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Old 07-28-10, 12:44 AM   #166
marleymen
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We know it´s not dead.

Keep in the good work mate !
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Old 07-28-10, 11:38 AM   #167
SteelViking
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Just fixed something pretty annoying. If you look at the engine, you will notice weird looking vertical lines on a lot of the shafts, well I fixed em. I also went ahead and made the rust on those shafts look more like actual rust.
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Old 07-28-10, 12:05 PM   #168
Zedi
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Can you post some new screenshots? Last time I saw the mod was like a hospital or office.. clean &neat. No1 so far made an interior with the felling of a battleship where 52 men live.. or die. No putzfrau, no room service Is the reason why I still use the AilWhiteInterior mod, most realistic mod so far.
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Old 07-28-10, 01:03 PM   #169
SteelViking
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Oh, it does not look like a hospital anymore. Here are some screens. The trouble with screens, is that they do a bad job of capturing all that I have done. I have made so many small improvements all over the sub, it would take you months of playing to realize all that I have done. Of course, there are the big changes too like completely redone floors, totally cleaned up dials and gauges, etc.



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Old 07-28-10, 03:07 PM   #170
Capt Jack Harkness
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Looking good!

Are the needles in the motor room going to be yellow in the final release?
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Old 07-28-10, 04:27 PM   #171
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
Looking good!

Are the needles in the motor room going to be yellow in the final release?
Sadly, no. Me and BIGREG have tried everything to get them to have a yellowish golden look, but nothing works right. Tried changing the texture, changing the shadow map, changing the ambient lighting, tried messing with the 3d mesh but none of them can make it look believable. It is possible to use the ambient light controllers in the .sim file to make them a fluorescent yellow, but it just looks silly then. Also, there is something wrong with that particular controller as Goblin will not open a file again once they have been added to it.
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Old 07-28-10, 05:15 PM   #172
Capt Jack Harkness
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Huh... Can they be made white? I suppose another less accurate solution is to swap the colors on the guage faces so they are black type on white...
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Old 07-28-10, 05:38 PM   #173
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
Huh... Can they be made white? I suppose another less accurate solution is to swap the colors on the guage faces so they are black type on white...
Reading the dials is not really a problem. This screen is about as difficult as it gets for that, from other angles the needles stand out from the background much more. I just wish we could to it for the sake of being historically accurate. I have spent countless hours sifting through pictures/videos/articles about sub interiors so that I could get everything as historically accurate as possible. It is just a few little things like this that I nor BIGREG have been able to nail down yet.
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Old 07-28-10, 06:59 PM   #174
Capt Jack Harkness
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Well if those shots are any indication it seems like you have most everything else covered.
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Old 07-29-10, 05:30 AM   #175
vickers03
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@SteelViking
to correct the wrong labels everywhere
i had the idea to rename the texture
directly in the .dat file (hexedit)
since conning tower and other rooms
share the same texture for the labels
you could separate them this way.
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Old 07-29-10, 06:21 AM   #176
BIGREG
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HI vickers03

The problem is that this is not one .DAT , but in one .GR2 file
But , if you have a solution for that , i take it immediately
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Old 07-29-10, 11:12 AM   #177
vickers03
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Quote:
The problem is that this is not one .DAT , but in one .GR2 file
But , if you have a solution for that , i take it immediately
.DAT or .GR2 doesn't matter, i meant to hex-edit
the file, did that already with no problems.
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Old 07-29-10, 11:22 AM   #178
BIGREG
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I have try to editing a .GR2 ,but that give a checksum error
and i have no idea how to recalculate
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Old 07-29-10, 11:27 AM   #179
SteelViking
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Quote:
Originally Posted by vickers03 View Post
.DAT or .GR2 doesn't matter, i meant to hex-edit
the file, did that already with no problems.
Quote:
Originally Posted by BIGREG View Post
I have try to editing a .GR2 ,but that give a checksum error
and i have no idea how to recalculate
Yes, they are in a GR2 file, which we cannot edit. However, all hope is not lost. Hopefully with the update to S3d, we will have the ability to add nodes and import 3D objects into .sim .prt. or other controller files. If we do, we will be able to solve this problem and many others pretty easily. If not, someone could still manually hex edit in everything, but it would take a LOT of work.

Thanks for the input though vickers03, ideas are always welcome.
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Old 07-29-10, 12:30 PM   #180
vickers03
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you don't have to change that much,
in case of the labels for example i meant
to edit the name of the texture in the .GR2
file so that you can add a new texture with
that name in the tex folder.

Quote:
I have try to editing a .GR2 ,but that give a checksum error
and i have no idea how to recalculate
don't add/substract anything,
all you would have to do is search for the
texture name string you want to change,
like CR9C_2.DDS and rename to CR9C_3.DDS,
while keeping the size of the string.
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