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Old 10-24-13, 05:44 PM   #136
plj
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Quote:
Originally Posted by Targor Avelany View Post
Oh, wow!!
I'll look into it, thank you for letting me know.
I'm wondering if something n rds makes them sink
I doubt it ... works fine here .. lifeboat test historical mission.

Code:
Generic Mod Enabler - v2.6.0.157
[D:\Games\Silent Hunter 5\MODS]

Accurate German Flags
DBM Background Video
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Fuel Gauge WoGaDi_SteelViking's Interior
Fix clock rear torpedo room VIIA
Depth Charge Range Fix
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.e Ambient Settings - Brighter Nights-No Murky Waters
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - 12. Sounds
DynEnv v2.9 - Breakwater Piers
DynEnv v2.9 - No Glaring Sunlight
DynEnv v2.9 - No Underwater Impurity Patch
DynEnv v2.9 - No U-Mark
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog  V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
Window Lights Redone V1
SH5_7A_Conning_Fix
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_22_ByTheDarkWraith
FX Update 0.0.22 Torpedoes - MagDet range 3m (modified for torpedoes failure patches)
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_Real_Navigation
NewUIs_TDC_7_5_0_jimimadrids_map_tools
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Sjizzles - Charts for NewUIs part1_07.06.2013
Sjizzles - Charts for NewUIs part 2_07.06.2013
Sjizzles - Charts for NewUIs part 3_24.06.2013
Sjizzles - Charts for NewUIs part 4_20.07.2013
Manos Scopes-patch for 16x9
Submarine's .sim&cfg (modified for engine ratio + independent control patches)
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
silentmichal's interior mod 1.2.3
Church's Compass Dials Mod v2.2 - Option One
Cerberus62 Corrected Depth Charge Projector 1.0
Flower_Class_Corvette_Pack
Soldati Fix
Expanded Navies by Cybermat47 v.1.0.01
smaller flags for Warships 1_0b
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
Sobers Terrain fix for OH2 V2.2
OH II Minefield map for TDWs Ui
IO_StrategicMap_7_5_0_for_TDWv750
RPM Hydrophone v2.2.1
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D._R.E.M. - GHG Hydrophone add-on (no hyd on surface)
SH5Lifeboats by Rongel TDW stoianm v2.1
SH5Lifeboat Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.1
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
sobers Lights Cfg V5 SH5
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Trevally TDC Help v2
MadMaxs_SH5_Subdiesel (mono) v2
gap - Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers no footstep sound mod
sobers Realistic contrast V6 SH5
EQuaTool 01.01 by AvM - Large Style
AOB slide ruller for TDW UIs and MO by stoianm
gap - HD 1 deg Scope Bearing v 1.0
sobers deck crew always whispering v2 SH5
sobers hud sounds V1 SH5
Reworked U-boat Guns (incomplete version)
sobers Depth of Field (DOF) V6 SH5
sobers map colors SH5 V1
Shadow Improvement ModLR
SH5 External Cargo 1.0
Water reflections intensity decrease with fog by TheDarkWraith
HydrophoneFollowNearestContactFix_For_NewUIs_TDC_7_1_0_To_7_5_0
TDW_GenericPatcher_v_1_0_149_0
AI_sub_crew_1_0_2_TheDarkWraith
Attached Images
File Type: jpg SH5Img@2013-10-25_00.42.06.jpg (86.4 KB, 22 views)
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Old 10-24-13, 05:58 PM   #137
Madox58
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What's with the image? Only Normals being rendered?
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Old 10-24-13, 06:08 PM   #138
plj
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Quote:
Originally Posted by privateer View Post
What's with the image? Only Normals being rendered?
I dont understand the question ?
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Old 10-24-13, 06:11 PM   #139
Madox58
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The water is blue as if only the normal texture is being rendered.
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Old 10-24-13, 06:16 PM   #140
Targor Avelany
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@ privateer: I meant RSD... blah...

