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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Soundman
![]() Join Date: Jul 2008
Posts: 143
Downloads: 220
Uploads: 0
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thanks ACES ,for the link to DC SHAKE .
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#17 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() ![]() ![]() It has been made specially more really to show of material texture... -1! ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#18 |
Frogman
![]() Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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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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#19 |
Sparky
![]() Join Date: Sep 2006
Posts: 155
Downloads: 61
Uploads: 0
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#20 | |
Ace of the Deep
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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:
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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#21 | |
Silent Hunter
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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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#22 |
Loader
![]() Join Date: Jul 2007
Location: Central FL
Posts: 88
Downloads: 337
Uploads: 0
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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.
![]() Thanks, Happy hunting!
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ATROPOS-the deadly nightshade Last edited by rea00cy; 04-11-10 at 06:42 PM. |
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#23 |
Eternal Patrol
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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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“Never do anything you can't take back.” —Rocky Russo Last edited by Sailor Steve; 06-27-10 at 08:19 PM. |
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#24 |
Chief of the Boat
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Is v1.3 on your FF page an update of v1.4?
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#25 |
Commodore
![]() Join Date: Aug 2008
Location: U-30
Posts: 600
Downloads: 916
Uploads: 12
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Nice work and thanks for a great mod!
![]() KUrtz
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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