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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
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But I installed it via JSGME and it works
![]() Edit : Or, it´s easy to make it JSGME ready
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![]() ![]() Last edited by McHibbins; 03-09-10 at 06:56 AM. |
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#32 |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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well thats a good thing right?
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#33 |
Seaman
![]() Join Date: Mar 2007
Location: Sweden, Stockholm
Posts: 33
Downloads: 15
Uploads: 0
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My god! Looks awesome!
Thanks you! ![]() ![]() |
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#34 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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#35 |
Officer
![]() Join Date: Mar 2007
Location: UK
Posts: 246
Downloads: 0
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Great work on the mod. The ray density is a little too much for my liking so I'm going to tweak that setting a little.
It is very, very easy to make this JGSME ready. Just make your own folder in the JGSME "mods" folder called something like "Capthelms_Lighting_Mod" or similar and copy the "data" folder from Cap's mod into it. Run JGSME and install. Please note that I'm at work so I can't check that my instructions are 100%! Use with caution! |
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#36 |
Seaman
![]() Join Date: Mar 2010
Posts: 33
Downloads: 5
Uploads: 0
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instructions are good to go. i know the OP'er from another forum and have explained JSGME usage.
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#37 | |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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![]() Quote:
feel free to make a JSGME version Ali. ![]()
__________________
![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#38 |
A-ganger
![]() Join Date: Mar 2010
Posts: 78
Downloads: 22
Uploads: 0
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So what setting controls the ray length? Please?
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#39 | |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
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I have not tested in game to see how this affects the No Damn Bubbles, No Damn Halo Mod. |
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#40 |
Seasoned Skipper
![]() Join Date: Feb 2008
Location: Good old Germany
Posts: 739
Downloads: 80
Uploads: 0
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Both mods disable the halo effects on crewmembers or installations. They tweaked the same file in the same way. JSGME tell u that there´s a conflict because of the same file but these conflict will not affect your gameplay.
Edit: Original : [InteractiveObjectsHighlight] Spread=2 Blend=0.5 ColorR=0.58 ColorG=0.47 ColorB=0.23 . . . . . Both mods : [InteractiveObjectsHighlight] Spread=0 Blend=0 ColorR=0.58 ColorG=0.47 ColorB=0.23 File : data/cfg/Lights As u see, in both mods the only tweak is Spread+Blend was set to 0 So, a conflict but no problem
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![]() ![]() Last edited by McHibbins; 03-09-10 at 05:34 PM. |
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#41 |
中国水兵
![]() Join Date: Feb 2010
Posts: 284
Downloads: 10
Uploads: 0
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Looks breathtaking!
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#42 |
Watch
![]() Join Date: Mar 2010
Location: Germany
Posts: 20
Downloads: 4
Uploads: 0
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Sweet eye candy
![]() Thanks very much for this, superb awesome. |
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#43 | |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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![]() Quote:
dont see the point of the lights cfg editing though? never spotted crew glow on this? its the texture i think thats been dimmed down to transparent ,renamed or removed. no crew glow on my screen? check my screens start of thread.
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 Last edited by capthelm; 03-10-10 at 05:57 AM. |
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#44 |
Lieutenant
![]() Join Date: Jun 2008
Location: The system might fail you. But dont fail youself...................
Posts: 252
Downloads: 36
Uploads: 0
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Sweet.
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#45 |
Swabbie
![]() Join Date: Oct 2005
Posts: 12
Downloads: 14
Uploads: 0
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really nice effekts in the daylight, but if you've got full moon, this effekt is to bright for my liking, never saw such a moonlight reallife, anyone agrees?
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