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Old 03-05-10, 12:50 PM   #286
JohnnyBlaze
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Okay I've managed to activate the freecam, but I'm having trouble moving around. Something wrong with the axis's.

When I press fordward it moves fordward and some degrees to the left. When I press backward it moves backward and some dergrees to the right.
Get the idea?
Also I feel like a midget in a sub because I can't get higher than the navmap desk.

A little help would be greatly appreciated
I just can't figure out where I can change those values.

Thanks

-Johnny
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Old 03-05-10, 01:50 PM   #287
HW3
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Quote:
+found any easter eggs yet???
Werner's sea bag?
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Old 03-05-10, 01:50 PM   #288
Cambaz
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having a CTD problem need some help please... (using GWX with commander and some stock GWX mods)
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Old 03-05-10, 03:05 PM   #289
evan82
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I have moded stock game. For better gameplay I used only aft FM's quarters, and forward section, without engine and hatch animations. I know how to use S3D, so I scripted these compartments under my CR Dat file. I don't noticed any ID's conflicts. In port [Kiel, 1939] everything was good, exept low FPS.
Aftear two days of my way to the north sea, when FPS in the interior was perfect, I had kernel.dll crash.
I decide to check where is the problem. I removed both new compartments [3d models], and I left only textures for it in my 7 CR DATfile. After this the same situation - everything was good in port, but two days later I had another kernel.dll crash.
After this, I removed FM's textures from my 7b DAT interior file.
Now game worked fine. So where is the problem? In the 3d models, or textures? I tested also FM mod in the orginal version. The same situation.
Is this mod too big, or maybe there is bug in this mod somewhere?

Win. 32 bit,Core duo 3.00GHz, 3,24 GB RAM.
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Old 03-05-10, 03:44 PM   #290
brett25
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Evan,

what are your system specs? If you have an nvidia graphics chip ,I would recommend Inhancer (freeware tweak program) to optimize the way your machine is handling textures. No doubt, the mod adds a lot of data to this game, but I think its a resource issue and not necessarily the mod (I could be wrong). I'm running with no problems whatsoever, but I have a quad core processor and geforce 9800GTX overclocked and loads of RAM, plus I have tweaked the graphics card.

I would be curious to know Flakmonkey's specs as he did the most testing and the mod will run well on his system as the min specs
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Old 03-05-10, 03:57 PM   #291
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Quote:
Originally Posted by Cambaz View Post
having a CTD problem need some help please... (using GWX with commander and some stock GWX mods)
Please be more specific, what are your system specs, operating system etc. What crash are you getting? Kernell.dll, ntdll.dll? Also, please see my answer to evan below.

Quote:
Originally Posted by evan82 View Post
I have moded stock game. For better gameplay I used only aft FM's quarters, and forward section, without engine and hatch animations. I know how to use S3D, so I scripted these compartments under my CR Dat file. I don't noticed any ID's conflicts. In port [Kiel, 1939] everything was good, exept low FPS.
Aftear two days of my way to the north sea, when FPS in the interior was perfect, I had kernel.dll crash.
I decide to check where is the problem. I removed both new compartments [3d models], and I left only textures for it in my 7 CR DATfile. After this the same situation - everything was good in port, but two days later I had another kernel.dll crash.
After this, I removed FM's textures from my 7b DAT interior file.
Now game worked fine. So where is the problem? In the 3d models, or textures? I tested also FM mod in the orginal version. The same situation.
Is this mod too big, or maybe there is bug in this mod somewhere?

Win. 32 bit,Core duo 3.00GHz, 3,24 GB RAM.
Try reading back a few pages, I was unable to run the mod except in Naval Academy until I used the 4GB patched sh3.exe from the Living Silent Hunter team and adding a boot.ini entry to run a 3GB switch. Basically it allows the game to use more memory and so far it has allowed my heavily modded game to run fine in single mission and campaign. I have similar specs to you but only 2 Gigs of RAM so I thought I'd mention it.



@ All:

I've been inspired by the Das Boot lighting mod for FM Interiors but I didn't like the bright white lights, so I spent some time editing the original values so they have an ever so slight difference in color. Some are the same but others differ to simulate the different qualities of bulbs during the wartime era. I've also removed the fog from the interior so you can now more or less see the length of the boat. Lastly, I've altered the day and night light levels to give a more dirty, oppressive atmosphere. I mainly did it for myself but I'll upload some screenies soon and if anyone wants the same effect I can upload the .dat files. They will only work with the FM interiors mod as I don't plan to do the same for the standard OH variants. If the interiors get released for the II/IX/XXI I'll probably do the same for them, but only when my current career requires that particular boat. I don't consider myself a modder, but am happy to share my preffered settings.

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Old 03-05-10, 06:50 PM   #292
Reece
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Quote:
Originally Posted by Damo View Post
Please be more specific, what are your system specs, operating system etc. What crash are you getting? Kernell.dll, ntdll.dll? Also, please see my answer to evan below.



