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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#286 |
Ace of the Deep
![]() Join Date: Sep 2013
Location: France
Posts: 1,072
Downloads: 155
Uploads: 0
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When importing a 3D model :
- import vertex normals : NO - flip coordinate system : YES - reverse face winding : NO |
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#287 |
Swabbie
![]() Join Date: Jan 2015
Posts: 12
Downloads: 11
Uploads: 0
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Hey there,
Thanks for this mod - I am a bit confused on what I should do with my existing "GWX - 16km Atmosphere" mod - should I uninstall this before installing yours? Thanks, Max |
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#288 |
Swabbie
![]() Join Date: Jan 2015
Posts: 12
Downloads: 11
Uploads: 0
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Nevermind - got my answer in another thread, thanks for this great looking mod!
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#289 |
Engineer
![]() Join Date: Apr 2005
Posts: 210
Downloads: 86
Uploads: 0
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#290 |
Hellas
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hi Cherbert,
look here (at post 59 of Sailor Steve): http://www.subsim.com/radioroom/show...55#post2281255
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#291 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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Anyone ever run into any issues using MEP v5.0 & GWX (w/o the 16km mod enabled)? I enabled it yesterday and had some really bizarre results: there was an odd cone of black in my direct visual path but that did not exist toward my peripheral vision (its difficult to explain). I couldn't figure out how to correct it or what was causing it other than the mod itself. Anyone have any suggestions, as i do find MEP's environment a bit richer than GWX's.
Kind Regards, Rush |
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#292 |
Argentinian Skipper
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MEPv5 is an standalone environment. You don´t need GWX 16k enabled. MEP v5 is a 20k environment.
Best regards. Fitzcarraldo ![]()
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My subject is War, and the pity of War. The Poetry is in the pity - Wilfred Owen. |
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#293 |
Engineer
![]() Join Date: Feb 2014
Posts: 206
Downloads: 211
Uploads: 0
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Thanks for the reply but i knew that already
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#294 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,175
Downloads: 279
Uploads: 0
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@ RushTheBus
Perhaps a screen shot showing your prob mate. Best regards. Fubar2Niner |
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#295 |
Watch
![]() Join Date: Jan 2010
Location: MILANO ITALY
Posts: 21
Downloads: 192
Uploads: 2
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Hi Makman,
(My english is very poor.... so plz don't mind errors etc...) Thank you so much 4 your fantastic mod, it work fine and well on my PC, the only "issue" (but is not very important... I'm just curious) is about the visual undewater, the seafloor don't have a fade out as show in the picture, it ends in a straight line. Iit is normal? (or I assume is a limitation of the SH3 engine). Thanks in advance. ![]() ![]() ![]() ![]()
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#296 |
Hellas
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![]() Quote:
thank you too for your kind words ![]() about your question: i don't 'see' underwater the same thing with you with MEP v5 installed. the following pics are showing the underwater vissibility in the navigation training mission with MEP v5: ![]() ![]() ![]() my thought is that maybe is 3d driver or graphic cards theme (but i am totally noob on these themes for helping further). the values that are responsible for the underwater fog fading are located in scene.dat at EnvSim>FogDistances>UnderwaterObjectsRelativeZMin and UnderwaterObjectsRelativeZMax so try changing (increasing or decreasing) these values there to see if it is getting any better for you ![]() off theme: a pic that i liked showing one of the new amazing ships (''Le Triomphant'') that ''The frog'' released (http://www.subsim.com/radioroom/show...php?t=218227): ![]()
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#297 | |
Watch
![]() Join Date: Jan 2010
Location: MILANO ITALY
Posts: 21
Downloads: 192
Uploads: 2
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SuperThanksssssss!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!
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