@ Rongel: I'll see what is going on. Might take me couple of days though.
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Old 10-24-13, 06:18 PM   #141
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Not sure why that is .. it does that sometimes .. sometimes it flips back to realistic .. I suspect my system having trouble rendering everything that's in the scene at these moments, and/or my video driver laughing at what I'm trying to feed it :p
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Old 10-24-13, 06:19 PM   #142
Madox58
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Quote:
Originally Posted by Targor Avelany View Post
@ privateer: I meant RSD... blah...

@ Rongel: I'll see what is going on. Might take me couple of days though.
I kind of thought so but didn't want to look silly.
Maybe I should say 'look to silly'.
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Old 10-24-13, 06:22 PM   #143
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Quote:
Originally Posted by plj View Post
Not sure why that is .. it does that sometimes .. sometimes it flips back to realistic .. I suspect my system having trouble rendering everything that's in the scene at these moments, and/or my video driver laughing at what I'm trying to feed it :p
AH! I see. I could tell from the color it was the Normals texture.
What is your system specs if that's not being intrusive?
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Old 10-24-13, 06:30 PM   #144
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Intel Core2 Quad Q6600 @ 2.4 Ghz
ATI Radeon HD 4800 Series with 512mb RAM
6 Gb system RAM

Win7 64 ultimate
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Old 10-24-13, 06:31 PM   #145
Madox58
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Is that a PCI video card?
I have an AGP card with 1 gig if someone can use it.
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Old 10-25-13, 03:49 AM   #146
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It's PCI-E afaik ... I think it would be difficult to find a system with AGP slots today :p
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Old 10-25-13, 05:22 AM   #147
gap
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Quote:
Originally Posted by privateer View Post
There is a lod controller but not a single Unit in SH5 uses it so it's probably used only by the dll/act/exe files I found references to.
Yes, no external lod controller is used on stock ships. Yet, I wonder if within GR2 extended data there is something which determines whether lod models are used or not, and their rendering distance. At first sight, the one prerequisite for LOD's to be used, is them being in the same folder as the main model, and their file name having the same name as the main unit, but with a _LOD suffix added.

As I told you in a recent PM, we should also investigate whether lod models can be set for equipment models or not

Quote:
Originally Posted by privateer View Post
I also noted that those files look for the .GR2 extension for the most part.
This would be another explaination on why the experiment with dat floating mines failed.

Quote:
Originally Posted by privateer View Post
I do recall a conversation with 'Dan The Man' about the rendering of the inside of the Turm. I stated that I thought maybe it was to much until he told me at a given range the insides were no longer rendered in Game.
I doubt this will work but take a LOD.gr2 file from say the Iceburg and rename it.
Place it in the folder and see if it crashes your Game, Demagnitizes your fridge magnets, causes your cat (If you have one) to loose all its hair, and chases away any Girl friends.

Remember to do a quick rename of the internal parts to avoid ID conflicts!
Then come back and tell us it didn't work and I wasted your time.
I don't get you. Where should I place the cat-killer LOD gr2?
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Old 10-25-13, 01:22 PM   #148
Madox58
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Quote:
Originally Posted by gap View Post
I don't get you. Where should I place the cat-killer LOD gr2?
Rename stuff in the Iceburg_1 LOD gr2 file to match say the mines you want an LOD for. Rename the gr2 to match the dat and try that.
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Old 10-27-13, 02:45 AM   #149
Rongel
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Hey Gap! I did some testing again, and found something weird in the lowered crates. They reflect the suns light in quite heavy way... Do you know what's going on?

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Old 10-27-13, 03:01 AM   #150
gap
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Quote:
Originally Posted by Rongel View Post
Hey Gap! I did some testing again, and found something weird in the lowered crates. They reflect the suns light in quite heavy way... Do you know what's going on?
I didn't touch their material properties and, similar to the stock texture, the new texture has not a reflection map. Maybe I have imported normal data together with vertex coordinates where I shouldn't have done it, or vice versa.

I am going to check the model right away

P.S: does the problem only show up in the tweaked port?
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