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06-03-13, 05:20 PM | #151 |
Watch
Join Date: Oct 2007
Location: Los Angeles
Posts: 20
Downloads: 8
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*UPDATE*
I installed TMO and the appropriate eye fix mod and now it's working. So thanks again everyone for the help!
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Erich Reventlow U-33 GWX Commander OLCE2 UberMOD |
12-09-16, 12:54 AM | #152 |
Seasoned Skipper
Join Date: Jun 2010
Location: Mississippi
Posts: 650
Downloads: 363
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im having an issue with the stock version. i have eyes in the interior but not on bridge. then when applying this patch the interior crew have no eyes and the bridge crew has white eyes with no pupils at all. is there something im missing ?
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12-09-16, 10:07 AM | #153 |
Stowaway
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I doubt you will get any replies in here since this problem hasn't happened to anyone since 2010 but a few people like yourself have had issues created when trying to use this old mod
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12-28-16, 11:14 AM | #154 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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WOW... again the same thing? Since 2007 or 2008 year?
153 replicas about a simple problem. It's terrible... ... joke ... This Nisgeis's thread always amused me. Nisgeis does not understand the causes of eye problems... so he just deleted the eye animation controllers... so we see frozen zombie eyes in his mod. I even gave him the name "Mr. Frozen eyes". Why? Because: In this part of the original game, there are two problems: 1) Right: incorrect rendering of crew eyes in exterior (on the bridge and on the deck). 2) Left: incorrect angle positioning of the eyes after application "TIME COMPRESSION"... if compression was equal or greater than the value of the parameter "CharacterAnim" in main.cfg file. Small video with my mod (Live eyes) in RFB 2.0... size ~ 8 MB : http://www.mediafire.com/file/psqdxc...d/sh4_RFB2.mp4 main.cfg: P.S. Old mod Live eyes (only rendering fix) for stock game: http://www.mediafire.com/file/aslezg...f/sh4_eyes.rar Can be used with any mod.
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 06-05-18 at 07:05 PM. |
12-28-16, 01:05 PM | #155 | |
Navy Seal
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Quote:
I have a question now: redeploying the crew. Could calling battlestations and then return from battlestations accomplish that?
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
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12-28-16, 04:25 PM | #156 | |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Quote:
R.R., it was so long ago... maybe 8...9 years ago... and now I don't remember SH4 commands... Any command for spawn/respawn of any sailor or crew...
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 01-01-18 at 01:18 PM. |
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01-04-17, 09:05 AM | #157 |
Admiral
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Jubilee for the SH4 year came!
... and therefore I broke the vow of silence in this topic. -- joke -- Another (also quite old) solution to the problem of rendering the eyes in the exterior: Attach the InteriorIllumination controller (located in any interior file) to the Marine node in Marine.dat file. You will get a positive effect. The advantage of the first option - you can adjust the subtle shades of color for each eye... and BumpMap controller is not included in the pool used in this context... but the second way is easier to implement. Since the moderator interferes with describing the solution of problems, I stop talking about solving the described problems by editing the existing shaders in SH4. Sorry, English is not my native...
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Alex ® Moses said: "Don't create yourself an idol"... Last edited by Anvart; 05-16-18 at 03:39 PM. |
01-04-17, 09:07 AM | #158 |
Navy Seal
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Thank you Anvart!
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Sub Skipper's Bag of Tricks, Slightly Subnuclear Mk 14 & Cutie, Slightly Subnuclear Deck Gun, EZPlot 2.0, TMOPlot, TMOKeys, SH4CMS |
01-04-17, 12:48 PM | #159 |
Stowaway
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sorry for any misunderstanding guys, but I closed the thread because I thought you were talking about something similar as it related to the FOTRS RR is working on rather then working on a solution to "fixing" this mod.
I just didn't want this thread to cause confusion with any new members who see it, and might want to try it thinking it does some benefit to the game but as it stands now, in its present form, this mod corrupts their games beyond repair and requires major cleanup to remove the corruption. if you guys think there is a way to fix this mod that would be helpful but im not sure if there is even a problem anymore that this mod has a reason to even still be used. thread has been reopened Last edited by Webster; 01-07-17 at 12:56 PM. |
12-07-17, 10:56 PM | #160 |
Helmsman
Join Date: Dec 2006
Posts: 107
Downloads: 84
Uploads: 0
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Why? I'm running stock 1.5 + GFO and the eyes are still frakked up.
Where can I find this mod nowadays?... |
12-08-17, 03:27 AM | #161 |
Growing Old Disgracefully
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Hi Koranis
There are 3 options including stock for GFO. Eye Patch for missing eyes for 1.5, RFB & TMO Peter
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12-08-17, 05:33 AM | #162 |
Helmsman
Join Date: Dec 2006
Posts: 107
Downloads: 84
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Thank you, sir.
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12-08-17, 08:39 AM | #163 |
Helmsman
Join Date: Dec 2006
Posts: 107
Downloads: 84
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Eh, it doesn't work. The eyes are still zombie-like even with the patch.
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12-01-20, 02:32 AM | #164 |
Sonar Guy
Join Date: Aug 2006
Location: Sailing the Seas of Lies
Posts: 389
Downloads: 24
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Where can I download what Anvart posted? I'd like to try that file. The crew have eyes now (sort of ), but my boats had names like The Flying Dutchman and A Touch of Evil. I'm going to try White Walker next.
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07-21-24, 04:15 PM | #165 |
Swabbie
Join Date: Jul 2024
Location: Germany
Posts: 14
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eye patch |
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