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Old 11-14-11, 09:15 AM   #781
robbierob2005
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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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Old 11-15-11, 02:28 PM   #782
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Originally Posted by robbierob2005 View Post
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've read about similar issues in the past, and they usually lead back to the cameras.dat file. Have you tried disabling and then re-enabling the mod? If so, and the issue persists, I'd think about re-downloading in case you've got a corrupt file in the version you're trying to use.
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Old 11-15-11, 02:44 PM   #783
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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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Old 11-15-11, 03:36 PM   #784
frau kaleun
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Quote:
Originally Posted by Fish In The Water View Post
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?
I made some new textures for the maps/charts on the navigator's workspace and the one in the conning tower interior in the Type II interior that would never "take" in the game either. I tried pretty much everything you mentioned above and nothing worked. This was the case even in my stock install with no other mods enabled, so in my case it had nothing to do with an already modded interior.

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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Old 11-15-11, 05:11 PM   #785
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I made some new textures for the maps/charts on the navigator's workspace and the one in the conning tower interior in the Type II interior that would never "take" in the game either. I tried pretty much everything you mentioned above and nothing worked. This was the case even in my stock install with no other mods enabled, so in my case it had nothing to do with an already modded interior.

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.
Interesting it still happened in stock. Seems a good clue to look elsewhere for the cause. Also, I like your thought regarding 'clickable' areas. That would certainly apply in my case as well and provides good food for thought as I hadn't considered that before.

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.
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Old 11-15-11, 05:44 PM   #786
frau kaleun
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Quote:
Originally Posted by Fish In The Water View Post
Interesting it still happened in stock. Seems a good clue to look elsewhere for the cause. Also, I like your thought regarding 'clickable' areas. That would certainly apply in my case as well and provides good food for thought as I hadn't considered that before.

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.
No problem... if you find something that works on your texture, please let me know. I still have the .tga files I made and I'd love to get them to work somehow.

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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Old 11-16-11, 07:03 AM   #787
SquareSteelBar
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Quote:
Originally Posted by Fish In The Water View Post
...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...
What boat type?
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Old 11-16-11, 12:37 PM   #788
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What boat type?
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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Old 11-16-11, 01:23 PM   #789
SquareSteelBar
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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.



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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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Old 11-16-11, 02:31 PM   #790
Fish In The Water
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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.
Awesome!

Just ran a quick test myself and it's working!

I guess the reason I couldn't find it is I'm running a 'mutant' mod combining FM's RR.dat and Aces' CR.dat. The 'saltea' tag cleared it up though as I did a quick search in Aces' file and found it under node 2511.

Once I swapped out the new 'druck_radio_7.tga' it overwrote the bedding.tga in FM's mod and loaded up like a charm. Thanks for the help mate, you really unlocked this one for me. Greatly appreciated!
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Old 11-25-11, 06:26 AM   #791
briklebritt
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I got problems with LSH v5.1 and LSH OLC gui - when i activate FMinterieur + "FM_NI_Fix_for_OLC_GUI_001" then i am missing zoom levels in periscope. Anybody can help?
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Old 11-25-11, 06:44 AM   #792
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Hey! Where can I get one of those Kriegsmarine blankets???
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Old 11-25-11, 07:35 AM   #793
SquareSteelBar
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Kriegsmarine Blanket
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Old 11-25-11, 09:18 PM   #794
Fish In The Water
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Hey! Where can I get one of those Kriegsmarine blankets???
Don't leave home without it!
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Old 11-26-11, 05:55 AM   #795
RICH12ACE
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hi all i have just installed the mod and the only thing i cannot get working is the flag coming up and the hatch on the bridge opening
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