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Old 10-19-06, 07:28 AM   #16
Werewolf
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Redwine:

There is certainly no need to say sorry you tried to help me and I'm grateful for that. I am now downloading the new files you linked for me.
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Old 10-19-06, 07:29 AM   #17
Werewolf
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Redwine:

Yihaaaaaaaa! It works now. I installed the new files you linked for me, now I can spot, identify and attack ships at night! It's like having a new game. Redwine, you're the man! Thank you very much for helping me
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Old 10-19-06, 08:09 PM   #18
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Quote:
Originally Posted by Werewolf
Redwine:

Yihaaaaaaaa! It works now. I installed the new files you linked for me, now I can spot, identify and attack ships at night! It's like having a new game. Redwine, you're the man! Thank you very much for helping me
Whow... you are satisfied ! Good to know it....

The secret is to maintain the scene.dat and the enviromental and sky colours files all toghether..... do not blend them from diferent mods...
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Old 10-20-06, 06:30 AM   #19
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Yes, I am very satisfied

After I got the .scene files it all worked, and I guess that solves a lot of the questions there have been concerning what that affect the night environment, both the .env and .scene files
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Old 10-20-06, 06:39 AM   #20
Redwine
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Any way, in stormy nights, it is too dark, the clouds has a hard effect over the night visibility, i need time to make test with new clouds textures, with non too dense clouds.

When you have a clar sky, the nights are very clear too, with an excellent night visibility.
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Old 10-20-06, 06:51 AM   #21
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@Redwine:

:hmm: Yes, but isn't that how it's supposed to be? I mean, visibility should drop with bad weather. I have not tried a real storm yet with these new files, but in calm and normal weather it's perfect.
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Old 10-20-06, 07:08 AM   #22
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Quote:
Originally Posted by Werewolf
@Redwine:

:hmm: Yes, but isn't that how it's supposed to be? I mean, visibility should drop with bad weather. I have not tried a real storm yet with these new files, but in calm and normal weather it's perfect.
Yes... you are right, that is a fact why i done nothing with clouds textures yet, stormy nights must be very dark.

The files works so good in clear nights and in partially cloudy nights, and as in real life, in stormy nights it is so dark.

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Old 10-20-06, 09:10 AM   #23
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Quote:
Yes... you are right, that is a fact why i done nothing with clouds textures yet, stormy nights must be very dark.

The files works so good in clear nights and in partially cloudy nights, and as in real life, in stormy nights it is so dark.
Yeah so all in all it's actually..................perfect!

By the way, since I have one of the top notch "SHIII technicians" here, I have a couple of more qustions that yoou might be able to answer for me.

The first one is regarding the LND. layer files for the campaign. As far as I understand it is possible to alter this with the mission editor. If I dock at a harbour during a patrol and then alter for example the position of a U-tanker or add one more or alter with the bases etc., these kind of things, would this then cause a game crash or destroy any of the other units' waypoints and behaviour when I start the game up again?

The second one is U-boat availability dates. It annoyes me, in my game they are way off, what files determine the availability dates? And my type VIIC/41 and VIIC/42 seem to have gone missing.

Sorry for all of the questions, but I am an amateur when it comes to this modding
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Old 10-20-06, 07:24 PM   #24
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Quote:
Originally Posted by Werewolf
Yeah so all in all it's actually..................perfect!

By the way, since I have one of the top notch "SHIII technicians" here, I have a couple of more qustions that yoou might be able to answer for me.

The first one is regarding the LND. layer files for the campaign. As far as I understand it is possible to alter this with the mission editor. If I dock at a harbour during a patrol and then alter for example the position of a U-tanker or add one more or alter with the bases etc., these kind of things, would this then cause a game crash or destroy any of the other units' waypoints and behaviour when I start the game up again?
I have not experience modding the campaign files, sorry....



Quote:
Originally Posted by Werewolf
The second one is U-boat availability dates. It annoyes me, in my game they are way off, what files determine the availability dates? And my type VIIC/41 and VIIC/42 seem to have gone missing.
I dont know....but imagine if you change the abailability of a determined sub, in example for six months later .... just imagine a mission where you have asigned this sub.... six months before your files says it will be abilable... :hmm:



Quote:
Originally Posted by Werewolf
Sorry for all of the questions, but I am an amateur when it comes to this modding
Forget, you are welcome.... this is a "help you...help me" subcommunity....

Sorry if i cant help you with these questions, may be you must to ask the campaign modders.....
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Old 10-20-06, 07:41 PM   #25
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Quote:
Originally Posted by Werewolf

The first one is regarding the LND. layer files for the campaign. As far as I understand it is possible to alter this with the mission editor. If I dock at a harbour during a patrol and then alter for example the position of a U-tanker or add one more or alter with the bases etc., these kind of things, would this then cause a game crash or destroy any of the other units' waypoints and behaviour when I start the game up again?

Sorry for all of the questions, but I am an amateur when it comes to this modding
If you are docked at port you can make the changes - always make sure you back up your files in case of error

Moving a utanker is no problem in Mission ed - as they are usually in the middle of the Atlantic they are pretty much isolated
You can add another one ok too

How do you mean alter with the bases ?

Waypoints are more difficult to deal with
If you are moving units in tight areas such as Harbours it can lead to problems

If you open up the RND or SCR in mission ed you can see the other units waypoints
Out at sea its not a problem so much as the timings\dates maybe different
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Old 10-20-06, 09:43 PM   #26
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I have noticed that with my Sobers 3D waves mod stormy nights are not as dark anymore with NYGM 2.2 .
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Old 10-21-06, 09:38 PM   #27
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Quote:
Originally Posted by sober
I have noticed that with my Sobers 3D waves mod stormy nights are not as dark anymore with NYGM 2.2 .
Is that the mod wich adds a green tonality to the waves top .... correct ?
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Old 10-21-06, 10:31 PM   #28
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Quote:
Originally Posted by Redwine
Quote:
Originally Posted by sober
I have noticed that with my Sobers 3D waves mod stormy nights are not as dark anymore with NYGM 2.2 .
Is that the mod wich adds a green tonality to the waves top .... correct ?
Yes thats correct
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Old 10-22-06, 01:03 AM   #29
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I use markimov´s light night mod with a bit of gamma correction , with 1, 47 of gamma value its perfect for my setup , cloudy nights are darker than clear nights.

also i use a red or blue bulb in my room that makes easy see the dark screen
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Old 10-22-06, 06:25 AM   #30
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Quote:
Originally Posted by Hartmann
I use markimov´s light night mod with a bit of gamma correction , with 1, 47 of gamma value its perfect for my setup , cloudy nights are darker than clear nights.
Yes, Marhkimov mods was wonderful, but sadly in that moment those visivility mods do not solve my dark night problems, attempting to rise up my gamma produce for me a loss of colour intensity, colours become "washed", then i was enforced to amke my own personalization of the files.

Finally i obtain a good night visivility without to increase gamma and loss colour intensity.

Quote:
Originally Posted by Hartmann
also i use a red or blue bulb in my room that makes easy see the dark screen
I cant believe you !!!!

No te puedo creer Hartmann ! en serio usas una luz roja en la habitacion ?
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