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#1 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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hmm cant hear any ship triggered FX effects from you ship as well, only shell impact sounds...
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Stormy...... |
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#2 | |
Black Magic
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#3 | ||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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![]() Also noticed one thing, SteelViking added sound to the bow wave (which was a nice little detail ![]() EDIT: Quote:
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#4 |
Black Magic
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Select the root node of the ship in Goblin Editor. Right click on it and select 'Show Damage'. You'll see it draw boxes on the screen on the ship. Each box has an associated zone number in \data\Zones.cfg. That zone number determines that zone's hitpoints, armor level, effects to be played based on damage taken, and flooding model. My FX_Update mod changed many of the ships (almost all if not all the merchants) zones to point to some new zones for a different flooding/damage model.
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#5 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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Okay, just got around to looking into this zone verifying/no sound business in depth. So, TDW what you are saying is that we should change the values of the damage zones(boxes) themselves to point to a value in the zone.cfg that SH5 is supposed to use. I am asking for confirmation because the values in right now for the SHIV ships is a valid entry in the zone.cfg, I am guessing it is just wrong for SH5.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#6 |
Navy Seal
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Here are some of the buoys added to the campaign.
This is looking back at Bergen harbour. ![]() And further out. ![]() Out through Bergens deep water sound. ![]() |
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#7 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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very nice trevally
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#8 |
Navy Seal
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