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Old 08-12-07, 03:23 PM   #91
CaptainCox
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Cheers Leo! I was gonna try this again using S3D. I even did a clean install here as i am not sure what I have "tweaked" anymore :p

Got 2 more days holiday just staying home, so if you need any testing/assistance, just yell
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Old 08-12-07, 03:26 PM   #92
kapitan_zur_see
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Quote:
Originally Posted by leovampire
zero with a brand new particles and materials file from my save of all the files after the patch then started to make changes slowly and then check and recheck like I did for the single mission but now in the campaign layers. Starting with a fresh file seems to help in the transition why no one but the DEV's can answer I think even if they know. I am sure there is something in the base part of the hard code that explains it all if we had the right programs to see and read it.

Either way at least I know how to fix it and make it work just a matter of time now I guess.
Glad you're working on that part of things If it wouldn't show up in campaign, we'd better very well give up on our efforts.
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Old 08-12-07, 03:44 PM   #93
leovampire
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Default well I have to admit that this weekend I am not working

on anything as Saturday the 11th was my B Day so I am doing some things like going to the movies and all got a hair cut saw the new Harry Potter movie yesterday and the new Born Movie is tonight then out for a nice Chinese meal with my other half.

But I will be back on it tomarrow.

C.C. I have the game backed up on my external hard drive 2 ways 1 before any patch what so ever then each time after a patch so I can compair each change in the files and always get a fresh file when ever I need it.

I have 2 internal hard drives the actual game I play is on one and all the changes I make to files is on the other. Then I apply the new changed files using JSGME and while checking the new work in campaign mod make more changes on what I see needs to be done on the other hard drive where mini tweeker is.
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Old 08-12-07, 03:52 PM   #94
CaptainCox
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YAY! Happy Bday man!
I am a huge potter fan myself Already listen to the latest Audio Book on my Ipod...should I tell you who dies

Good trick that, will give it a go
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Old 08-12-07, 10:28 PM   #95
Reaves
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VERY interested in this mod.
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Old 08-13-07, 11:08 AM   #96
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Happy belated B-Day Leo. Take a break, relax, have a cold one and a shot on me. oops, forgot my wallet.
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Old 08-13-07, 01:04 PM   #97
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This is coming along nicely! Nice work!
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Old 08-13-07, 04:10 PM   #98
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Quote:
Originally Posted by CaptainCox
We did not go to Munich after all, we went to Verdun Brilliant! bloody brilliant!!!
Fort Douaumont was the highlight this summer I tell you. And yea i am a sad historic buff that rather lingers in WWI bunkers then laying on the beach



The fort from the outside (this fort took some heavy artillery hits, I tell ya!
Hi CaptainCox!

This is so odd! We were the same place this summer! I was at this fort in july as well! And I made a picture of this spot from the same angle as well!
I have some photos to show as well, but in order not to hijack this thread, I have created another thread in a general section and posted the link here. Maybe you'll recognize some stuff...

http://www.subsim.com/radioroom/show...d=1#post620550
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Old 08-14-07, 05:15 AM   #99
CaptainCox
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WOW! will check it out. Mange tak!
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Old 08-15-07, 09:37 PM   #100
leovampire
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Default for the life of me CaptainCox and kapitan_zur_see

I can not make the new lightning textures work no matter what I try and do!

But here is what I have accomplished with the last set you guys worked on.







The materials file you sent me changes all the figures that C.C. set up the Mini tweeker to work with for the lightning. But I did notice the using S3D it does the same thing in changing values it changes them to something the game can not understand and utilize. But it did show that there are also settings for reflections on the sky, water and ships just can not make changes using S3D so maybe if C.C. wanted to look at it for the mini tweeker side of working with the values that part of the lightning effects can be worked on as well.
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Old 08-15-07, 10:04 PM   #101
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strange indeed :hmm: i'm going to have a deeper look at that...
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Old 08-17-07, 06:49 PM   #102
leovampire
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Default here is a new screen shot of the new lightning work

that is being done by C.C. and kapitan_zur_see




I just take screen shots of the close up strikes but they actualy range from 45 150
At the moment for testing purposes they strike anywhere from 3 to 5 times each but when C.C. and Kaptain Zur See say that's it for the work on the tga files for lightning I will make it so they only strike once in each spot or maybe 2 times depends on how it looks and sounds with the thunder.

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Old 08-17-07, 06:57 PM   #103
WilhelmTell
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The lightning looks really fantastic. Looks like it has almost hit the boat.
Good work on it so far, can't wait for the release ...
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Old 08-17-07, 09:37 PM   #104
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Great work!

the lightning in the screenshots are too near!! too near ... crash dive !! :rotfl:
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Old 08-17-07, 11:41 PM   #105
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Did you get it so you can find it in a career mode?
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