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Old 03-12-07, 12:13 AM   #16
Letum
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Quote:
Originally Posted by Testpilot
Hm.looks good.But i think this work is from donots76 Bordinstrumente 1.02.Look here:

http://www.subsim.com/radioroom/show...t=93432&page=2
Be careful before you accuse people of stealing work.
The mods are not the same at all.
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Old 03-12-07, 12:23 AM   #17
Ducimus
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Quote:
Originally Posted by Testpilot
Hm.looks good.But i think this work is from donots76 Bordinstrumente 1.02.Look here:

http://www.subsim.com/radioroom/show...t=93432&page=2
Textures are pulled from NYGM 2.2's texture directory. Where they came from, from there, i do not know, and frankly don't care. Whoever did them, they did a good job, and ive said twice in this thread that i didn't do them - and that, frankly, is all that matters to me.

edit: the ONLY thing i did do, was two things:

a.) i redid some of the texture formatting so they could be packed into a dat.
b.) retouched some of the Radrio room because i thought the orginal white cabinent trim wasn't desierable, so i took some of GWX's textures and overlayed them onto some of the radio room texture files.

edit:

Frankly, being accused of "doing a donuts" is why i say time and time again that when something isnt an orginal work, i make sure i say so. It's not like i went here and said "Hey, I created these from scratch! Ain't my worki bad ass?!" No.... thats what donuts did.

There are few things i can claim "intellectual rights" to, and texture's of any shape or form aint it.

So thats THREE times (or is it four?) that ive said i didnt create it.
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Old 03-12-07, 07:23 AM   #18
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Quote:
Originally Posted by Letum
Quote:
Originally Posted by Testpilot
Hm.looks good.But i think this work is from donots76 Bordinstrumente 1.02.Look here:

http://www.subsim.com/radioroom/show...t=93432&page=2
Be careful before you accuse people of stealing work.
The mods are not the same at all.
If there is anybody out there that acknowledges other's work it's Ducimus
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Last edited by ReallyDedPoet; 03-12-07 at 07:45 AM.
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Old 03-12-07, 07:44 AM   #19
JCWolf
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Dirty crew and quarters!


Love the real look Duc!!!

Superb!
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Old 03-12-07, 07:56 AM   #20
Rubini
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Great as always Ducimus.
Please don't stop mate!

A big Thanks!

Rubini.
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Old 03-12-07, 08:43 AM   #21
Rhodes
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Thank's!

By the way, is there a way to use the NYGM corrected position of the observation periscope in GWX?
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Old 03-12-07, 12:16 PM   #22
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Quote:
Originally Posted by Rhodes
Thank's!

By the way, is there a way to use the NYGM corrected position of the observation periscope in GWX?

LOL, you did look at the screenshots didnt you? While i've disected NYGM nine ways to sunday, whats installed on my drive is GWX.

edit:
I suppose i should have specefied that, but i didnt really think it mattered. the DAT just contains the raw construction of the interior. Most of the guage fixes and such are in the sim files. You could concievalby use these dats in any mod you wanted, but the gauge fixes wouldn't carry over without the sim files.

Both supermods make use of the sim file gauge fixes, so there wasn't any point in including them in.
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Old 03-12-07, 01:49 PM   #23
Rhodes
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I didn't quite understand your reply, but I was just asking here since You noted the pic was of NYGM, insted of creating a new thread. Notting else.
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Old 03-13-07, 12:54 PM   #24
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This looks great!

I've wondered, has anyone thougt about doing one that looks kinda like this?

http://www.msichicago.org/exhibit/U5...e_control.html

Is it possible? The lighting and such? I certainly have zero skills.....
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Old 03-13-07, 04:11 PM   #25
Shepelly
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Ducimus, Is there a way to get into the radio room desk to mess it up with papers etc?

Or can you tell me the TGA file which is used for the desktop area?
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Old 03-13-07, 04:39 PM   #26
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Can't tell you off the top of my head. Get the texture dat extraction program and pull them out of the dat. Most surfaces textures are reused and wrap around objects, *some* (maybe like 1 or 2) are not. Offhand i think the radioroom desk shares the same texture as the captains bunk, so it might not be possible.
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Old 03-13-07, 04:52 PM   #27
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Thanks Duc, I'll play around some more and see what happens
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Old 03-21-07, 09:33 AM   #28
DivingDuck
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Moin,
Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by reallydedpoet
Quote:
Originally Posted by Ducimus
I know i said im done modding
You sure? Can you combine this with DD Open Hatch Mod....
Im not sure the textures in that dat can be packed. At any rate, im not touching that mod with a 12 foot pole, working on that mod is WAY beyond me - and yes im done monkey'ing around with sh3 files.
did you try your "rusty look"-texture files with the OpenHatch before packing them into the *.dat file by placing them into the tex folder? In case you didn´t rework the UV mapping they should fit OpenHatch as well. I´ve been asked a few times whether your mod can be enabled on top of OpenHatch. Just think about offering your reworked texture files (to be copied to ...\SHIII\data\Textures\TNormal\tex folder).

Regards,
DD
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Old 05-19-07, 06:25 AM   #29
Mueller72
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Does anyone know alternative download sites while they are not hosted at original site. I really like to seeh them in my ship

Thanx in Advance!
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Old 05-19-07, 04:29 PM   #30
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So would I
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