Try reading back a few pages, I was unable to run the mod except in Naval Academy until I used the 4GB patched sh3.exe from the Living Silent Hunter team and adding a boot.ini entry to run a 3GB switch. Basically it allows the game to use more memory and so far it has allowed my heavily modded game to run fine in single mission and campaign. I have similar specs to you but only 2 Gigs of RAM so I thought I'd mention it.



@ All:

I've been inspired by the Das Boot lighting mod for FM Interiors but I didn't like the bright white lights, so I spent some time editing the original values so they have an ever so slight difference in color. Some are the same but others differ to simulate the different qualities of bulbs during the wartime era. I've also removed the fog from the interior so you can now more or less see the length of the boat. Lastly, I've altered the day and night light levels to give a more dirty, oppressive atmosphere. I mainly did it for myself but I'll upload some screenies soon and if anyone wants the same effect I can upload the .dat files. They will only work with the FM interiors mod as I don't plan to do the same for the standard OH variants. If the interiors get released for the II/IX/XXI I'll probably do the same for them, but only when my current career requires that particular boat. I don't consider myself a modder, but am happy to share my preffered settings.

Download?
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Old 03-05-10, 06:53 PM   #293
CaptainNemo12
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Tested mod with careers starting in 1st and 7th/13th Flotillas in 1942, no CTDs!
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Old 03-05-10, 11:43 PM   #294
skwasjer
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Just a few tips, if you have two (different) materials that have the same lightmap texture/map (with the same settings) you can 'reuse' the first one, by specifying the same id on both texture maps (with the green icon). The game then only loads the first one.

I think you can also do this for materials, but not by specifying the same id (because then you could not assign it to a node), but by specifying the exact same 'label'.

If not, there's another way to do this: don't use embedded textures, use external instead. Why? Well when the same texture is imported into an embedded texture in the DAT multiple times, they all actually become different textures that the game needs to load (waste!). The game has no way of knowing that they are the same texture (textures don't have an id!!!). The only way would be by again specifying the same label (although I can't confirm this). However, by loading an external texture the game knows by path that it is the same texture and thus can share it over multiple materials. Another benefit of externals is less diskspace. Keep in mind that textures can eat up memory fast, especially the TGA's used in SH3!!! DDS images can be copied in compressed form to the GFX so they are way more efficient...

S3D uses the exact same method of loading materials/textures btw.

A similar thing can be done for models. If you have two exact same models (obviously with same uv-map data too) you can specify the same id on the 2nd node, and do not need to add another modelchunk with imported data. This probably can't be used in the interior much (due to different lightmaps), but for instance bombs.dat uses this method. Some bomb types share the same 3D model (but can use a different material/texture).

If you analyze the stock files more closely you can actually see that the devs did all of the above where needed...

Since this interior becomes so huge I also recommend (but I guess it makes sense to the authors of the mod) to heavily tone down tris on area's that are obscured from view. Also remove backfaces that can't be seen, and simplify the mesh where the player can't move up too close (or if it's in the shadow). Etc.

g/l
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Old 03-06-10, 01:27 AM   #295
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Here's some screenies of my adjusted lights and ambiance, they are work in progress and I've yet to tweak the light levels a bit more as they are a little too dark maybe for some, but here's a taster:














The conning tower is also tweaked with fog removal and darkened ambiance but I've stayed clear of any blue lighting as it is not historically accurate. I'll try to get the .dat files uploaded as soon as I'm happy with my tweaks.
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Old 03-06-10, 01:42 AM   #296
Reece
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I like!!
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Old 03-06-10, 01:45 AM   #297
Damo
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Also, directed at Diving Duck, I want to remove some of the hanging salami's from the CR and in the corridor of the RR, I've located the nodes in the .dat files and was able to remove them in the S3D 3D viewer but my game crashed on load so I'm guessing they are referenced in another file but because I deleted them in the .dat it caused a crash. Can you tell me which files need the references deleted from them? It's just the ones that are hanging in main thoroughfare areas, like between the map table and the periscope housing in the command room, the single salami's hanging down the centre of the CR, obstructing the view of some guages and the ones hanging in the RR corridor. I also don't want to remove anything if it will affect the use of food related to diesel level as I like that, but a man can have TOO MUCH salami.....



EDIT:

Quote:
Originally Posted by Reece View Post
I like!!
Thanks, it's only subtle, but the Das Boot lights are too light for my liking (almost xenon..), and the stock are too orange, and the ambient light doesn't tie in well with the light the bulbs produce, not to mention the fog that seems a bit overused and the improvement without it speaks for itself.
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Old 03-06-10, 01:57 AM   #298
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Did you delete Dial and obj_Pendulum controllers (for deleted food) in *.sim file?
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Old 03-06-10, 02:00 AM   #299
Damo
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Quote:
Originally Posted by Anvart View Post
Did you delete Dial controllers (for food) in *.sim file?
Nope....

It's not a big issue, but if I know the names of the nodes or controllers in what files, I can delete them myself.
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Old 03-06-10, 02:05 AM   #300
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Quote:
Originally Posted by CaptainNemo12 View Post
Tested mod with careers starting in 1st and 7th/13th Flotillas in 1942, no CTDs!
That's good to hear. Out of interest, what are your system specs and did you use the 3GB switch and Anvart's exe file?

Nemo
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