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View Poll Results: Should I develop this modification? | |||
Yes. | 243 | 96.81% | |
No. | 8 | 3.19% | |
Voters: 251. You may not vote on this poll |
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09-17-12, 01:47 PM | #76 |
Ace of the Deep
Join Date: Sep 2010
Location: LA Area, Central coast, California
Posts: 1,023
Downloads: 827
Uploads: 0
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This is great!
I can't wait to load it up. D40
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Dogfish40 |
09-18-12, 04:04 AM | #77 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi
Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left) But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables) But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure) other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...) We can use other meshes to make it : - Captain_bed (we can reweld the bed with the other...) - Object01 (just one subset) I can rename the meshes ,if needed... Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
09-18-12, 07:53 AM | #78 | |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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Quote:
Yes, you're right, but if we'll add dinning place, we have to delete two beds. I imported it to *.GR2 file. If you want, I can send You this modified file . EDIT Import takes me 2 hours ;-). |
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09-18-12, 09:16 AM | #79 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Hi Micha
Not delete the beds (they should use to sit) Maybe,just move up a little the upper beds (for the crews heads not hurt) What we can make is : - delete the little wall in captain bunks (after we can add a table attached to the "cabinet") - delete the middle "wardrobes" on the right side between the crew bunks - move the table from links to the right side For your file QR1.GR2 ,i want good to see,But the problem is that we use one that is well advanced, with TheBeast The best thing is that ,i send you the actualy QR1.GR2 we use Ps:2 hours for import the QR1_Objects ? what have you for computer Me that take max 45 minutes and I found it already too long ... (i have a brand new PC :I7 3770k,16 Go Ram etc...and a big hole in my bank account )
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
09-18-12, 09:40 AM | #80 | |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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Quote:
MAD Athlon X4 640, 8GB RAM, Radeon HD 4890 |
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09-18-12, 09:55 AM | #81 |
Grey Wolf
Join Date: Oct 2005
Location: Bretagne-FRANCE
Posts: 813
Downloads: 155
Uploads: 0
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Check your PM box
Hum,I really think it is necessary to cut the QR1 Objects Maybe ,i think is a good idea to separate the radio and sonar room from the rest
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~~~~BigReg~BigRegOne~~~~ "Better watch where you do not go, because where were going, we will know what it is when we get there, and anyway, it will never be only water." Proverbe Shadok |
09-18-12, 02:54 PM | #82 |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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Maany thanks!
But now I haven't got much time, so I'll check it in weekend . |
10-09-12, 12:00 PM | #83 |
Frogman
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?
This mod looks great, with exception to the guys walking around on deck while at sea. |
10-09-12, 12:48 PM | #84 |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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10-09-12, 02:13 PM | #85 |
Frogman
Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
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Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.
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10-09-12, 02:26 PM | #86 |
Ocean Warrior
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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Michal, install while docked in port only? Please say it it isn't so. I can't wait, this is gonna be so nice.
Oh BTW. You might want to do it for SH3 too..... if it's possible.. Those SH3 guys are gonna be so jealous and will want it too.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
10-09-12, 02:31 PM | #87 |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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10-09-12, 02:34 PM | #88 |
Ocean Warrior
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
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GREAT!!!!! Thank you.... thank you.... thank you.
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Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
10-09-12, 02:34 PM | #89 | |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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Quote:
My beta 0.3 is rather ready to release. And there's special version for TDW's UI. I'll chceck my mod with MMM - is it working correctly... But his mod is... really big! |
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10-09-12, 02:37 PM | #90 |
Frogman
Join Date: Aug 2011
Location: Poland, my homeland.
Posts: 304
Downloads: 241
Uploads: 0
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Tags |
animations, crew, mod |
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