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Old 03-08-10, 03:01 PM   #31
Myxale
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Sweet Dude!


Wasn't aware how much this would add to the game!
Keep it up mate!

Man this fresh wind in SH3 modding makes mi heart smile!

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Old 03-09-10, 08:58 AM   #32
flakmonkey
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Quote:
Originally Posted by Anvart View Post
Good work, Flakmonkey.
...
but "softer" illumination is necessary for an ex-terrier, i think...
Soft global illumination with local correction by local light sources, may be...



Thanks for the feedback, i think that hole in the tower was a stock issue since i havent altered any geometry but i will look into it.
Some of the problems you pointed out are related to resolution and mapping issues, the maps for the towers and hull are 2048 maps, i could loose those issues if i made them larger but the texture filesizes go up rapidly if i do that. I might try seperating those parts and mapping them seperatly.

I think it comes down to personal taste how soft the illumination is, also i wanted to make it as non-directional as possible so it would look approximatly correct in all lighting situations which is why i chose to use occlusion, if i had used global illumination i would have needed a definate lightsource (ie the sun and sky) which would have added in my opinion too much directionality to the shadows, not to mention increasing my render times
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Old 03-26-10, 03:18 PM   #33
Darkbluesky
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That's strange, the type 1 turm does not work for me, it does not change nothing. But the others two work ok.

I have tested with SH3+1.4b+GWX3 and any other mods. Do you know why it could be?

Tx

EDIT: Found the "problem". I was testing with the VIIB not the VIIC. It only works with the VIIC, as the mod title says

Last edited by Darkbluesky; 03-26-10 at 04:06 PM.
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Old 03-27-10, 04:26 PM   #34
sabretwo
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Beautiful work, FM! Very nice.

What is the purpose of the revised sensors.dat? Have sensor values been altered?
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Old 03-28-10, 12:51 PM   #35
brett25
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thanks flakmonkey for another fabulous mod!
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Old 04-17-10, 08:51 AM   #36
sergei
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Just found this Flakmonkey.
Great timing too, I've just started a new career in a VIIC.

What can I say?
Looks beautiful.
Good work mate
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Old 04-17-10, 01:10 PM   #37
ryanwigginton
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Quote:
Originally Posted by Kpt. Lehmann View Post
STUPENDOUSLY AWESOME WORK FM!!!

I'm anxious for the whole shabang for all the U-boats and towers now! I don't think that most people here realize just how important your work on this matter is.

Well done! Will post some comparison pics in a bit. EVERYBODY needs to see this stuff!

So... [ahem] one last version of GWX??
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Old 04-17-10, 01:45 PM   #38
Wolfehunter
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Quote:
Originally Posted by Magic1111 View Post
Oohhh, not good news !

I hope that a new version / Update from this MOD will be released in the future, which is compatible with the MODs:

- DFant_subFlag_2010
- Waterstream+Exhaust Combi V2.3 for GWX3

Best regards,
Magic
This +1..
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Old 04-17-10, 04:00 PM   #39
sergei
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Any plans to do a Lightmap for the Type IX Flakmonkey?
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Old 09-19-10, 02:41 AM   #40
ViperU48
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After some playing I've finally encountered another error with this mod. This is distressing as it is by far one of my favorites!

The turm 1 ID test file fixed my problem with the black textured conning tower during career missions. I've now finally upgraded my Type 7 to the turm 2, and now the problem has returned.

I imagine it is the same issue as before, where the turm 2 mesh ID conflicts with something else.


I was wondering if anyone (flakmonkey - I hope you're still active ) knows how to precisely fix this problem? How do I edit the turm 2 files (and which ones are those) in the same way Flakmonkey fixed the turm 1 issues?


Thanks for the help!
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Old 09-20-10, 04:24 AM   #41
Aces
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Hi mate,

The easiest way is to use S3ditor:

Open the file: Turm7c_2_hd.dat located in the mod's "objects" folder.

Locate the following nodes:

Turm7c_2_coning7c_High

and

Turm7c_2_int_coning7c_High

export both of these 3d models with both uvs, uv and -uv2, don't flip co-ordinate system or reverse face winding

then delete the models and re-add them (append new child chunk) then 3d model and load the right one back in each place, it should be obvious by their filenames eg. Turm7c_2_coning7c_High.obj and Turm7c_2_int_coning7c_High.obj (and -uv2.objs for both)


This will cause them to have new ids. Save the file and test and repeat as the above if neccessary.

The problem is beacause the ids of one or other (or both) of these nodes have an id that's clashing with another mod etc.

hope this help

Best Regards

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Old 09-20-10, 04:34 AM   #42
SquareSteelBar
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I think it's not necessary to export, delete and reimport the models because it's possible to change the IDs directly by clicking 'New'...

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Old 09-20-10, 04:38 AM   #43
Aces
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hi mate, my experience with changing the id that way didn't work, it will remove the association with the parent node if you do this with 3d models so I gave the tried and tested way.

Best Regards

Aces
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Old 09-20-10, 04:45 AM   #44
SquareSteelBar
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Of course, you've to change depending IDs, too...

by 'copy & paste' of the new ID

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Old 09-20-10, 04:50 AM   #45
Aces
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Yes you can do that, I guess it's six of one and half a dozen of the other as the saying goes

Regards

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