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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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There's a setting in the sh3.sdl file that will adjust this. Use the S3D editor and navigate to:
SH3\data\Sound\Sh3.sdl Once there, (if memory serves correctly), I believe you're looking for the 'Submarine_diesel_exterior.wav' file. Simply lower volume as desired, save and presto - all done! ![]()
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#2 |
Watch Officer
![]() Join Date: Jun 2006
Location: Beneath the surface.....
Posts: 334
Downloads: 83
Uploads: 0
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I have a question about this mod.
I installed it in the order as it says in the manual and it seems to work. However, when I've walked through the boat with shift-f2 and go back to the CR this works. But, when I press F4 to go to the bridge my screen goes black. All animaties are gone and the game is now at 1fps. I have to ctrl-alt-delete out of the game to close it. Are there more with this problem? Or did I do something wrong? I only have GWX3. No other mods are active. Last edited by robbierob2005; 11-14-11 at 11:50 AM. |
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#3 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#4 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
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While we're on the topic of strange issues and New Interiors, I've got one I'd like to throw out in case anyone has a suggestion (or perhaps even experience with it).
![]() I'm trying to change the texture for the captain's bed, but so far the 'game' is refusing to cooperate. I've gone in to the [Boat Specific]RR.dat file and changed the path as well as the embedded image but it still insists on loading the old one. The original is not in either of the texture folders, although I have found it in the 'int_2_1.tga file'. Trouble is even when I replace the aforementioned file with one that contains the correct texture is still loads the old one from somewhere. ![]() I've tried deleting the embedded file and placing the new one in the Textures folder but still no joy. I even renamed the replacement and changed the .dat file paths to match but still no go. Basically, I've been through the .dat with a fine tooth comb and I can't find where it's still drawing it from. Textures don't have ID's so I'm thinking that's out. But at this point, I'm just wondering if anyone else has ever tried something similar, and if so how did you get it to work? ![]()
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#5 | |
Rear Admiral
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OTOH those areas are "clickable" in the game (and take you to the Nav Map or Attack Map) but I have no idea if that has anything to do with it... finally I just contented myself with getting the existing ones to display with the proper lightmapping or whatever it's called (which was not difficult) and gave up on the rest. |
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#6 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
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![]() Quote:
I'd just like to add I do think it's doable as I was testing out another super mod that was able to change the texture. Just not sure how they got there is all. Will have to scratch the old noggin a little further on this one. ![]() In the meantime, very interesting, and thanks for the input. ![]()
__________________
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#7 | |
Rear Admiral
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Did your new texture show up correctly in the model preview when you actually put it in the .dat file? Mine always did, which made it really frustrating when I'd load up the game and they still weren't there. Found the thread where it was discussed before in case anything there is useful: http://www.subsim.com/radioroom/showthread.php?t=166243 |
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#8 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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#9 |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
Uploads: 2
|
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Type 7.
I was just looking through the Interior .dat files in the NYGM mod and they don't seem to contain nodes for the bedding at all. Which leads me to believe the ones in the NI dat may well be redundant. Obviously they're being called from somewhere else, but I still haven't been able to identify where. ![]()
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#10 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
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What are you exactly looking for? Captain's bed in NI?
It's included in NSS_Uboat7_CR.dat -> Node 2669 - saltea -> texture included in druck_radio_7.tga upper right corner. ![]() ![]() ______________________________ For testing I just changed the tga in dat without any problem before: ![]() after: ![]() . Last edited by SquareSteelBar; 11-16-11 at 01:58 PM. |
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