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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#331 |
Ace of the deep .
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What about the other 2 wine bottles behind the hatch door .
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#332 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#333 | |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
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Sounds good, I get off work at 1am EST, Will take a look after I get home. ![]()
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. |
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#334 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
Posts: 2,983
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I too would be willing to test this
![]() This mod makes my day.
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#335 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Are you referring to the two bottles behind the hatch in the fore torpedo room? I have re-textured them also to look much more realistic. The thing that is bugging me about the wine bottles, is that I cannot add a label to them as the texture mapping on them is very weird. I know a trick I can pull with the .GR2 to add labels to the wine bottles in the CT but it will add more size to the download than I think it is worth.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#336 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Ok folks, I sent out the links to the testing material Via PM. Let me know what you think.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#337 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
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I finally remembered to make a post about a shadow observation I've been meaning to bring up: the shadow of the radio officer's desk should not have a hole under the compass, as the compass does not have a transparent face!
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#338 |
Stowaway
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Can you post this information along with a screenshot in this thread?
http://www.subsim.com/radioroom/showthread.php?t=174048 |
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#339 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#340 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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__________________
![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#341 | |
Stowaway
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The better off we are. (That doesn't mean we'll fix it right away thought) It helps explain some weird things I keep seeing in the files. ![]() As anyone that has looked at files in Hex will tell you? It does not make sense until you find a key point to work from. Then each clue gives you better understanding. So if something is messed up? It makes no sense to me. When poeple post information about something messed up in Game? It then makes sense and I can see the solution. The hex codeing runs in my mind almost like you see the Game. Since I can not see the Game? I depend on reports of screwy things. While working to put a Metal roof on today at a job site? (I do construction work) I solved several issues in my head! I came home and found what I was stumped at last nite. ![]() So post away! |
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#342 |
Black Magic
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when you dream code and hex is when you know it's bad (or you get more excited from figuring out a problem in one of those than most other things)
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#343 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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I did construction work for a while a couple years back.
Anyway, on to the info and screens. This is a picture of a normal, fully functional dial in Goblin. Notice that the green axis marker(Z axis I think) is pointing directly out of the face of the dial. All dials are like this, with the green axis perpendicular to the circular plane on which the needle rotates. ![]() This is a picture of the primary fuel gauge in the DER. As you can see, the green axis is removed from perpendicularity with the surface by about 45 degrees(straight up). I watched the dial in game, and sure enough, the needle is still rotating around the green axis, causing it to behave weirdly as it travels around. ![]() This is a picture of the clock in the electric engine room on the VIIA. In this one, as you can see, the green axis is parallel with the surface of the clock, and is pointing straight upwards(towards 12:00). ![]() Edit: Somehow, this last image did not show up the first time I put it in, so here it is.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 08-26-10 at 02:34 PM. |
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#344 | |
Stowaway
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![]() I actually DID dream a solution several nites ago! (not the first time!) I know how the AO mapping is placed in the GR2 files. But could not get it to export properly. There's no structure for it in the old code base I work with. ![]() Infact? There's no structure for it in Granny at all! In my dream? I saw that I needed to activate ANOTHER key to tell the Exporter to ignore the first set of texture coords. I didn't pay much attention to the dream until my Wife asked me what I was talking about in my sleep. ![]() I'm like "What did I say?" She told me what I said and it was on! ![]() |
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#345 |
Frogman
![]() Join Date: Jul 2007
Location: Nebraska...
Posts: 303
Downloads: 102
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pm sent steel
![]() Hey Steel, I don't know if this was a one time event, but running the new additions, the two crewmen stationed at the dive planes never appeared after loading the game, I disabled then re-enabled the mod and all appears fine now.
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I'm a gas pumpen, tire and brake changin, fix anything, jet fuel drinken, USAF Crew Chief. Last edited by Wolfling04; 08-26-10 at 01:15 AM. |
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