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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#391 |
Silent Hunter
![]() Join Date: Aug 2005
Location: Figueira da Foz, Portugal
Posts: 4,520
Downloads: 110
Uploads: 0
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Small update, tried the mod in career. Started at sea, no CTD!Slow game in the new rooms but normal for my specs! After the patrol will try to begin in port!
For my specs and mods go here: http://www.subsim.com/radioroom/show...&postcount=372 So, until now ![]() |
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#392 | |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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I read the thread on the link you sent and I have to admit: I don't understand it. I downloaded and unpacked the "EditBin-7z" but now I don't know how to open the "sh3.exe"-file and all the rest ... As you can see, I'm just a simple-minded user ![]()
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#393 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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The 7z download from filefront appears to be broken.
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Irish1958 ![]() |
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#394 |
Sparky
![]() Join Date: Jun 2006
Location: NY
Posts: 153
Downloads: 144
Uploads: 0
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Runs nice
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#395 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
@Irish: thanks for the report, will check it asap. @Kapitän: check the German UBI forum: http://forums-de.ubi.com/eve/forums/...5791056528/p/8 Although the post reveals nothing new as it is in English, see the following posts. Others have had the same problems like you. Regards, DD
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#396 |
The Old Man
![]() Join Date: Mar 2010
Location: Frankfurt, Germany
Posts: 1,580
Downloads: 29
Uploads: 0
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@ DD: Thanks for this. I will check it. Hopefully, I will be able to activate the FM-Mod at last ..
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KSDII-Ace/GWX 3.0 Gold/CCoM 10.0 + h.sie-patch; Windows 7 (64-bit); NVIDIA GeForce GTX650 (310.90) |
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#397 |
Planesman
![]() Join Date: Jan 2010
Location: Italy
Posts: 196
Downloads: 333
Uploads: 0
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I'm still downloading the mod but before all I would like to thank you for this exceptional work!Absolutely fantastic!!!Absolutely marvellous!!!
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#398 |
Stowaway
Posts: n/a
Downloads:
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Just want ro say thanx for the FM_NewInteriors V1.0 mod, combined with the GWX3 ol sid has put to sea again, ha harr, Jim lad, pass me spanner, me nuts r leakin.
![]() I tried the opened turm tower as well, if this keeps up we'll have water coming down through the open atchway, ha harr, Jim lad, pass me brolly ![]() I'm amazed, I forgot how good SH3 really is, it's November 43 and attacking a convoy is much harder than SH4, gotta think of me shipmates ain't I. ![]() Thanx again |
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#399 |
Loader
![]() Join Date: Jul 2007
Location: Central FL
Posts: 88
Downloads: 337
Uploads: 0
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Hi, FK and to all others involved in this mod. I just DL and tested over a stock copy of the game. Marvelous!
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ATROPOS-the deadly nightshade |
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#400 |
A-ganger
![]() Join Date: Apr 2005
Location: dogger bank
Posts: 74
Downloads: 252
Uploads: 0
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Hi there!
First of all THANX for this great piece of work; especially the animated MAN Diesels are impressive! Concerning the sound of the diesel I have a question: In reality the sound of the diesels could hardly be heard on the bridge (cause they were under several layers of steel and the water line; only the exhaust pipes were above) but were heard everywhere IN THE BOAT. You will see this watching "Das Boot". Using GWX you have the opposite situation: Loud diesel sound on the bridge and a little bit less in the boat. Now here's my question: How can I change the diesel sound level to have it the other way round (inside more, outside less)? Do I have to edit the sh3.sdl (and if so, which tool do I have to use?)? I've erased all sound files from flakmonkeys mod and installed it. Of course there's now no 3d sound effect, but the diesels were too loud in the command room (coudn't understand my officers anymore). If I now could change the levels as described above, a good compromise would be done. Any ideas? Thanx; thoomsn |
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#401 | |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Moin,
Quote:
Regards, DD
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#402 |
Grey Wolf
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Its a pity i never managed to get the method of using collision planes to restrict the camera to work properly, it seemed to be a good solution, at least in theory.
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#403 |
Nub
![]() Join Date: Jun 2009
Posts: 4
Downloads: 41
Uploads: 0
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First: what a GREAT, OUTSTANDING JOB !!!!
Flackmonkey, DivingDuck, you are modding gods! It is realy amazing what can be done. I aked myself "how the hell is this possible?" Since this here is a GREAT COMMUNITY, the forum is areach source of good tips and hints, and good tools (OUTSTANDING also: SH3 Editor) So I downloaded a free trial of 3DsMax and started, hell what a mass of buttons and sliders! A real complex program. I am happy that the internet is filled with "YouTube"help videos for any kind of questions (in my youth getting infos was a hard job ....) So I learned something about "ObJ" and "MTL" files, "Gizmos" and this UVW-thingy, and texture-baking (who invented this name? a woman? hell, real sailors would have called this texture burning) and after hours I came up with something which at least gave me the impression to be on the right track: ![]() Hell, with this seed I would have complete a sngle room not before year 2012! So I realy know what a hard&Excellent Job was done by Flakmonkey & DivingDuck, and I wait for the two remaining rooms modeled by you both. PLEASE, PLEASE! and thanks again for thisgreat mod, I realy enjoy it. Best wishes, sflo |
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#404 |
Grey Wolf
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![]() ![]() I have to admit im rather tempted to just "borrow" sh5s interiors for the torpedo rooms, theryre nicely modelled, i think i should do it properly and make my own, doesnt mean i cant use UBIs models as reference though ![]() ![]() Last edited by flakmonkey; 03-17-10 at 09:34 AM. |
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#405 |
Nub
![]() Join Date: Jun 2009
Posts: 4
Downloads: 41
Uploads: 0
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Hi Flakmonkey,
thanks for the reply. Hmmm, poly-count in this (only the things which can beseen here, I did not added the rest of the room) is 31699 Triangles. Yup, a lot of the faces are actually "inside" other objects ond occupy ram and cpu time , but I have the "gut feeling" that the poly-count is less important than the final texturing. To be honest, this Occluson-Mapping is still a magic thing for me, and while I tried to figúre this out,I stumbled across the "texture baking", which I happily adopted as my fast way to go (basically export all "sub" objects from max as obj (polygons), then re-import all (each as single mesh) into a scene for "rendering", then render to texture, save texture as TGA file, then "collaps" the "auto-generated UVW-wrap" modifier ( this 3DMax is doing a lot of things for you ![]() the "collapsed" objects as "triangles" for re-import into the dat file. Pretty simple. I think this is not optimal, but it gives good results in a fair ammount of time. However, the most important thing from your post was: YOU are still on this topic ![]() Hurray!!! So I (and the rest of the community, I suppose) will wait for the remaining rooms, and if they have the quality you already achieved for the diesels, it will be fantastic. Take all time you need ! don´t hurry! ( knowing that you did not forgot us SH3 buddies and went totally to SH5, is sufficient, we can wait ) And please, borrow as much from SH5 as you like ... if it is already there, why not re-use this? I am a big fan of your work, best wishes, sflo |
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