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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#166 | ||
Sea Lord
![]() Join Date: May 2006
Location: U-73
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#167 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
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One word, WOW!
![]() I've always wanted to see lifeboats in SH3, but I too can recall the discussions that took place in these forums regarding the rights and wrongs of adding them. I'm so glad to see we now have them, and to those that don't agree - don't install them, simple as that. Excellent work guys!!! ![]() Px3000 |
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#168 |
Silent Hunter
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http://files.filefront.com/Lifeboat+.../fileinfo.html
Here is the triangulated version of the lifeboat. It uses the same texture that I sent you earlier. |
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#169 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#170 |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
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@iambe: now i had this error message when trying to import with S3D 0.81 (last one):
"One or more vertices is not mapped to a texture coordinate" Perhaps you need to make a new rework on the UV/textures issue? Seems that the model itself is now accept by S3d...just need to get rid of this texture coordinates problem and it will be imported.:hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#171 | |
Silent Hunter
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![]() ![]() How did you texture map the liferaft and the other objects that were in the mod? Maybe if I do it the same way you did it then it will work. Any help/ideas are most welcome! Thanks |
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#172 |
Old Gang
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So how is this front? I've been moving from bunker to bunker give my help, there're so many bunkers!
![]() Im working at 4 mods in the moment, and helping another two... what a lot of free time can't do for you! ![]() So, Rubini, are we ready to start changing those ships datas?
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To each his own |
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#173 |
Silent Hunter
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I still can't get this to work, but I noticed the SH4 lifeboat works fine. I will make some changes to its 3d model and use it instead (if one of you hasn't already done so).
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#174 |
Weps
![]() Join Date: Nov 2006
Location: London, England (Usually in a pub...)
Posts: 358
Downloads: 49
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Hi guys!
Just wanted to say that after using this mod last night it gives a whole new feel when attacking ships. Gone are the days of a couple of cargo boxes appearing, then vanishing in about a minute. Now I'm seeing lifeboats, lifebelts, barrels, crew etc. and they stay for a very long time - at least until I had exited the mission. For me, the more debris left floating on the surface the better. I was wondering though, is it possible to make the oil slicks hang around a bit longer after a ship has gone down? Looking forward to seeing the crewed lifeboats you are working on. They will bring even further immersion to SH3! ![]() Cheers!! Px3000 Last edited by Phoenix3000; 04-20-08 at 06:20 AM. |
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#175 | |
Engineer
![]() Join Date: Aug 2007
Posts: 205
Downloads: 7
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Spectre |
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#176 | ||
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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@Px300: the GWX enhanced dammage effects already have more long time oil slick and oil trail (and it´s the unique mod that do this). I did it for GWX 2.0 some time ago. The version that i run in my installation have at least the doulbed time for oil slick and oil trail. In the offcial GWX we made it a bit more short exactly by the reasons above. ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#177 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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__________________
One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#178 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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I´m just waiting a bit more feedback form this first part of the mod. Do you tried it (sank any ship)? What you think? It is good as it is now?:hmm: Anyhow, we alreday have permission to work with GWX2.1 files and we can start at any time. I will then contact you soon with all the necessary information and the patterns already ready to be added to each .dat (or .val, works exactly the same). I´m thinking that will be better to add thenm to .val just because we can also adjuts that wake bug at the same time, using only one file per ships for 2 mods in truth! ![]()
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#179 |
Stowaway
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@Rubini
Try to import this inplace of iambecomelife's object. http://www.mediafire.com/?mfhxcfd9y9a If this one works, I'll explain where the problem is. Oh, and rename the mtl file as below lifeboat-triangulated1.mtl |
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#180 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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![]() (your link above only have the .obj file):hmm:
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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