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Old 04-08-10, 04:33 PM   #16
foz
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Default thanks again

thanks ACES ,for the link to DC SHAKE .
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Old 04-08-10, 04:49 PM   #17
Anvart
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Quote:
Originally Posted by Aces View Post
...
I've cleaned up the edges of Anvart's pennants file by changing the alpha channel a tad to loose the white outer edges to the flags, compare to my previous screenshot at the start of the thread.
...

It has been made specially more really to show of material texture...
-1!
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Old 04-08-10, 05:01 PM   #18
sabretwo
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Aces,

It looks fantastic.

Any chance of a compatibility add-on for users of OLC's GUI?
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Old 04-09-10, 01:03 AM   #19
Darkbluesky
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Quote:
Originally Posted by sabretwo View Post
Aces,

It looks fantastic.

Any chance of a compatibility add-on for users of OLC's GUI?
...and MaGUI ?

I am doing it for maGUI and ConningTowerOH, but it could be a lot better if it was compatible with all these mods, of course.
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Old 04-09-10, 03:54 AM   #20
Aces
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Hi chaps,

I've been working with V-Modifications who has very kndly sent me some files that I quickly tested last night and everything is looking very good. I will be testing and tweaking all this weekend with a view to releasing v1.5 late on Sunday and then I have to go away on business for a few days so won't be able to resume work until late next week.


Quote:
Originally Posted by brett25 View Post
hi aces,

so the New Uboat Guns mod will overwrite flakmonkeys lightmaps (guns_Sub.dat_), does your compatibility mod fixe this? I didnt see the lightmap mod in your list
Hi mate,

The New Uboat Guns mod actually uses three guns_Sub.dat files, Testpilot split the guns into three files. As things stand I have combined some "general" lightmap settings into the version included in v1.4 if it is installed after New U boat Guns but here's the problem. The NUG mod contains a large number of new 3D models for part of the guns and I don't have the facility to produce lightmaps for them. I did e-mail Flakmonkey to see what might be possible and I'll keep you posted.

--

Regarding compatability with GUIs then that's further down the line. I personally don't use any GUI mods as I don't actually play the game but I'll certainly see what might be possible.

---

Hi Magic,

I'll see what can be done mate.

----

Apologies Anvart I didn't know that was your intention, anyone not requiring them in my mod just need to remove the texture folder before installing, +! ? .

----

So, to sum up, all being well you should have v1.5 to test quite soon. The problem is that I need to test in campaigns as well and my installed mod list is VERY heavy and a typical campaign load takes about 20 minutes every time so this is slow work.

Best Regards to all,

Aces
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Old 04-09-10, 01:55 PM   #21
Magic1111
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Quote:
Originally Posted by Aces View Post
---

Hi Magic,

I'll see what can be done mate.

----


Best Regards to all,

Aces
Hi Aces !

All right mate, I´m very glad when you can do this !!!

All the best for your work !

Best regards,
Magic
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Old 04-11-10, 03:20 PM   #22
rea00cy
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Default Help!

For much that I've tried I can't make the list of mod on post # 1 (under required mods)to work on top of GWX. Could anyone outhere, having that or similar set of mods working OK, post a capture of his (her) JSMGE screen? It would greatly appreciated.
Thanks,

Happy hunting!
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Old 06-26-10, 04:00 PM   #23
Sailor Steve
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I'm using DD's OH mod, FM's New Interiors and Conning Tower Open Hatch. This let me get them to work together, but I had to install FMNI last and that made the attack scope housing 'unsolid' again (I can walk through it). Not a big problem. Bigger for me is the fact that with this compatability mod things work well, but the handle from the Radio Room hatch has disappeared. The hatch still works fine, but the handle is just gone.

Any ideas?

[edit] Problem fixed. Actually there was no problem. The handle points a different direction and is only visible if I get up close to it.
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Old 06-26-10, 04:25 PM   #24
Jimbuna
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Is v1.3 on your FF page an update of v1.4?
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Old 06-29-10, 05:35 AM   #25
Ktl_KUrtz
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Nice work and thanks for a great mod!
KUrtz
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