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Old 08-20-08, 12:52 PM   #931
Task Force
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Cant wait Tomi 099, This model looks great. I wish the other Stock SH3 models looked like this. What is the current Poly count on this model.
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Old 08-27-08, 11:31 AM   #932
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Okay... I've not managed to crack the problem of adding a new playable Turm type into the game, so I'll stick with the replacing the VIIC/3 with the VIID/2 Turm. Here's a screenshot of the boat, as I'm using it in Multiplayer games...



... and here's a shot of my initial work on the menu graphics.



There's still a bit to go, and I'm not yet happy with the menu graphics under damaged conditions. I'm still working on it though...
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Old 08-27-08, 01:03 PM   #933
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Coming along nicely
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Old 08-28-08, 03:00 AM   #934
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Thanks Boys !!!

Thanks’ boys, you are great!!!

It is a lot of work for this Project, and something helps for this VII-D it is weary good for as.
Great Yob you Dan for as Dietrich (Thanks ), are you familiar with 3D-Max or other 3D-Programms ??? .
A little help was I need.

I wood like to have a Open Door by the Tower and you can the See above inner interier in the Tower.
By diving was the Door automatic closed?
One resolution is, we have one Torpedo animation door , and a Rotation this to 90 degrees.
:hmm:
The second resolution is like DD and open Hetch, we build two Doors.
One Door open (open (visible)) by driving on the Watersurface ,
and one Closed by diving.

That s my idée, or you are have better resolution???

For more good ideas ore resolution by you ore ather caloins , that was bi great!!!!


I appreciated

PS: Dietrich
On the 46Site you can See the Drove of U213 , so you cud have two big picture from Left Side of the VII-D Sub,
so you can merge this two Picture and you have one original Pick from Hull
.
.
..
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Last edited by Tomi_099; 08-28-08 at 08:13 PM.
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Old 09-21-08, 01:18 PM   #935
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Hello tomi,

I've been testing it and found a problem with your water steam attachement which causes ctds.

Now I've included the mod list I have and your is ontop of all the mods.

CapZapEmblemsPack
Beethoven's Symphonies
Lutzow Music Mod 5.0
Pacos_German_Folklore_SubEmblems_Mod_V1.2
AOTD-AA-Ship-Schleuse-Bugfix
Multiskin_Bismark_Tirpitz
GWX - Contact Color
DD_all_types_OH_V2
Thomsen's Sound Pack V3-2
Reworked GWX SH.sdl file for Ultimate Aircraft Soundmod
Ultimate Aircraft Soundmod
OLCE2
Rbs7Flags
VIIB_splashwave_fix
RB_Rubini_combo_wakefix_exhaust
WH_VIIB_Plain_2048
Testskins
OLCE2 - Adjusted GWX 2.1 Normal Particle Effects (with reflections)
Tomi_2X_VIIC41-GWX2-1-1
Tomi_2X_VIIC41-water_steam-2

When I play a game I can run it only with the default 2x_GWX2.1-1 file your first one with the list above.

I would appreciate any info you have.

Thanks tomi

WH

By the way your PM is full.
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Old 09-21-08, 04:05 PM   #936
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So when is it going to be released.
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Old 09-23-08, 05:41 AM   #937
SeaWolf U-57
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I have a mod that is only of your Turm that i have been asked for if you would not like me to release it please let me know
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Old 09-23-08, 05:51 PM   #938
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Is this in beta, I hear people talking about some of there issues with is?
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Old 09-23-08, 07:59 PM   #939
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Its beta and I believe tomi will release it when its finished. Better working than buggy. Please be patient pls.

Happy hunting.
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Old 10-03-08, 10:09 AM   #940
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Just to report a problem. I was doing some tests with Tomi_099's version and noted that I was "visible" at 15m or less. That is, if my depth rose above 15m below the surface, merchants would open fire at me with machine guns, deck guns, etc.

Even though no part of the U-boat 3D model was breaking the surface, they seemed to know I was there. I tested this repeatedly and even in the middle of a convoy, if I drop below 15m they stop firing, and re-open fire again if I rise above 15m.

I'm wondering what this might be. I'm also wondering what the alterations were in sensors.dat.

@ Tomi_099 ... Was eigentlich ist in sensors.dat/som/zon verändert?
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Old 10-03-08, 03:34 PM   #941
Myxale
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Quote:
Originally Posted by Dietrich
Just to report a problem. I was doing some tests with Tomi_099's version and noted that I was "visible" at 15m or less. That is, if my depth rose above 15m below the surface, merchants would open fire at me with machine guns, deck guns, etc.

