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Old 05-28-11, 10:58 PM   #1
Anthony W.
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Does it work with TMO?
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Old 06-01-11, 01:24 PM   #2
jhapprich
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ive uploaded a new version with minor changes.there are fully working extensibles now.use shif+X to raise the snorkel, while the radar is connected to the obs periscope.

link: http://www.gamefront.com/files/20391073/Projekt+601.exe
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Old 07-23-12, 07:21 PM   #3
discfanatic
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great sub, having lots of fun with this one
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Old 07-24-12, 03:10 AM   #4
Stormfly
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Thanks a lot for this !

...using a russian voice pack with it gives a realy cool immersion, also edited the SDL file and expanded minimum sound range to make the exterrior diesel/electric engine sounds hearable from the interrior (just barly but immersive), also made the e-engine sound 3D.

...the problem is by testing this i renember an old SH4 interrior model problem, it seams to be build in reversed so i hear the external engine sounds from the interrior bow comming.

...i also renember that some modders solved this, at least for the US interriors.

...anyone with a new or old solution ?
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Old 07-24-12, 11:46 AM   #5
Stormfly
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...do you thing you could make a US version of it, as i like to use the US interrior from Trigger Maru (clickable 3D Gauges and so on)... maybe also the sound problem is gone in that case.
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Old 07-24-12, 04:36 PM   #6
Stormfly
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...never mind, done it by myself, also the sounds are correct now
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Old 07-31-12, 05:12 PM   #7
Brewster
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Cool!
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Old 07-29-14, 02:58 AM   #8
jhapprich
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hmm not bad, maybe even better withe the rusted black skin from the echo1? are you able to make normal-maps and ao?
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Old 07-29-14, 03:15 AM   #9
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ok here is something i did to improve the skin of the project 641 Foxtrot mod: open the submarines .DAT withs s3d, export all the 3d-modles from the nodes. open the models - one by one - with milkshape or whaterver and save them withe the same name but with -uv2.obj so they are being recognized by the editor as second (ambient occlusion) layer. export the models skin/texture as well and open it with gimp or photoshop. add a greyscaled map of the texture, adjust the color-curves so there is more contrast and least white areas,then copy it into the texture`s the alpha-channel and save it as dds. reload the models into the s3d editor and add the new map with an AO-texture-map applied to the texture-node. voila a fake ao and better hull detail, even some reflection.

see: http://www.subsim.com/radioroom/show...ar+Map+Stanger

http://www.subsim.com/radioroom/show...+659T%2FECHO+I

and: http://www.subsim.com/radioroom/show...ROT+mOD&page=3

Last edited by jhapprich; 07-29-14 at 04:36 AM.
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