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Old 11-05-05, 05:47 PM   #151
rulle34
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Quote:
Originally Posted by sergbuto
Quote:
Originally Posted by rulle34
What is this "sensors.val" file? Does it affect "sensors.dat"? And if it does, in what way?
Sensors.val contains info for the snorkel wakes and it does not affect Sensors.dat in any way.
Tackar för det
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Old 11-05-05, 06:21 PM   #152
Redwine
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Quote:
Originally Posted by Flakwalker
Yes, by the moment only turm/2 is changed, we have to check if work before get over turm/1 and turm/3
Thanks for response.

Still here for news.
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Old 11-18-05, 08:39 AM   #153
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Is any more work being done on this? As I understand it we have all reflections now fixed, and we have clones so that we can have different cables and tower skins for different boats, but the cables need fixing and Fubar's textures need adding. Is anyone working on putting the whole package together?
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Old 11-18-05, 11:45 AM   #154
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Sergbuto - sensor.dat from your UboatReflections_v2.0_cablefix isn't compatible with RUb's sensor.dat, is it?
How to include snorkel's wake and reflections to RUb's sensor.dat?
Could you release new sensor.dat for RUb, with these enhancements?
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Old 11-18-05, 11:55 AM   #155
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Quote:
Originally Posted by jaxa
Sergbuto - sensor.dat from your UboatReflections_v2.0_cablefix isn't compatible with RUb's sensor.dat, is it?
How to include snorkel's wake and reflections to RUb's sensor.dat?
Could you release new sensor.dat for RUb, with these enhancements?
I think I will have to do this. I don't think Sergbuto uses RUb, so (although I can't speak for him) I think he's unlikely to want to reconfigure his mod to suit RUb. This will all get done in time. I expect we'll have it all sorted out in around a month.
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Old 11-18-05, 12:54 PM   #156
Maverick_[GER]
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Quote:
Originally Posted by Beery
As I understand it we have all reflections now fixed, and we have clones so that we can have different cables and tower skins for different boats, but the cables need fixing and Fubar's textures need adding. Is anyone working on putting the whole package together?
That would be great!
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Old 11-18-05, 01:30 PM   #157
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It sounds good, Beery.
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Old 01-21-06, 07:38 AM   #158
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I've been testing XXI lately and noticed there is no wake for observation periscope. Any chance you could fix this sergbuto?

Oh and just wondering has anyone fixed those type IX cables?
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Old 04-27-06, 04:11 AM   #159
basilio
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Quote:
Originally Posted by Sturm
I've been testing XXI lately and noticed there is no wake for observation periscope. Any chance you could fix this sergbuto?

Oh and just wondering has anyone fixed those type IX cables?
I'm using the XXI and I noticed too that the observation scope has no wake.....in the meantime, has anyone fixed it?
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Old 07-14-06, 03:43 AM   #160
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Extending the mod further.

Below is a screenshot of U-boat Type XIIB. Now all the details are clearly reflected, including the deck gun, rails, cables, etc., except for the crew.

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Old 07-14-06, 05:42 AM   #161
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This is amazing! Thanx for all of your hard work Serg!
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Old 08-30-06, 03:54 AM   #162
basilio
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Quote:
Originally Posted by sergbuto
Extending the mod further.

Below is a screenshot of U-boat Type XIIB. Now all the details are clearly reflected, including the deck gun, rails, cables, etc., except for the crew.

Sergbuto: any news about the new (improved) reflections mod?
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Old 08-30-06, 07:20 AM   #163
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On hold.
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Old 08-30-06, 09:07 AM   #164
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how does the game use the shadow section of the model file as apposed to the reflection section of the model file..serg?
are you finding that you can have either a shadow 9the indistinct dark reflections on the water) OR the detailed reflections but not both at the same time? was wondering about what was going on with the seperat models for each...say you could add crew to the reflection model if the game actualy uses it as such....? what is going on with this stuff...
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Old 08-30-06, 09:27 AM   #165
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I am not sure if the game uses shadow part at all. As far as I remember both the dark reflections on the water on the shadowed side and the detailed reflections on the lighted side of the ship come from the reflect_ 3D nodes. The only difference seems only to be in the overlay texture applied. But I can't specifically check it right now.

The crew consists of external 3D models with animations. My quick test has showed that the usual way of makinh reflections for them does not seem to work. It needs more testing.
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