Even though no part of the U-boat 3D model was breaking the surface, they seemed to know I was there. I tested this repeatedly and even in the middle of a convoy, if I drop below 15m they stop firing, and re-open fire again if I rise above 15m.

I'm wondering what this might be. I'm also wondering what the alterations were in sensors.dat.

@ Tomi_099 ... Was eigentlich ist in sensors.dat/som/zon verändert?

This is well known, and Tomi is aware of that. It's because the collision Box of the Antenna! (Eine Box is in der tat außerhalb des boot!)

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Old 10-03-08, 06:00 PM   #942
Tomi_099
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Default VII/c41

Hallo Leute
das was Wolfi hat ist die Variante die auf meinen Letzten Bildern zu sehen sind und die auf den
man auf den Vidio anschauen kann.
Eine VII/c 41 .
Hinzugekommen sind mehrere waterstrims die den U-Boot eine Realistisches aussehen
geben sollen

zusätzlich wurde die letzte Arbeit von Racerboy übernommen die Dynamischen Waterspreat
in einen Sturm ein Realistisches verhalten gibt.
Es wurden wurde die Texturen des Wasser geändert , und die Wake des U-Bootes überarbeitet.

Zu den Problem was mir Kopfzerbrechen verursacht , und ich den Fehler nicht finden konnte.

Bei Wolfi und manchen Spielern in der Vergangenheit wurde berichtet das , das
Game zu einen Cresch verursacht.
Ich selber habe das eigentlich bis zu 3x erlebt , aber nur bei der ersten Installation .
danach nicht mehr.

Zu Größeren Updates ist es leider nicht gekommen da ich mit dem Interier der Typ IIA/B
Sehr beschäftigt bin.

Vielleicht findet sich jemand unter euch der der Sache nachgehen möchte .

---------------------------------------------------------------------------

1X_GWX2.1_Water_Stream_for_Uboats_V21
2X_GWX2.1_ VIIC41_ PlaySub_V21
3X_GWX2.1_VIIC41_WaterSTream_V21

Hello Boys !!
which was seen Wolfi is the variant in my last pictures is and which one can look at on the Vidio
a VII/c 41.

Were added several waterstrims those the submarine realistic look to give are additionally the last work of Racerboy transferred the dynamic Waterspreat to a storm a realistic gives with restraint.

The textures water were changed and the Wake of the submarine revises.

To the problem which me headaches caused and I could not find the error.

With Wolfi and some players in the past reported that,
that Game to a Cresch causes.
I actually experienced up to 3x, but only with the first installation.

afterwards no more.
To larger updates it is unfortunately I with the Interior the type IIA/B is very not come there busy.
Perhaps someone is among you to find this mystery error.

Thanks !!


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Old 10-03-08, 07:27 PM   #943
Wolfehunter
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Opps I see my mistake. Tomi I'm putting it on hold till I get my new rig setup.

Then I will beable to really test it..
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Old 10-06-08, 04:13 PM   #944
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Quote:
Originally Posted by Myxale
Quote:
Originally Posted by Dietrich
Just to report a problem. I was doing some tests with Tomi_099's version and noted that I was "visible" at 15m or less.
This is well known, and Tomi is aware of that.
Perhaps not "well known" enough? I'm really sorry, but I didn't know about it, and I'm supposedly working on this project too. I just thought it might help to draw attention to it.

From what I understand, Tomi has moved off the VIID (and even the VIIC/41) in favour of new work on the Type-II interiors. In which case, I'll try to carry on with the VIID work. Is anyone else working on it too?

I've now isolated the problem antenna. It is a single vertex ausfahrende Stabantenne. It is clearly shown here:



So, I started by simply reducing the height of this to make it shorter than the other antennae on the conning tower. Here is a close-up image of the antennae. In it, you can see that I have dropped the ausfahrende Stabantenne to match the others.



However, the improvement was negligible. The boat was still being shot at at about 14.5m deep. I then tried reducing all antennae heights. Here's the wire-frame model in the editor.



When rendered in 3D, it looks like this...



In this configuration, I seem to be okay at periscope depth. The next screenshot shows this. The depth gauge reads 13m, but the armed merchant is not firing. I took the boat to Schnorkel depth (12.5) and the ship opened fire... even though I did not deploy the Schnorkel. On returning to periscope depth the gun fire ceased. The ship had lost visual contact.



Further work is needed on this, but I know now that I'm on the right track. According to the general assembly ( http://img169.imageshack.us/img169/9...typviidnj7.png ), I'm not sure those antennae are supposed to be there, so I'll try further reductions.
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Old 10-06-08, 05:08 PM   #945
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Very good work dietrich.
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