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Old 03-06-10, 11:45 AM   #1
TH0R
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Some screen shots please?

EDIT: Ah, I see you have included them with the mod. I love that diesel exhaust smoke. I wish we had it in RFB.

Also, ship ID numbers look great.
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Old 03-06-10, 03:45 PM   #2
TheBeast
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Quote:
Originally Posted by TH0R View Post
Some screen shots please?

EDIT: Ah, I see you have included them with the mod. I love that diesel exhaust smoke. I wish we had it in RFB.

Also, ship ID numbers look great.
Yes, I did include some screen shots but the included readme.txt decribes all or most of the changes.

BTW, I got the idea for the Exhaust from a RFB mod that Keldunk made.

Quote:
Originally Posted by abclkhan View Post
HI

I d like to cut off the flag, since it stays up even when the sub is underwater.
I sit possible?

I liked this mod!
I didn't make the flag go away when you dive because it still shows the 3d model as a unjulating jelly blob when submerged.
If you want to delete the flag yourself, you can download Skwas S3D 3ditor and remove the Battle_FLG node from the NSS_<Class>.dat file.

NOTE: Some boats had a Flag Pole on the Tower so I use it when present. The other boats I attacked the flag to the Anttena Array - aft post.

-TheBeast
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Old 03-07-10, 10:23 AM   #3
runningdeer
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I really like this mod. I like the diesel smoke especially. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.

I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.

Thanx for mod, it's pretty cool .
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Old 03-07-10, 10:27 AM   #4
runningdeer
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I really like this mod. I like the diesel smoke especially. The exhaust gives it a great feel. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works, in the process. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.

I'm not very good with 3d modeling or working much with the game files but I really enjoy changing the textures and am very good with my photoshop. I want to be able to make exceptional sub skins.

I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.

Thanx for mod, it's pretty cool .
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Old 03-07-10, 12:03 PM   #5
TheBeast
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Quote:
Originally Posted by runningdeer View Post
I really like this mod. I like the diesel smoke especially. The exhaust gives it a great feel. I would like to personalize some of the textures, for my own game play. And try to gain a good understanding of how it all works, in the process. I stand to learn a lot from this mod. I think its a great mod and possibly a way to enable me to make some excellent skins.

I'm not very good with 3d modeling or working much with the game files but I really enjoy changing the textures and am very good with my photoshop. I want to be able to make exceptional sub skins.

I would like to activate this mod alongside TMO v1.9...to work with together. Could you please instruct me on how to best do this. I know you address this in the description but I need further instructions, please.

Thanx for mod, it's pretty cool .
The only files you want to port into TMO are the .dat files located in Data\Objects and Data\Submarine\NSS_<ClassName>.
This may have some effect on how the damage model is displayed but I am not sure. They may have also done some work on Bubbles and Seaspray but not sure. You may want to ask in the TMO thread.

Do not port any other files into TMO as it may severely change the TMO gameplay model.

-TheBeast
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Old 03-07-10, 12:21 PM   #6
runningdeer
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Thanx for the quick reply...Okay I think I understand the instructions and i'll go post something in the TMO thread.
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Old 03-07-10, 03:20 PM   #7
TheBeast
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Quote:
Originally Posted by runningdeer View Post
Thanx for the quick reply...Okay I think I understand the instructions and i'll go post something in the TMO thread.
I hope you are able to obtain the SHIV configuration you are working towards!
Ping me again if you have any further questions regarding this mod.

-TheBeast
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Old 03-07-10, 06:08 PM   #8
runningdeer
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..................lol, well I am waiting for Ducimus or somebody else from the TMO thread to reply about the compatibility of the mods together. I'm sure when they have time I'll get a reply.

For now...could you help me apply just the diesel smoke, along side my TMO?

Love that exhaust .

Thanx.
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Old 05-06-10, 05:41 PM   #9
Jan Kyster
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Quote:
Originally Posted by TheBeast View Post
If you want to delete the flag yourself, you can download Skwas S3D 3ditor and remove the Battle_FLG node from the NSS_<Class>.dat file.
Stupid question... but can a node be enabled/disabled by the use of adding a key command?? Like Alt-F to toggle enable/disable flag?
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Old 05-06-10, 05:54 PM   #10
TheBeast
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Quote:
Originally Posted by Jan Kyster View Post
Stupid question... but can a node be enabled/disabled by the use of adding a key command?? Like Alt-F to toggle enable/disable flag?
Not that I am aware of. If you discover that it can be done, please let me know.

NOTE: If this flag was attached to invisible extendable mast (Like Periscope Mast) you could in theroy make the flag appear on water transition +6'. Make the mast raise at same angle, height and position as the default flag pole.
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Last edited by TheBeast; 05-11-10 at 04:32 PM. Reason: Added NOTE
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Old 05-06-10, 11:30 PM   #11
Reinhard Dietz
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Thank you very much for this. The diesel exhaust eats my FPS but it's still a beautiful boat, especially with her specific numbers.
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