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Old 05-30-24, 02:34 PM   #31
Kal_Maximus_U669
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Hey Boy"s...Greeting
Well I tested V6 which loads slightly better... the rendering is really nice... but V5 seems better I have to reinstall it but I'm almost sure which is better... on the other hand V5: it takes longer to load .. but NVME owners will have no problem (test on my old ww2 config)... be careful the PC machine must be set to top..no anisotropy..no anisotropy filters...
V5 is heavier don't have too much fun with the acceleration of time especially when there are ships within a radius of 100km I advise x16 not beyond otherwise CTD...
I am delighted to see the animation he has around Pascal's work... Beautiful linen I tell you... we won't mention the names they know who they are... it's nice to see that that moving in the right direction thank you Modders...

extrait V6



See soon...
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Old 05-31-24, 07:37 AM   #32
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Hey Pascal Greeting..
Rectification version 5: the rear bridge is less good... another story of dotting...
yesterday I tested version 6 again and it is better finished especially the rear bridge...
you really have to look carefully; and have an eye...!!!
thank you for your work which really brings something extra...
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Old 05-31-24, 09:18 AM   #33
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Default Update VIIB version 3

https://www.mediafire.com/file/7m4ca...sion3.zip/file
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Old 05-31-24, 02:04 PM   #34
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Hi Pascal,


I modified your V6 of the deck from the VIIA and removed these strips around the center of the gun.
I'm considering adapting and converting the existing 3D objects around the guns to the markings of your graphic. As can be seen in the picture. 🤔
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Old 05-31-24, 02:47 PM   #35
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Salut GrenSo,

Yes, that would be great - I tried it and forgot - complicated
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Old 05-31-24, 03:44 PM   #36
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Quote:
Originally Posted by GrenSo View Post
Hi Pascal,


I modified your V6 of the deck from the VIIA and removed these strips around the center of the gun.
I'm considering adapting and converting the existing 3D objects around the guns to the markings of your graphic. As can be seen in the picture. 🤔
Those dots in the textures were metal plates. Those can be duplicated with 3D objects. I'd take the NSS_Uboat7B_det02 object file and cut a few parts from that to create the new parts. They are to scale (mostly) and should be easy to work with. Probably don't have to mess with textures that way if done right.
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Old 06-01-24, 05:32 AM   #37
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Quote:
Originally Posted by Jeff-Groves View Post
Those dots in the textures were metal plates. Those can be duplicated with 3D objects. I'd take the NSS_Uboat7B_det02 object file and cut a few parts from that to create the new parts. They are to scale (mostly) and should be easy to work with. Probably don't have to mess with textures that way if done right.

Hi Jeff,


I know, and that was my idea too.

If you do it, then I have time to fix the graphic glitch on the hatch between CR and QR1 and QR2. This one is visible if you look from QR to CR room.




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Old 06-01-24, 07:46 AM   #38
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Here's a good picture of those additional parts.

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Old 06-01-24, 08:29 AM   #39
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Default Update VIIB version 4

One question: won't the feet of the gun's servants be transparent on these raised strips (for example, in the command room, the second officer's arm often crosses the periscope tube ...).

So, a new update of the VIIB, adjustments, joints .....

https://www.mediafire.com/file/68ew5...sion4.zip/file
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Old 06-01-24, 10:00 AM   #40
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I'll get the modified stuff done and you can test it before releasing it.
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Old 06-01-24, 10:05 AM   #41
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Quote:
Originally Posted by Pascal View Post
One question: won't the feet of the gun's servants be transparent on these raised strips (for example, in the command room, the second officer's arm often crosses the periscope tube ...).

So, a new update of the VIIB, adjustments, joints .....

https://www.mediafire.com/file/68ew5...sion4.zip/file
Hey Pascal..
a little adjustment here if you want...


@Grenso salutation..
These hatch problems depend on the distance where you are located ... it's not new..
in the front torpedo room if you close the door .. it becomes completely black ... if you are about 1 meter away .... you move back 2 to 3 meters ... you open it and close it again the black has disappeared.. lol
do what you can it is not easy ...

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Old 06-01-24, 12:05 PM   #42
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Quote:
Originally Posted by Kal_Maximus_U669 View Post


@Grenso salutation..
These hatch problems depend on the distance where you are located ... it's not new..
Not new... but I think I solved it today for both hatch. This fix will be in my next version from GSE.
The reason for this is the promised space of the respective 3D objects. QR1, QR2 and CR do not end orthogonally to each other, but each have concave.

@Jeff
I started yesterday with the work for VIIC deck:
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Old 06-01-24, 12:20 PM   #43
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Nice Grenso. I'll compare my file sizes to yours once done.
As you know I'm working on some Tooling that may help with file sizes.
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Old 06-01-24, 01:30 PM   #44
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Quote:
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Nice Grenso. I'll compare my file sizes to yours once done.
As you know I'm working on some Tooling that may help with file sizes.

Do you mean the obj or the gr2 file?
At the moment I can't say when I'll finish. I currently have a lot to do in real life and usually only on weekends. I also have to see if the version for the VIIC also fits the VIIA, VIIB and VIIC41. I have already removed the existing structure for VIIC41F.
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Old 06-01-24, 01:43 PM   #45
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Depends on how your doing it.
I'm only interested in GR2 files.
I rip meshes with different Tools other then TDW's stuff.
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