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Old 11-11-11, 06:45 PM   #16
Madox58
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Originally Posted by jimbuna View Post
certain files were purposely connected to others for reasons felt valid at the time.
Many files are cross-linked for many different reasons in GWX.
If you tried to draw a picture connecting all the cross-links?
It would probably look like a young child's first time with a crayon!!


Many times this was done to re-use existing data instead of just slapping in more stuff to load at Game start.
There are many dats and such that were used from many Modders that GWX Dev's rolled into one dat and such instead of many as they used the same textures and stuff.
No need to have 4 dats that use the same texture when 1 dat will do the job.

Other times it was done to place things in logical locations for a particular reason.

It's nice to create new dats and support files for a stand-alone Mod as it makes it mostly cross Mod compatabile.
But for any Major Mod such as LSH, NYGM, WAC, GWX?
Cutting down total files and file sizes is a major consideration.

Had We went on another year or so?
I'd bet GWX would have been reduced quite a bit more in total on-disk size while offering even more cool stuff.
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Old 11-11-11, 06:59 PM   #17
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Quote:
Originally Posted by privateer View Post
Many files are cross-linked for many different reasons in GWX.
If you tried to draw a picture connecting all the cross-links?
It would probably look like a young child's first time with a crayon!!


Many times this was done to re-use existing data instead of just slapping in more stuff to load at Game start.
There are many dats and such that were used from many Modders that GWX Dev's rolled into one dat and such instead of many as they used the same textures and stuff.
No need to have 4 dats that use the same texture when 1 dat will do the job.

Other times it was done to place things in logical locations for a particular reason.

It's nice to create new dats and support files for a stand-alone Mod as it makes it mostly cross Mod compatabile.
But for any Major Mod such as LSH, NYGM, WAC, GWX?
Cutting down total files and file sizes is a major consideration.

Had We went on another year or so?
I'd bet GWX would have been reduced quite a bit more in total on-disk size while offering even more cool stuff.
Much better put than me Jeff
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Old 11-11-11, 07:24 PM   #18
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Much better put than me Jeff
Didn't want someone miscuing your meaning as an 'implied purposeful intend to hide things'.


After all. You can't hide anything once you release the files!
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Old 11-11-11, 07:28 PM   #19
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Much better put than me Jeff
Guys, you did an awesome job, there is absolutely no denying that!

I will go back to my original plan and inject stock SH3 with as many goodies as possible to make it as close to GWX as possible. Although it will also a bit of time and effort, but at least I will know what I am doing and the end result will definitely have the AI and core gameplay that I prefer

I have found the periscope, deck gun and UZO graphics and successfully replaced the stock ones with the GWX ones (they live here: Progs\SH3\data\Menu\Gui)

Could anyone be so kind and tell me where I can find the mod so that my navigation map would be labeled like it is in GWX? I looked through every single SH3 mod in download section here (there arnt that many of them here to honest) and could not find anything.


English lables would be better still, but German would be better than nothing too. My map at the moment looks like this secondary school geography project in its initial stages:
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Old 11-11-11, 07:44 PM   #20
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Find any post by jimbuna and go to his downloads by the links you'll find.
Get the GWX 3 Manual and all Mods are documented in it.
Maybe that will help.
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Old 11-11-11, 08:28 PM   #21
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Thanks for those links! I got a couple of mods from the first one (seabed and uniforms ), but links 2 and 3 are dead. Could you kindly check them?
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Old 11-11-11, 08:30 PM   #22
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Originally Posted by privateer View Post
Find any post by jimbuna and go to his downloads by the links you'll find.
Get the GWX 3 Manual and all Mods are documented in it.
Maybe that will help.
Good advice, thank you!


EDIT: Followed the advice and found out that the Navigation map mod author is FLB Sale 999. I have now successfully extracted the properly labeled maps form GWX and put the into SH3. Their location is SilentHunterIII\data\Terrain\Maps. One needs to replace both Map1 nad Map2 folders. A SUPERB mod!

Last edited by 89; 11-11-11 at 09:52 PM.
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Old 11-12-11, 05:26 AM   #23
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Good luck with your project
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Old 11-12-11, 09:07 AM   #24
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I have now found the location of all GXW u-boats' skins (they are superb! The boats look well maintained and do not have weird paint schemes- very classy!). If one reads this and would also want to do the same- copy folders "Objects" and "Submarine" and paste'n'replace these folders into your original SH3 directory. Also I was not able to find these particular skins in the Downloads section, but I prefer them to everything that i saw there.
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Old 11-12-11, 09:35 AM   #25
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Originally Posted by 89 View Post
I have now found the location of all GXW u-boats' skins (they are superb! The boats look well maintained and do not have weird paint schemes- very classy!). If one reads this and would also want to do the same- copy folders "Objects" and "Submarine" and paste'n'replace these folders into your original SH3 directory. Also I was not able to find these particular skins in the Downloads section, but I prefer them to everything that i saw there.
Good stuff, keep on keepin' on!
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Old 11-12-11, 05:46 PM   #26
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Quote:
Originally Posted by 89 View Post
I have now found the location of all GXW u-boats' skins (they are superb! The boats look well maintained and do not have weird paint schemes- very classy!). If one reads this and would also want to do the same- copy folders "Objects" and "Submarine" and paste'n'replace these folders into your original SH3 directory. Also I was not able to find these particular skins in the Downloads section, but I prefer them to everything that i saw there.
If you want a further source of quality skins I have the full set by FUBAR....click on the link above my sig.
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Old 11-12-11, 05:54 PM   #27
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... Overall (apartfrom the surfacing "niggle") I think GWX sound is as good as it can get. Ah, the only other niggle I would like to replace there is the "Jawohl Kaleun! Ding-ding!" stuff...
You may have come across them by now, but if not:

No Jawol http://www.subsim.com/radioroom/down...o=file&id=2861

No Ring Ring http://www.subsim.com/radioroom/down...do=file&id=419

And a quieter Ring Ring http://www.subsim.com/radioroom/down...do=file&id=425

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