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Old 02-15-10, 05:41 PM   #16
conus00
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Looks really good but for some reason my conning tower is completely black.
No conflicts in JSGME. Any ideas?
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Old 02-15-10, 05:54 PM   #17
piri_reis
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Quote:
Originally Posted by conus00 View Post
Looks really good but for some reason my conning tower is completely black.
No conflicts in JSGME. Any ideas?
Same here, black untextured conning tower
I disabled almost all mods that might interfere, skins, DD_OH, Anvart's Antennas, anything that touches the conning tower, but couldnt fix it yet, still trying to get it working..
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Old 02-15-10, 08:14 PM   #18
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It sounds like another conflicting ID on the mesh, what mods are you running, its fine with GWX 3 but compatibility with others is an unknown at the moment.

+Let me know which tower it is and i`ll upload a version with a different model ID just for you. I never did find out during the testing what else in the campaign files was using the same ID. I think it came from mods made before s3d came along and gave us a re-map IDs option.
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Old 02-16-10, 07:17 AM   #19
piri_reis
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Quote:
Originally Posted by flakmonkey View Post
It sounds like another conflicting ID on the mesh, what mods are you running, its fine with GWX 3 but compatibility with others is an unknown at the moment.
Thanks for the assistance; The weird thing is I just did a completely clean reinstall of GWX3, enabled the GWX 16km and your base ExteriorLightmaps mod. Started a new career with a VIIC, tower1, and the tower is all black again
Just to be sure, I downloaded the mod again, results are the same.
Perhaps it's not an ID problem but something else, I'll try to fiddle with it and see if I can come up with why this is happening, any leads?
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Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 02-16-10, 08:23 AM   #20
flakmonkey
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Quote:
Originally Posted by piri_reis View Post
Thanks for the assistance; The weird thing is I just did a completely clean reinstall of GWX3, enabled the GWX 16km and your base ExteriorLightmaps mod. Started a new career with a VIIC, tower1, and the tower is all black again
Just to be sure, I downloaded the mod again, results are the same.
Perhaps it's not an ID problem but something else, I'll try to fiddle with it and see if I can come up with why this is happening, any leads?
Try this one http://www.filefront.com/15599979/Ex...D%20testing.7z
It includes turm1 with a differend ID for the mesh, if this solves the problem of the black tower i`ll change the mesh IDs on the other towers too.
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Old 02-16-10, 08:56 AM   #21
piri_reis
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Quote:
Originally Posted by flakmonkey View Post
Try this one http://www.filefront.com/15599979/Ex...D%20testing.7z
It includes turm1 with a differend ID for the mesh, if this solves the problem of the black tower i`ll change the mesh IDs on the other towers too.
Thanks Flakmonkey, that fixed it. FYI I did two tests:

1.Clean GWX3
2.Modded GWX3 (StNaz&Schulese otherUnits v4, WB_VonDos_Campaing_2.7,DD_OH_3.09)

both, lightmaps were working beautifully
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Oct.29.1939, 2nd Patrol Eastern English Waters
Running SH5/TWOS
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Old 02-17-10, 02:00 AM   #22
Anvart
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Good work, Flakmonkey.
...

The second part is removed, because the author prefers only positive responses...
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Last edited by Anvart; 03-27-10 at 06:04 AM.
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Old 02-17-10, 03:33 PM   #23
ViperU48
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It's looking beautiful!

I also just put in the turm 1 update and that fixed my black conning tower too.

I was just wondering if there will be a re-release with the fixed turm 1 tower and a compatibility version made with the waterstream+exhaust combimod? (exhaust still works but streams are gone when enabling this mod).

Not that there's any rush as I understand that quite a grand mod is in the works..
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Old 02-17-10, 03:37 PM   #24
[SJ]nailz
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I am too eagerly awaiting a version compatible with Exhaust & Streams v2.1


I will also wait patiently....
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Old 02-17-10, 05:51 PM   #25
Rhodes
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Default My new conning tower stealth camouflage!

Just to show my new tower camouflage! This new special sthealt ink was developed by the engeniers of the u-boat waffe for the boat who are going to patrol the americas. They guarantee that this camo makes the tower more black than the darkest night! Special made for night surface attacks! Since only a few litres were made, only the tower was painted...



Just a joking! Tried the mod but got the same trouble that other's, but since I was not in mood for exiting the game and reloading all over. So For this patrol, my tower is camouflage...
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Old 03-01-10, 04:03 AM   #26
ViperU48
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Just to update for this mod; because it is in my opinion very promising and I hope that it does not get overshadowed by the awesome mods that are coming out there now (Flakmonkey's other big one included of course ) :

The new ID-fixed Turm 1 update posted earlier solves the issue of the black conning tower, but it seems that it also removes all water reflections for the type7 (both conning tower and hull). The original version works, and the black conning tower is even reflected.
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Old 03-04-10, 07:08 AM   #27
flakmonkey
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Quote:
Originally Posted by ViperU48 View Post
Just to update for this mod; because it is in my opinion very promising and I hope that it does not get overshadowed by the awesome mods that are coming out there now (Flakmonkey's other big one included of course ) :

The new ID-fixed Turm 1 update posted earlier solves the issue of the black conning tower, but it seems that it also removes all water reflections for the type7 (both conning tower and hull). The original version works, and the black conning tower is even reflected.
Oops, its because i play with reflections turned off to avoid an intel gfx glitch, i must have forgotten to switch them back on before uploading the ID fixed version.
I will upload a new version eventually but for now if you are familiar with s3d its an easy enough one to fix.
  • open s3d
  • find and open turm7c_1hd.dat (that may not be the exact filename but you`ll find it)
  • ctrl+f to open the find box, and search for "waterreflection"
  • for each waterreflection node change the values reflection=0 and refraction=0 to =1.
  • repeat with all the waterreflection nodes in the turm dat and then move on to the 7c_hull.dat and do the same.
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Old 03-04-10, 10:27 AM   #28
Aces
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Thanks Flakmonkey great work,

Greetings,

I have made the alterations mentioned by Flakmonkey to his ExteriorLightmaps ID testing mod/update to enable water reflections.
Thanks to Flakmonkey for this excellent mod, all I have done for convenience is edited the files as he advises. I am at work at the moment and will test tonight but I think I have carried out his instructions correctly. I have uploaded it for anyone who wishes to try it.

http://www.filefront.com/15738625/FM...eflections.rar

Best Regards

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Old 03-08-10, 09:00 AM   #29
Kpt. Lehmann
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STUPENDOUSLY AWESOME WORK FM!!!

I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.

Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!

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Old 03-08-10, 09:23 AM   #30
Kpt. Lehmann
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Quote:
Originally Posted by Kpt. Lehmann View Post
STUPENDOUSLY AWESOME WORK FM!!!

I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.

Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!

WITH the new exterior lightmaps:


WITHOUT the new exterior lightmaps:


WITH the new exterior lightmaps:


WITHOUT the new exterior lightmaps:


...AND you can see the difference here even without comparison. The definition of the bridge detail is VERY much improved:
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