SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
03-31-09, 12:18 PM | #31 |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
Will do a TM and RFB version Soon (TM).
Without the crew constantly looking at me, we've been spotting some ships. Plus, I've never eaten so many sandwiches in all my life.
__________________
-------------------------------- This space left intentionally blank. |
03-31-09, 12:27 PM | #32 |
Eternal Patrol
|
Just installed it myself. Works great!
__________________
“Never do anything you can't take back.” —Rocky Russo |
03-31-09, 12:51 PM | #33 |
Commodore
Join Date: Mar 2007
Location: Jersey Shore
Posts: 606
Downloads: 20
Uploads: 6
|
i replaced my RUIM mod with this. you did a fantastic job!
thread drift... i was getting a little bored of the formal crewman (RUIM), i dont think it was all that real... the hats, medals, ranks ect inside the ship. It sure looked nice and polished but this eye fix was a fantastic relief. if anything, someone should come up with a shorts and flip flops mod for the crew man. I think that may have been more accurate to what they wore at sea... i digress. thanks Nisgeis, nice job.
__________________
|
03-31-09, 01:16 PM | #34 |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?
__________________
-------------------------------- This space left intentionally blank. |
03-31-09, 03:30 PM | #35 | |
Sonar Guy
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
|
Caps and uniforms
Quote:
Captain Cox - Nav tools - periscope graphics. - officers cap and crew uniforms - smaller seabed rocks - smaller seaplants (medium version) - pull down speed chart mod It is Captain Cox work and I think that "fall of the rising sun" also has Captain Cox mod. If Iremember right you do not have to ask permission but only give gredits to Captain Cox and Ducimus in your readme and that you are willing to share your work.
__________________
SH |
|
03-31-09, 03:40 PM | #36 |
Bosun
Join Date: Mar 2009
Posts: 68
Downloads: 236
Uploads: 0
|
I was expecting a Black Pirate "Eye Patch".........
Im disappointed ! Nice Work ! |
03-31-09, 04:47 PM | #37 |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
Thanks Captain and Budds :-).
__________________
-------------------------------- This space left intentionally blank. |
03-31-09, 04:50 PM | #38 |
Silent Hunter
Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
|
Yes, it's part of RFB, but more has been added to the mod by conus00 than can be found in the standalone RUIM download.
__________________
ROW Sound Effects Contributor RFB Team Leader |
04-02-09, 12:13 PM | #39 |
Eternal Patrol
|
I'm glad to hear that! Right after I posted about it working perfectly I loaded up RFB and saw the empty eye sockets for the first time!
Or rather :rotfl:
__________________
“Never do anything you can't take back.” —Rocky Russo |
04-02-09, 03:21 PM | #40 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...
__________________
Alex ® Moses said: "Don't create yourself an idol"... |
04-02-09, 03:53 PM | #41 | |
Sonar Guy
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
|
Eye or no eye
Quote:
Command room eyes were ok. Also when I Renamed EyeBallsPS.FX To disable it, my bridge eyeles zombies went to Command room and command room Good eye crew went to bridge. Why it happened I do not know Maybe Missing "EyeBallsPS.FX" file forced game engine use different "initialization of eyes animation"as you say. But I woud be interested to know if you who do not have this eye problem, Downloaded and tried this "Eye Partch" . to see if it makes any problem for you. If not then what ever is behind this eye problem ,is solved I hope.
__________________
SH |
|
04-02-09, 04:02 PM | #42 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
Do you have the same problem after use "Eye Partch"?
__________________
Alex ® Moses said: "Don't create yourself an idol"... |
04-02-09, 04:41 PM | #43 |
Sonar Guy
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
|
No, I do not have any problems. But I was wondering I those who do Not
have any problems with eyes, have any problem with "eye Patch mod. Edit: If you meant that while using "Eye patch" mod disabling "EyeBallsPS.FX" has any effect, the answer is: it does not .(maybe eyes are shaded a bit differently but I can not see any difference.)
__________________
SH Last edited by Captain von Keldunk; 04-02-09 at 04:54 PM. |
04-02-09, 05:38 PM | #44 |
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
|
It's not the initialisation, as some people have crew with eyes, who at some later date get a knock on the head and their eyes fall out. The problem, I have theorised, is bad target data being sent.
__________________
-------------------------------- This space left intentionally blank. |
04-03-09, 03:32 AM | #45 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
What do you mean?
P.S. In early version of game sometimes i had blind crew right after loadings of game and after reload all was OK ... And ... You know that each character type has the StateMachine Class and accordingly the animations sequences (depending on a situation) ... and may be not obligatory to change geometry and another (delete EyeBall controller)? ... though it can be one of variants ...
__________________
Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 04-06-09 at 04:49 PM. |
Tags |
eye patch |
Thread Tools | |
Display Modes | |
|
|