enabled it, no joy.

No im a getting this weird bug, everytime I try and play anything on SH3, Naval Acdemy, Single Mission, Career, I get a black screen, GAME PAUSED on Time Compression 0 - whut?
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